WalkerDown (DayZ)
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Everything posted by WalkerDown (DayZ)
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We would help to improve the game.. but with little info (to not say no info at all) it's hard to understand what's happening. Now im doing half FPS in the towns/cities for no apparent reason, but i dunno what to check, where to look to improve the situation etc. So what we should do apart posting here: i do s**it fps.. there's so much rubber banding.. the loot is bugged. It looks like we're moaning, but it's the sad truth.
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Pending Changelog: Experimental Branch: 0.42.116002
WalkerDown (DayZ) replied to rocket's topic in News & Announcements
The build is sent to Steam for distribution, there's no way to "remove" something without redistribute again another build (unless it is server side; but in this case you're not going to add it into the client changelog). A second after the build is published, you know perfectly what's into it (and what has been removed). You don't need to write a changelog: it's generated automatically by your repository software (you could eventually make it more user readable or censor/remove the info that shouldn't be shown to the final user). I don't know why they come up with this idea of compiling the changelog manually... unless they are really writing their dev things on a bloc notes with a pencil. :) -
Pending Changelog: Experimental Branch: 0.42.116002
WalkerDown (DayZ) replied to rocket's topic in News & Announcements
A change log is produced in the moment you check and commit the changes for a build, you would only "censor" some info (because they couldn't be spread to the public, anti-cheat, or other sensible information). Producing a very accurate change log is a matter of minutes and it isn't "time consuming" at all, because in fact it's already available: the change log doesn't only tell the consumer of the changes, but its primary utilization is to tell the team itself of what has been done. If you're really spending time to compile a change log manually, collecting info here and there, there's something really wrong into your dev team organization, and i would ask the Development Director (isn't he Dean?) to review it. -
Pending Changelog: Experimental Branch: 0.42.116002
WalkerDown (DayZ) replied to rocket's topic in News & Announcements
The thread title is about the 116002 ... so 90% of the posts into this thread are off topic? If so, where exactly in this forum we can talk about this topics, please explain: - The current stable branch (features and changelog); - The current experimental branch (same as above); - The upcoming experimental branch (changelog); Thank you for your clarification. -
Rolling Update Rev - 0.43.116251
WalkerDown (DayZ) replied to Hicks_206 (DayZ)'s topic in News & Announcements
So where we're supposed to discuss the past patches, the current patches, and the future patches...? On Instagram? (knowing Dean, i wouldn't be surprised if it will really happen...). -
Rolling Update Rev - 0.43.116251
WalkerDown (DayZ) replied to Hicks_206 (DayZ)'s topic in News & Announcements
Is that hard to open a new thread with the current build version? There isn't even a thread dedicate to the current stable... This type of arranging thing looks unprofessional to me, people doesn't understand what's going on, where's the change logs, what's the "correct" thread to post and ask question... i can't believe the dev team (or anyone else) doesn't have 30 seconds to arrange the things better than it is currently. It's a complete mess, is that hard to understand?- 2532 replies
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Pending Changelog: Experimental Branch: 0.42.116002
WalkerDown (DayZ) replied to rocket's topic in News & Announcements
It could be related to the fact that the most important contents are being worked in the backstage, so you won't notice them for a long while, but we can't deny the fact that each new update doesn't introduce any significant innovation and there's nothing (for the majority of players) that could invite us to touch it again: a new apple, a new helmet, 5 more zombies. I don't know what to think honestly, everything is going (apparently) very very slow and Dean (with his rumination) is not helping to be optimistic. -
Pending Changelog: Experimental Branch: 0.42.116002
WalkerDown (DayZ) replied to rocket's topic in News & Announcements
Why they do not separate the changelogs? What's the differences btw the previous build and this? ...and (since i gor fired by the previous post): why this job is left to the users (so it could be wrong), while the devs knows perfectly what they changed? -
Since it's obvious that the anti-cheats aren't going to works, neither they will ever works (there's tenth of different public cheats used by tons of players, especially those ESP), can we please finally have the private hive and host our server, since this is the only way to enjoy some fun atm? I understand the early access, bla bla bla and all the shit you're going to do.. but hey there's a limit for everything, i do not understand how you could enjoy 1/10th of the fun knowing that most probably your opponent is watching a colored square around your character...? Again, alpha and whatever doesn't mean anything in this case: it's not that BattleEye will suddendly being re-coded and will finally start to be effective, we must accept this situation, so it would be better to think to a workaround from now, instead of hoping into something that will never come.
