

Photolysis
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Everything posted by Photolysis
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Some interesting changes, but cooking stuff deteriorating with use is just stupid. I've cooked thousands of meals with some of the things I have, but based on what DayZ developers think a metal fork only lasts 10 meals or something. It's not realistic. And it's not fun. So why are you doing it? Some of your team spend far too much time thinking of stupid, unrealistic, unfun stuff to put in the game.
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When is the jankiness and lack of quality going to be improved?
Photolysis posted a topic in General Discussion
It's coming to the end of 2021, and there are many aspects of this game that would be embarrassing for c. 2000, and make the game feel like a pre-alpha build. Vehicle physics so bad that it's like driving 20 times over the legal alcohol limit. How bad is this? I get the same issues hosting a server on my own extremely high powered machine. I can connect to localhost and it still takes seconds for a vehicle to respond, and there's lag and rubber banding! If your physics are this bad, make them client side. Vehicles getting stuck on very minor obstacles. The other day I lost a vehicle because it got stuck against an inch high piece of wooden fencing, and the vehicle power is so low it couldn't reverse up a slight incline. Which leads on to... Vehicles with such low torque that even in first gear they can't climb up hills that anyone or the least powerful vehicles in the world could easily climb. BH... if you have to rev your cars to 4000RPM to get up an incline that's 0.01 degrees, please take your cars to a mechanic urgently. This is not how vehicles work and you have a critical fault with your car that needs repairing. How did any of the roads on the map ever get built?! Also if there's a dirt track cars can go down this faster than 2mph. Not being able to place tents in open fields because it's not a mirror perfect smooth finish. By BH's logic, apparently 99% of the people who go out camping in the world are doing the impossible, because they manage to place their tents on slightly inclined ground that isn't perfectly flat. At very least snap it into a position I can place it, instead of having to wander around for 20 minutes trying to get the pixel perfect placement the game will allow. Player characters getting stuck unable to open the inventory (large two handed items seem to trigger this) until logging off and reconnecting. Melee combat so clunky that it often feels like you're hitting air, even if you land a hit. I played DOS games in the late 90s with better melee combat! There's such a horrendous lack of polish for a game that sold millions. This is supposed to be running on a new engine, and yet it behaves very similar in many ways to the DayZ mod, which itself was based on a very old game. -
You can, it just doesn't get mentioned in the UI for some reason. Default key is T for "toggle weapon".
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M203 / M320? Foregrip and camo paint/netting also sounds good additions to me. Holographic sights and laser sights sound good as well.
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As the game is in alpha, naturally there will be a lot of bugs with the way the game operates. However, because character status effects are very complicated, giving feedback is made far more difficult by the lack of information made available to the player. As such, I'm suggesting that the debug meter be enabled, to give players more data and allow bugs to be identified more readily. An example of a bug that would have been caught almost instantly with the debug meter would be the blood regeneration bug that was fixed last patch. As it stands, we're trying to test a complicated and buggy system while being almost completely in the dark. This is insane for an alpha test, which typically does feature debugging information that is hidden in later builds.
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Bad idea. Won't happen due to the insane resources necessary for a useless feature, such as creating huge amounts of new animations. Might not be possible in the engne either.
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So I just got into a firefight and barely survived. I took two hits from an M4 and went right to the verge of death, but I managed to escape and survive. Cool! What's not cool is that being hit twice somehow managed to destroy nearly every item in my possession, most of it in pristine condition. That level of damage is utterly ridiculous and beyond any stretch of realism. I fully support items taking damage to reduce the KOS mentality, but that level of damage is insane. Did that bullet play pinball with everything I had? Needs toning down I think. Or a better means of modelling damage.
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A good step towards getting this sorted out. Shame that it hasn't been thrown out completely, but I'm pleased for Ivan, Martin, and their families / friends / colleagues.
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Devblog update: Where is the Standalone?
Photolysis replied to rocket's topic in Mod Announcements & Info
Very interesting stuff, and it looks like the wait will definitely be worthwhile. Hopefully I'll be able to give a hand with the testing process when it becomes available. -
Would I be able to run DayZ on max settings with this?
Photolysis replied to Damonb10's topic in New Player Discussion
Not sure about max because very high AA settings can give cards a real beating, Arma II is heavily CPU bound, and DayZ hammers machines even more, but you should be able to enjoy very high settings at a high resolution with that setup. Nice machine by the looks of it. -
Stats (like GTA or Skyrim etc etc)
Photolysis replied to malau (DayZ)'s topic in DayZ Mod Suggestions
I wouldn't mind various stats as a postmortem roundup on death. However, as others have stated this would lead to certain players engaging in certain actions just to get the high score for a particular stat. It's inevitable to some extent (how many zombies can I kill? How many players can I kill?) but would be made worst with the introduction of extra stats. They'd have to be chosen carefully to minimise this. -
Except that the human eye can adapt to the darkness far more than in DayZ/Arma. Very few nights are so dark that you cannot see anything at all. The problem is not the darkness, but that almost every night is pitch black and a player's eyesight does not adapt much.
