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The Green Beret is an international Dayz clan, started in the December of 2014, devoted to the aid of others and look to those who cannot contend for themselves. To be apart of a larger community and a greater camaraderie with other people is what we strive for.
We look for people who will actively play and communicate well in Teamspeak and on Dayz. We are also a hero clan, meaning that we strive to avoid clashes and hope to attain accord with others. However, this does not mean that we will hesitate to KOS in tense situations, or to always approach others in a friendly manner.
We will provide you with a simplified version of military structure and callings to provide maximum support for each player, providing you with training and exercises you need to be successful in the clan. We will have events Friday or Saturday making a full loot run around the northern/western side of Chernarus map if time provides, or just general clan improvements and fun.
The main game that we play is Dayz Standalone, however, we do also play games such as Arma, Dayz Mod, War Thunder, Rocket League, Heroes and Generals, Counter Strike, Gmod, and more.
To apply, join our forums and fill out an application:
• We are currently looking for commissioned officers and a high command who can quickly give out commands to others in active situations, be extremely active during the week, and can work well with others. Please contact me directly for more information.
If this seems like your style of play, why not come along. We are open for applications at the moment from all around the world - and we hope to see you soon if you do apply!
For more information and to apply join our forums.
(Please do not post the application here)
Change the models of just 3 buildings to their ruined versions and it would signifiantly reduce glitchingBy chambersenator
I think it's safe to say that nearly all of us at one point or another have fallen victim to another player that is glitched inside a building. While certainly not a game-breaking issue, it is an irritant that happens frequently enough that players have to adjust their behavior when near these buildings to minimize the risk. We all know that the problems with those buildings will be addressed in the future, and to do a full review and overhaul of those models takes time - time that right now, should be spent on higher priority issues.
However, waiting for the fixed models is not the only option, and if a significantly less time-consuming alternative is possible as a temporary measure for at least some of these buildings, the overall benefits to the everyday player experience could arguably make it worth the time of the dev team. Rather than rattle off list off a bunch of buildings, I'd like to just focus on what seems to be the most problematic and well-known building - the "camo building/military jail" (IIRC, it's called Prison or Command Center in the assets - pic here). The loot spawns were removed from this building some time ago, which did help the situation by reducing player traffic inside the building, but it still meant it could be used and exploited against players outside the building.
My suggestion is this: why not simply replace the current building model with the ruined destroyed model? There would be no new models to make, as there are two models to choose from - the original ruined model from A2, and the 'enhanced' ruined model in SA, which can be seen just north of the ATC tower and Fire Station at the NWAF, or in Turovo. No loot spawn points would need to be removed or disabled, as that has already been done ages ago in .56.
I've been around ArmA & DayZ long enough to know that "an easy fix" is as rare as hen's teeth, and something that seems as simple as a changing a model from 'normal' to 'ruined' sometimes can open up a surprisingly huge can of worms. Only when compared to the time required to overhaul a building model would one feel fairly safe suggesting that it's at least 'significantly easier.'
As I understand it, once you change the model, a certain amount of internal QA would need to be done to ensure there's no surprise problems (players getting stuck, or perhaps even glitching through the ground and dying, for example). So to reduce the total amount of time spent on this for the maximum benefit, it seems logical to focus only on the locations where they are the most problematic.
Out of the 9 places that there are intact Prisons/Command Centers, changing only 3 of them would give the most benefit to the players (listed here in descending order of importance).
- NWAF, by the northernmost hangar
- Zelenogorsk, by the barracks
- Bashnya, north of the NWAF tents
The remaining Prisons/Command Centers can wait, as their location, terrain, surrounding structures, and frequency of player traffic around them make them less attractive to those that would seek to exploit them. The ones at Balota and the SW corner of the NWAF I would be nice to see, but nowhere near as important as those three.
If this or something like it were to be implemented in one of the patches in the (hopefully near) future, I have little doubt that the player base would consider it time well spent (aside from the glitchers, of course)
I would welcome any input/corrections/explanations from the devs and those more knowledgeable than I about the process, problems, and feasibility of this proposal.