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Cheaters everywhere.. can we please have >
WalkerDown (DayZ) replied to WalkerDown (DayZ)'s topic in General Discussion
I would like be ignorant (someone who ignores what's going on) like you and believe that everything is running smooth.. unfortunately I know perfectly what's going on, this is why i'm inviting the developer to finally release the private servers, as it is the only way (unfortunately) to counter-fight the current cheats. PS: the most recent ESP is undetected for a reason, and the reason isn't about the "waves" (lol), but for another reason.. unfortunately i'm here talking with you and not with a real programmer, so it would be a waste of time explaining to you why the "dayz radar" cannot be detected BE. Btw i'm not here to try to fight with you.. i'm here to ask the devs for something specific: please give us the private hive, so we can finally install our own anticheats, thank you. :) -
Rolling Changelog: Stable Branch: 0.32.114557
WalkerDown (DayZ) replied to rocket's topic in News & Announcements
It's not, and it doesn't depend by the game server, but by the traffic on the hive server: if the hive isn't accessible or the auth server is lagging, your character won't lond (empty gear), but then it may be correctly saved, overwriting the old one and you'll find yourself with an empty gear. On a UK servers two of my mates were reset... while I saved myself with a alt-f4 (I was lucky enough to jump off the server before my "new" empty character got saved on the HIVE). -
Rolling Changelog: Stable Branch: 0.32.114557
WalkerDown (DayZ) replied to rocket's topic in News & Announcements
The other option is playing with cheaters... hmmm... i'm deciding what's worse. lol -
3 of us died from a hacker last night
WalkerDown (DayZ) replied to DirtyscumbagLith's topic in General Discussion
This is odd... coz i never said that BE have ever banned a legit player (that hadn't cheated), but exactly the opposite: an anti-cheat (this is true for any anti-cheat, not just BE) cannot enforce strict rules because they would risk to ban the legit users... this is the biggest advantage they have in the "battle" cheaters VS anticheaters. Btw i linked that post nor to talk about the bans.. but to talk about the only move (in my opinion) that we could make here: trying to mitigate the consequence of the cheating by adapting the game mechanics, instead of trying to fight the cheaters in the hoping of ban them all.. because this will never happens. -
3 of us died from a hacker last night
WalkerDown (DayZ) replied to DirtyscumbagLith's topic in General Discussion
Neither i have any evidence that you actually read my post (that has nothing to do with the unfair bans, despite the thread title) ... :) -
3 of us died from a hacker last night
WalkerDown (DayZ) replied to DirtyscumbagLith's topic in General Discussion
I was laughing at the fact that there's really someone so naive to believe that because of BE there isn't "many" cheaters in the game right now.. while we have more cheaters in DayZ SA than in the mod at the moment (because of the popularity if anything). (it was a bitter laugh tho...) -
3 of us died from a hacker last night
WalkerDown (DayZ) replied to DirtyscumbagLith's topic in General Discussion
I'm sorry (and i'm really sorry for myself, coz i'm a player too)... but you're wrong. I'm not going to write again the whole thing again: http://forums.dayzgame.com/index.php?/topic/162279-so-people-getting-kicked-and-banned-by-battleeye-are-hackers/page-7#entry1643943 -
Rolling Update Rev. 0.30.114008
WalkerDown (DayZ) replied to Hicks_206 (DayZ)'s topic in News & Announcements
Don't give up, you still young, and hopefully you'll find a better job. Good luck! ;) -
Rolling Update Rev. 0.30.114008
WalkerDown (DayZ) replied to Hicks_206 (DayZ)'s topic in News & Announcements
First: it's against the forum rules to promote your own youtube channel (...and with bullshits..); Second: these contents are in the game (pbo's) from the beginning, if you noticed them only now you must be born yesterday (that is a possibility considering your voice pitch in the video); -
3 of us died from a hacker last night
WalkerDown (DayZ) replied to DirtyscumbagLith's topic in General Discussion
AHAHAHAHAHAHAHAHAHAHAH -
Rolling Update Rev. 0.30.114008
WalkerDown (DayZ) replied to Hicks_206 (DayZ)'s topic in News & Announcements
