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jorgamun

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Everything posted by jorgamun

  1. Spawned from the thread about bandages came the question of knowledge. Bearing in mind that this calls itself an RPG, should you have to acquire knowledge through some means to be (more?) effective at certain tasks? It could be through book looting in schoolhouses and other places that could teach you a skill (medical, vehicle repair, cooking, etc.) and would be valuable trade items. Perhaps you could start with one skill already completed. Thoughts?
  2. jorgamun

    The Most Valuable Asset: Knowledge

    That's neat, I hadn't thought of how to represent it. It makes sense, humanity is already represented as a sidebar icon. I do like the idea of the knowledge leaking into other players near you. There could be books that could teach you a lot about the subject (perhaps get you to 50% on the read), by using the skills you advance them, and if you're in the presence of a player that has a higher skill level than you yours advances to his level slowly over time.
  3. jorgamun

    Thoughts on Bandages

    Thats a damned interesting question. Maybe it can spread like a cough? Sit with someone who knows how and you learn how? There's an item in game that teaches you how as well? I kind of like the idea of readable, lootable books. There are schoolhouses that currently have no loot in them, and they would be very valuable trade items.
  4. jorgamun

    Thoughts on Bandages

    So a larger question that this thread is spawning: should knowledge be a resource that you have to acquire ingame?
  5. jorgamun

    Thoughts on Bandages

    I personally just like the idea of your medical skills being less effective until you have some tool of some sort that enables you to take care of more grievous injuries. You who spoke as a military medic remember: YOU are a medic. What are the chances that a Survivor in Chernarus is?
  6. jorgamun

    Thoughts on Bandages

    I thought so at first too, but read a bit more into the thread and see how the idea developed. It's not a bad idea, the loss of blood isn't that significant, just a presence for major wounds.
  7. jorgamun

    Thoughts on Bandages

    Actually, now I'm liking your idea way more. 10+ per minute from self bandaging without getting help from someone who has something like a medical reference book (new tool perhaps?) would be a very neat idea for grievous wounds.
  8. jorgamun

    Thoughts on Bandages

    You assume incorrectly. It's not incredibly difficult to do. Hell, they teach you how to do it in Boy Scouts. If you're talking about gunshot wounds, if the realism scale is tipped that far then nobody will ever heal from a gunshot wound practically ever. They almost always result in death without true medical attention. Your buddy Joe survivor doesn't have that much more capability of taking care of your innards than you do. Also, why should the mod encourage teamwork? That's not the point of it - the point is more or less to have no point.
  9. jorgamun

    Thoughts on Bandages

    I think this is a very awful idea. Why should someone not be able to bandage themself?
  10. I'd like to help out with some cheat detection. I'm working on a system right now that would be able to have passive cheat detection that would go into effect similar to VAC bans (delayed, so you don't know exactly what got you.) I can't really do this without some server logs to develop around. I've made a generic system but I don't know what the logs look like. I'd love to put my talents in pattern recognition to help DayZ become a better mod. If the admins are okay with it I'm requesting some sample server logs to work on a potential cheat detection system. I'm sure the main developers have much better things to be doing with their coding time. Email: [email protected] Steam: http://steamcommunity.com/id/jorgamun To add a bit more to this: my personal philosophy is that no innocent player should EVER receive an unjust ban. The system would work with this as the top priority of all analysis assuming that the developers agree with that. That doesn't mean that it will be less vigilant in its detection, just accuracy is paramount.
  11. jorgamun

    Steel bolts and taking them

    I would like bolts to be lootable from the corpses that you kill them with, as in through the gear menu.
  12. jorgamun

    Setting up / cutting down barbed wire

    They say you have to target the wood, but sometimes it just fails even if you properly aim at it. The barbed wire griefing in this game is getting absurd. You should be able to move through it at the cost of starting to bleed or something. It's not impossible to do, it just hurts (I know this from plenty of experience).
  13. I do have most of what I think to be the good algorithms down for what I know exists, but I'm not sure the verbosity of the relevant logs so I'm wary to get too much into it before I know what data is available. I'd love to work with him though, what's his contact info?
  14. jorgamun

    Dying needs to have consequences

    I like the game being goalless. I like the freedom to make my own objectives. Hell, sometimes I play a character that doesn't even care about survival, he's just out to kill as many fucking zombies as possible. The more incentives created to play a certain way the less sandboxy the game becomes. Food for thought.
  15. Nothing is perfect. All bans are up to rocket regardless as it stands. The software just presents data about users and makes cases and likelihoods of them abusing the system. Sure, it won't be 100% perfect, but it will be damned close (I think), and those that get unfairly banned if it happens will put up ban appeals and make their case.
  16. At that point you're just fiddling with the ratio of Type I to Type II errors. The more your system is tough on willful DCers' date=' the more accidental DCs you'll punish as collateral damage (False positives). The more your system can be forgiving to accidental DCs, the more it'll be abusable for intentional DCs to get away with it (False negatives). MMOs usually go for the former; minimizing false negatives at the expense of more false positives. It's because they know that if you leave ANY wiggle room to exploit a system, a subset of players will always end up abusing the hell out of it, ruining the experience for everyone else. [/quote'] That's not how my analysis would work, actually. It's behavioral studying that incorporates a lot of AI work that I have done. I can't really expose its innards because it would compromise its effectiveness, but the core of any anticheat system is that protecting innocent uses is the paramount objective.
  17. jorgamun

    Dying needs to have consequences

    But you already do lose everything when dying. You lose position, gear, any progress you were making toward a goal you were hoping to achieve... I think your suggestions add too many goals to the game. The point is to be open ended, to not have definite goals. You can't even really call a core goal of the game to be survival - that's just something you may choose to do.
  18. There are ways to analyze the behavior and determine likelihood of abuse versus general issue. You're wrong, but I don't want to reveal the ways publicly in case they simply be abused. They do exist though.
  19. jorgamun

    UFO's

    Psychedelic mushrooms do increase your edge and motion detection capabilities, with some side effects and false positives. Would be interesting.
  20. That's why I think that rather than trying to curb the tools to disconnect effectively and punish potentially unlucky players, detection of abuse and punishment for repeated offenders is better.
  21. In response to 2, all private information can be scrubbed easily to prevent me from knowing any of it. I just need the format, not the actual specific data, to be able to develop for it. In response to 1, I have actually acquired some server logs and they are insufficient for tracking all but disconnect abuse, and still only a part of disconnect abuse tracking. I found out that the logs I need are probably BattleEye logs or HIVE logs, not really sure. I contacted BIS about it.
  22. Hmm, I could write up a little application that converts a standard wordlist into one that contains all permutations if anyone is interested.
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