kichilron 8550 Posted September 3, 2014 Very well thought through, Bullet-Catcher.What I meant to say and didn't quite come out correctly:having a whole variety of skins isn't too hard to do if you have a 3D-Modeler. We can use existing skins, mix them, add Backpack-Proxies and have proper skins.This does not the whole humanity-system will be gone - but the current system definitely needs a revamp. 2 Share this post Link to post Share on other sites
PhilB 230 Posted September 3, 2014 (edited) The humanity system simply needs to be better. I think some obvious answers have already been stated. 1) Why so easy for bandit skin? Let's change the paradigm on this. Make it valuable again by being hard to get. Maybe you need 50-100 kills of all types to garner "bandit" Remember stats are persistent through each death. If you play this game long those numbers accumulate quickly. I also think "bandit" should gain some humanity back (or overall kill stat reduction) for cumulative hours alive per character based on the premise that a "bandit" who survives long is presumably "taking it easy" and not pvp'ing much. "What about someone who survives long but is still killing a lot because they're so successful?" you might ask. Well all the humanity lost on those kills will be somewhat offset by humanity gain back from survival, which I think is a fair reward for an excellent bandit. Great "banditry" should be rewarded and extremely difficult to get. 2) Or this. Right now having a bandit skin is the mark of an average player. Decent players know how to stay "survivor". Excellent players can achieve hero status. If we assign "humanity" and its representative player skins to a number system, then bandit is 0, survivor is 1 and hero is 2. We don't yet have, or maybe lost, our -1 character/skin. How about 2 stages of hero and 2 stages of bandit? So -2,-1,0,1,2 on a humanity scale. Maybe even a 3rd tier hero for the fun of it. 3)Players should receive humanity gain from killing bandits. A player should receive positive humanity proportional to the negative humanity of the bandit he killed. The bigger the takedown, the bigger the payoff. And vice versa, if you kill a hero with massive humanity, you are gonna take the hit for that. I agree with Bullet Catcher on most. My takeaway is that what is core and engaging about Dayzmod's humanity system is the difficulty in maintaining the survivor skin in "such a hectic pvp environment". My point is the survivor skin has now become 1st tier hero skin. Edited September 3, 2014 by PhilB 1 Share this post Link to post Share on other sites
jimlad (DayZ) 1 Posted September 3, 2014 The problem I see with getting humanity for blood bagging is that a clan running around killing people can offset the negative humanity by blood bagging their mates when they invariably get shot. The gain could be made to be inversely proportional to the number of times you've already BBed a person over e.g. the last month: Humanity gain = H * 1/N where H is a default value (e.g. 500), and N is the number of times you've BBed than player. BBing strangers would give you a big boost. The same could be done for antibiotics (perhaps administering ABs could give a comparable humanity gain to BBing; blood bags are a dime a dozen, ABs are really rare). Just my two cents. Share this post Link to post Share on other sites
kichilron 8550 Posted September 3, 2014 Bloodbagging to get humanity is out the window, as there aren't enough bloodbags anymore to do this. Everyone's a different bloodtype and there aren't enough transfusionkits to be worth the humanitygain anymore. They're worth quite a lot these days and I don't see anyone gaining loads of humanity as a normal person just through bloodbagging anyone. And supplying with the wrong bloodtype doesn't give you + humanity. Share this post Link to post Share on other sites
jimlad (DayZ) 1 Posted September 3, 2014 Fair enough. I haven't actually blood bagged anyone since the last the last version; but I do see BBs & kits about 50 times more often than ABs. BTW, what's the deal with wood piles? When chopping down trees, you get logs - is there a way of converting them to piles? I was trying to upgrade a stash and found out the logs can't be used... Share this post Link to post Share on other sites
kichilron 8550 Posted September 3, 2014 BTW, what's the deal with wood piles? When chopping down trees, you get logs - is there a way of converting them to piles? I was trying to upgrade a stash and found out the logs can't be used... Have you tried rightclicking them at all?! Share this post Link to post Share on other sites
jimlad (DayZ) 1 Posted September 3, 2014 Ah-ha. Log -> plank -> pile. I saw the option of turning the log into a plank before, but how was I to know planks can be converted to piles? I had seen wood piles at spawn points, I thought this was just there to make stash upgrades more difficult. Thanks for the info... Share this post Link to post Share on other sites