You could be vert proficient in the industry.. but you're ignoring the fact that a firewall isn't just a "software firewall on the same OS you're running the game".. it could be the router firewall, or even a dedicate hardware firewall. There's no way an app could intercept what's going on, on external hardware. To not count the fact that a dumb kid could literally (physically) disconnect the cable and laugh at your software "interceptions". ..and about the process termination, there's more than one way to kill a process, sometime you need even doing it for legit reasons.. and you're suggesting to kill your characters anytime someone is forced to force-kill the game? Are you serious? Again: there's no other way to have a "timer" working, if not to apply it to any circumstance. The timer should be ALWAYS there, for a traditional quit or for other "unexpected" (legit or not) situations, the character must remain in game at least 30 seconds after disconnection (or no data received). Before logging off you must find a safe spot, or risk to be shot. I'm not sure why we're discussing this... we are not inventing anything, it works like this in any respectable MMO already, nor that we're reinventing the wheel. -
Rolling Update Rev. 0.30.114008
WalkerDown (DayZ) replied to Hicks_206 (DayZ)'s topic in News & Announcements
A macro isn't only a key sequence.. you can launch a taskkill /IM dayz.exe ..... Not only this, you can even add on the fly a firewall entry to block the app network traffic (to simulate a disconnection) .. you're underrating the kids fantasy. This is why the only applicable solution is to have a 30 seconds timeout in every circumstance (proper exit, alt+f4, process terminated, network connection interrupted... etc.). Any other solution different that this will not work, because anyone else will learn how to circumvent it (oh well, if they come up with a such naive solution.. i will be the first to post how to, to force em to find a different and better solution). -
Rolling Update Rev. 0.30.114008
WalkerDown (DayZ) replied to Hicks_206 (DayZ)'s topic in News & Announcements
There must be no difference between quit, alt+f4, and killprocess (you can setup a macro to kill the process avoiding to use Alt+F4). This is the only acceptable method, and for this reason it cannot be that long, i think 30 seconds (with a not moving character) would enough. -
Rolling Update Rev. 0.30.114008
WalkerDown (DayZ) replied to Hicks_206 (DayZ)'s topic in News & Announcements
Yes.. the usual DayZ "let's glue the parts with spit". I'm not sure who behind this "exotic" solutions. (you can load the game without; wait for the error; put the files back in place; rejoin the server.. and bingo.. same result as before) -
So people getting kicked and banned by Battleeye are hackers?
WalkerDown (DayZ) replied to crazyandlazy's topic in General Discussion
You are talking about different games, BE bans the game key, since these keys are different, there's no such "global ban". I'm not sure from where this rumor come from. (there's really no anti-cheat capable of a global ban, the only two anti-cheats that uses a sort of cross-games bans are VAC (only for Valve products linked to Steam) and PunkBuster (it doesn't really ban the "user", it bans the temp HWID.. useless). -
So people getting kicked and banned by Battleeye are hackers?
WalkerDown (DayZ) replied to crazyandlazy's topic in General Discussion
The truth is that the hackers have a big advantage versus the anti-cheat devs: they doesn't have to care about anything that making their cheat to work; but developing an anti-cheat you must identify the hack while trying to having zero false positives, any other number different than zero (even a single one) will make you in trouble because even a legit customer (that have paid for the product) that is being banned without have used any cheat is not acceptable. To not risk of having false positives then an anti-cheat cannot apply a zero tolerance policy, they must be reasonably sure that the person banned is really a cheater. It's there where the private cheats lives: in the limbo of uncertainty. That user may be a cheater but you have no final evidence, hence he won't get banned. The situation is even more complex nowadays: we run so many background applications on a PC (this about the overlays, game capture apps, streaming apps...) that is very easy for a "hacker" to hide between this mess, and it's extremely hard for an anti-cheat to discern a legit application from a cheat. This game will be NEVER cheater free, forget it, it's impossible .. hoping to fight em is a lost war. The devs should concentrate on the game mechanics instead. In example by mitigate the consequence of a hack instead of trying to fight the hack itself. We have a good example with the rubber-banding effect (a side effect of a good intention...): one of the most disruptive hack in DayZ Mod (and ArmA in general) is the mass-teleport / mass-kill ... so instead of trying to avoid the mass-teleporting hack, you just identify it and nullify the consequence. Technically you let the script kid using his hack, but the legit players would be only minimal affected by it. You can apply the same concept to the weapons range.. the weapons damage.. whatever. (...and for the love of the gaming lord.. don't call any player cheating an "hacker": only a fraction of them are really hackers (or skilled devs).. 99% of them are just kids that have no brain to understand how a cheat works.. they just pushes the red button...)