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Don't send all info of the server to players...
Photolysis replied to Nemmyz's topic in DayZ Mod Suggestions
Giving the client limited information on a need to know basis is a standard performance optimization and good for security and anti-cheating purposes. It means the server can cope with more players, players are able to enter the game faster, and any cheats that do exist are reduced in effectiveness. These issues are present in Arma II by design but that doesn't mean it shouldn't be changed for DayZ. -
1.7.3 PATCH DEBUG MONITOR TAKEN OUT-SOLUTION
Photolysis replied to Gopher (DayZ)'s topic in DayZ Mod Suggestions
Except this is due to limitations of DayZ being a game. In reality I feel hungry (cannot be modelled by the game), followed by more obvious signs such as a stomach rumbling, lethargy and so on. Similarly with thirst. I don't need to be dying of dehydration to realise that I need a drink. I also don't have to drink a fixed amount. I don't have to 'min-max' a bottle of pepsi because I'm not forced to drink it all. For most people, the only indicator that they need to drink that they'll ever get is that they feel thirsty, which again, cannot be modelled by the game. So how is the game accurately supposed to model something that for the most part, only manifests itself as a sense of discomfort? Incidentally, I wouldn't know exactly how thirsty I am to the point where I could say it's 43.7/100, but I would have a pretty good idea ("about 40", "about 50" etc). The HUD makes up for the fact that there are severe limitations in conveying stats such as temperature to the player in an organic and realistic way. If you remove them then it's almost like making every player a CIPA patient. Removing blood levels is slightly different though because that information can be given to the player in such a way that it's both realistic, and that a HUD is not needed. The only problem is that a hit from a zombie at 9K can knock you out which players strongly want to avoid, but the difference in-game between this and perfect health is quite subtle. -
Ideas: Bloodtypes and changes to wildlife, Epi-pen and Matches
Photolysis replied to Teos (DayZ)'s topic in DayZ Mod Suggestions
If you're going to give people an unfair advantage through blood types, why not go further. Randomise maximum health. Randomise how much weight a character can carry. Randomise height. It's not a good game mechanic because it places certain players at a disadvantage with no way to overcome it. If you get a bad spawn you can still move to some place better. If you get bad RNG on loot you can still overcome that. But if you spawn with a certain blood type there is nothing you can do to eliminate that disadvantage, and that's why it should not be included. As best possible, players should all spawn equal, rather than granting some unfair advantages in the name of 'realism'. As for your other comment, you would heat the patient if needed, you wouldn't make a haphazard attempt to heat the blood in a fireplace. Reduced core temperature would help reduce the damage of hypoxia as well, which would be a real danger for your shot up buddy while he's getting the transfusion. Frankly if you get shot almost to death on a cold dark night, you've got bigger problems than the temperature of the blood for the transfusion. -
Ideas: Bloodtypes and changes to wildlife, Epi-pen and Matches
Photolysis replied to Teos (DayZ)'s topic in DayZ Mod Suggestions
Adding bloodtypes is stupid and as stated would cause people to suicide to get AB. O- is kept around in hospitals and suchlike because it can be quickly used in an emergency without having to test for compatibility. It's not a huge break from reality that it's the only blood type around. As for heating it in a fireplace, that's an excellent way to melt the plastic, contaminate it, and overheat it, denaturing it. Plus if you want it to take time to increase the realism, in reality this would allow the temperature difference to be largely negated. Transfusions and saline drips are not heated in the real world either, and it doesn't cause patients to go into shock. You're not flushing the entire circulatory system with 15C fluid in a few seconds. On the subject of blood at least, your ideas are pretty bad. -
The problem is that this sort of stuff sets off the moral guardians and can get games banned outright in certain areas. It's stupid and hypocritical but there you go. Just like it's stupid and hypocritical that you can show sex and violence in a film, or have child zombies being mowed down by the protagonist, but the moment a game thinks of doing that, whoa, someone think of the children. I think rocket has already gone on record as saying stuff like cannibalism will never be added because it would be banned and mean that certain players would miss out. No different here.
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Hallucinations from hunger? No, that's silly. Hallucinations from extreme thirst? Sure, it does happen. Drinking would need to be changed so that you don't need to be on the verge of dying from dehydration before taking a drink to get maximum effectiveness out of it though. Hallucinations from excessive blood loss? Why not.