RomanZ (DayZ) 24 Posted September 3, 2014 (edited) Bloodbagging to get humanity is out the window, as there aren't enough bloodbags anymore to do this. Everyone's a different bloodtype and there aren't enough transfusionkits to be worth the humanitygain anymore. They're worth quite a lot these days and I don't see anyone gaining loads of humanity as a normal person just through bloodbagging anyone. And supplying with the wrong bloodtype doesn't give you + humanity. Which is why we need alternative ways to gain humanity so badly. I agree with Bullet_Catcher, the humanity system is key to the DayZ mod experience. In fact it's one of the main reasons why I play the mod instead of the standalone or even other games. And I also think that it should be equally hard to gain humanity for squad/clan players and for loners, which has never been the case at all so far. My suggestion is to add the following to the existing humanity features:1. Humanity change for killing bandits, negatively proportional to their humanity (proportionality factor of -0.02 maybe?), perhaps with a cap of +250 or so.2. The same for killing heroes, but with a bigger proportionality factor (-0.2? -0.5?), if that isn't how it works already.3. A very small humanity gain for killing zeds (say, 0.25?). Need to take out like 10,000 zeds (or even more) to go from 2500 to hero without injuring a good guy in the meantime. This would even drive the game more to PvE rather than KoS-PvP. People might team up to go zed hunting. That could be a lot of fun!4. Possibility to read journals on dead bodies to see how good the player was. Just for fun. :) Surely, this would all need heavy testing and balancing. Edited September 3, 2014 by RomanZ Share this post Link to post Share on other sites
geryon 180 Posted September 3, 2014 (edited) This is my personal feeling: Humanity doesn't matter. I've met more trust worthy people in the game with -300K humanity then the bandit wannabe survivors running around the coast. Let's say I'm in a clan and I'm the medic. I don't do a lot of killing so my humanity is at hero or near hero status. My mates which I trust with my life are killers. If you are not in our TS or in our group they will take you down with out a blink. We'll prosper at your expense. Whether it's a clan, country, team, etc... within my group these are my friends, providers, and protectors a la 'Freedom Fighters'. To the rest of the people on Chernarus they are a scourge and evildoers. Thus a player who is a proficient killer is my hero if he is on my side. It's really a matter of perspective and thus tracking body count seems too simplistic other than as Epeen meter. I guess what I'm trying to say is that having a global morality meter in a sandbox game felt odd with me. Edited September 3, 2014 by Geryon 2 Share this post Link to post Share on other sites
BC_Hawke 276 Posted September 3, 2014 2) Or this. Right now having a bandit skin is the mark of an average player. Decent players know how to stay "survivor". Excellent players can achieve hero status. If we assign "humanity" and its representative player skins to a number system, then bandit is 0, survivor is 1 and hero is 2. We don't yet have, or maybe lost, our -1 character/skin. How about 2 stages of hero and 2 stages of bandit? So -2,-1,0,1,2 on a humanity scale. Maybe even a 3rd tier hero for the fun of it.I love this idea. I think adding one more "super bandit" skin would do it. Becoming a hero is tough, so it doesn't seem like there's a need for another tier there. On the bandit side, though, I'd love to see a psychotic killer skin that reflects how many people they've slaughtered. I'm all for gaining humanity from killing bandits but it has to be a relatively small gain compared to how much you lose for killing survivors, otherwise there's no value to either side and it just becomes Red vs Blue. This is my personal feeling: Humanity doesn't matter. I've met more trust worthy people in the game with -300K humanity then the bandit wannabe survivors running around the coast.Let's say I'm in a clan and I'm the medic. I don't do a lot of killing so my humanity is at hero or near hero status. My mates which I trust with my life are killers. If you are not in our TS or in our group they will take you down with out a blink. We'll prosper at your expense.Whether it's a clan, country, team, etc... within my group these are my friends, providers, and protectors a la 'Freedom Fighters'. To the rest of the people on Chernarus they are a scourge and evildoers.Thus a player who is a proficient killer is my hero if he is on my side. It's really a matter of perspective and thus tracking body count seems too simplistic other than as Epeen meter.I guess what I'm trying to say is that having a global morality meter in a sandbox game felt odd with me.Au contraire! In our experiences bandits almost always act in a way that is in alignment with their skin. We used to be friendly to both survivors and bandits (flank them, call out friendly from behind...kinda like a hold up but without holding them up), but we found it almost a guarantee that the bandits would be "friendly" until the first moment they got to pull a fast one on us. Despite many people's complaints about heroes I only ran into one hero on the public hive who would regularly shoot sruvivors and he openly admitted to us that an admin that was running a sketchy server on the public hive used some sort of exploit to give him 50,000k humanity. We've certainly come across some people in bandit skins that either changed their ways or sometimes like to play friendly, but invariably they give in to the bloodlust of PvP and just go deeper into negative humanity, all while saying they "mostly kill in self defense". Survivors are the wildcard, and that's what makes meeting them so much fun! Are they survivor skins because they're friendly, or are they just new to the game or new to this private hive? Even if they're friendly, will they panic when they see us and start shooting? What do I do if they start shooting? I don't want to die, but I don't want to lose my humanity!!! This is so much more exciting to me than "player spotted...firing...got him" over-and-over-and-over-and-over like other games. As for your last point, go play Standalone for a couple weeks. It takes sandbox to the extreme and without any rules at all you just end up with a bunch of derpy people goofing off and/or killing anything that moves. There are people that play as "heroes" but anytime they see another group of well armed people they label them bandits and start shooting. It's honestly really drab. Don't get me wrong, I really like the idea of a sandbox game, but I think it's even better when there's some consequence to the choices you make. It gives people a motivation to play a certain way without flat out dictating it. It's still sandbox, but outlines some possible paths. 2 Share this post Link to post Share on other sites