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What a valuable contribution, thank you for sharing. Unlikely. More likely that you were trying to expose me as someone equally ignorant by asking me a question you were hoping I couldn't answer. All you have done is made yourself look foolish. And I will state in response very clearly that it is not as simple as you make it out to be and this is where you show your lack of understanding. Conceptually, yes, it is. The implementation step is harder. Testing and debugging will require significant manpower. It isn't a job that they could get an intern to knock out in a day, it would be a large undertaking to add this feature in and test it properly. Ideally, yes, they'd add it in as it would increase security slightly. But there is no point adding an extra lock to your front door when you have 10 open windows, a large amount of holes in the wall, and 5 spare keys hidden in plain sight. Those are the problems BattlEye needs to fix first, and where they should spend their efforts on. And if they fix the gaping security holes then you don't need to bother with hardware bans in the first place since it would kill cheating dead by stopping anyone who tried. And most of the people who do this stuff are clueless script kiddies. If they had to code their own hacks then they'd get nowhere. But you'd be surprised how many of them are capable of following simplified instructions that someone else has written.
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The main problems are: 1) The Arma engine is too trusting. Not something that can be easily fixed for the mod, though BI can make a few tweaks in patches to help reduce the problem. 2) BattlEye has security vulnerabilities that allow scripts and DLLs to be injected and so appear legitimate and evade detection. This is something they can work on, and many of their updates revolve around closing these exploits. That is where their efforts are best spent.
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And IP bans are useless because almost everyone has a dynamic address. For over 99% of people all they need to defeat it is to power cycle their modem. Changing a MAC address is trivial. Hardware bans are of limited effectiveness as serial numbers that the software can access (such as hard drives or network adapters) can be changed or spoofed. One thing I've often noticed with people making suggestions on code changes is that they will often declare things to be "simple", and typically have no knowledge of software development. If you have any knowledge of how software works then you would know that even changing the simplest thing can have very far reaching consequences and requires extensive debugging and testing. BattlEye would have to completely modify their database structure as well, which again as any developer will know is never something to be taken lightly. In short, people who say it is "easy" are almost invariably ignorant of the matter at hand and have no knowledge of the complexities involved. I will also point out the obvious that people are willing to pay to cheat judging by the amount of paid-for hacks out there, including for DayZ. They will willingly pay for tools to allow them to continue cheating. I've even seen cases elsewhere where significant numbers of players pay for access to botnets to DoS other players out the game. If you think that adding such a minor hurdle will deter them then you are gravely mistaken. TL;DR version: coding in these features from scratch is almost completely useless as are all easy to defeat, and you need to educate yourself on the subject if you want to make constructive suggestions.
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There is no point in adding something so easily circumvented. Far better to spend the effort fixing the root problem than waste all the manpower coding, testing and implementing a useless 'fix'.
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Solution to +1 murder when returning fire
Photolysis replied to seepra's topic in DayZ Mod Suggestions
For bullets, I think using a suppressing fire mechanic like Battlefield 3 could help. If a shot lands within a certain radius of your character that creates a suppressed effect (which distorts your vision and reduces your accuracy depending on how badly suppressed you are). Plus the mechanic itself lends itself to group play and tactics. All the game needs to do is recognise that attacking someone who shot at you and caused this is a fair target for self defense. For grenades and explosives the same effect could be reused, as they would have a much greater suppressing radius, Melee weapons might be a bit more problematic. -
16 slots for a cleaning kit that's a single use? I don't know what you're smoking but that must be some very powerful stuff. That's like me suggesting that a can of beans should take up 20 slots so you have to constantly hunt around for them. In other words, stupid.
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Suggestions for the DayZ standalone - thinking outside of the limitations of an Arma 2 mod.
Photolysis replied to ruarz's topic in DayZ Mod Suggestions
Was talking about this elsewhere but might as well post it here. What about stripping down weapons to transport them? A high calibre sniper rifle with a total length of over 1m would not fit in most backpacks without sticking out, which would make the barrel more prone to fouling and give away your position more readily by making you more visible. Dismantling would allow it to be stored much more easily but would come at the cost of having to reassemble it when taking it back out. This would offer the choice of being able to choose between quickly switching weapons, or carrying more items by stripping them but having to reassemble it before use. And in the case of long-barrelled weapons that can't fit in a particular backpack you have, the fouling of the barrel would cause them to reduce in accuracy and be more prone to jamming. Obviously stripping weapons doesn't actually decrease their volume in reality, but this could be modelled in game as part of the inventory to represent the increased efficiency in packing items in your backpack.