geryon 180 Posted September 4, 2014 Fortunately I haven't experienced real backstabbing. Knocks on wood. Agree with you on meeting strangers, the skin generally will indicate the type of encounter you'll have. Though once you get to know players and they get to know you, you get a handle of how trustworthy they are. However no matter what the skin I always use caution. If the opportunity exists I take more into consideration their text chat and tone of voice over anything else. Not related to the discussion but a fun one that I enjoy remembering often. One time I was biking on the far west side of the map. I see a player 50 meters from me with an AK. I realize I'm about to die on a bike with crap load of gear. Do I eject from bike and start blasting? Call out friendly in a position of weakness? Nope I ride my bike right past him with zero fucks given. LOL. The guy didn't shoot. Later I find out he thought he was dead. He was off the computer occupied with someone on the phone. Both of us didn't panic thus no one died and we eventually starting cooperating with each like sharing info and gear. These are the type of moments that keep me playing. 1 Share this post Link to post Share on other sites
BC_Hawke 276 Posted September 5, 2014 (edited) Many of you are aware of the mess that DayZ Commander's lack of updates (and a huge amount of the player base's inability to use Steam to install DayZ mod) is causing. A lot of people out there are not aware. I've made an attempt to get the word out on Reddit. If you have an account do me a favor and give this an upvote for visibility. If you feel I worded it wrongly or have additional input go ahead and say so in the comments. I really hope that the official DayZ mod doesn't die her and now because of this mess. http://www.reddit.com/r/dayz/comments/2fhxvu/dayz_commander_is_killing_the_mod_to_play_182_use/ Edited September 5, 2014 by Bullet_Catcher 2 Share this post Link to post Share on other sites
BC_Hawke 276 Posted September 5, 2014 Well I'll be damned. Looks like dotjosh updated DZC today. Hope it actually works and people figure things out and get back into the game. The post on reddit got pretty good response. Hopefully that will bring some people back to the vanilla mod. 1 Share this post Link to post Share on other sites
PhilB 230 Posted September 5, 2014 (edited) I think we already saw the result last night. A lot more players! Real DayZ is just as viable as it was 2 years ago. Initially the mod's popularity spread like wildfire almost exclusively by word of mouth. I think the same will happen again. 1.8.2 is a great time to play the mod or experience it for the first time! It all starts with one server. Once that server has more players than available slots, we'll need another server. I'd love to see the mod experience a rebirth. But this time on our terms and in a slow, structured way. Maybe Tommy (434,435) is willing to become the defacto vanilla public mod (basically what is happening anyway)? He can take donations and only add new servers as needed and/or "whitelist" new vanilla servers hosted by others that connect to his db. As a first step, I think Tommy should change 435 into normal 3dp. Time is not a factor. No competitor nor the SA has come close to delivering the stability and depth of gameplay. If DayZ mod released yesterday for the first time it would be a hit. It may be years until one can confidently say that any particular IP actually obsoletes the mod. Why BIS, purely from a business perspective, isn't interested in keeping the mod vibrant is beyond me. The mod is responsible for at least half of the SA's 2 million sales. A strong mod would continue to drive sales for the SA. It's remarkable how many players I meet up with in-game who have never bought SA, just finally dl'ed the mod after two years to try it out. Edited September 5, 2014 by PhilB 1 Share this post Link to post Share on other sites
Jock McScottish 216 Posted September 5, 2014 Well I'll be damned. Looks like dotjosh updated DZC today. Hope it actually works and people figure things out and get back into the game. The post on reddit got pretty good response. Hopefully that will bring some people back to the vanilla mod. Looks like you have been rewarded for fighting the good fight brother :) Share this post Link to post Share on other sites
BC_Hawke 276 Posted September 5, 2014 I think we already saw the result last night. A lot more players! Real DayZ is just as viable as it was 2 years ago. Initially the mod's popularity spread like wildfire almost exclusively by word of mouth. I think the same will happen again. 1.8.2 is a great time to play the mod or experience it for the first time! It all starts with one server. Once that server has more players than available slots, we'll need another server. I'd love to see the mod experience a rebirth. But this time on our terms and in a slow, structured way. Maybe Tommy (434,435) is willing to become the defacto vanilla public mod (basically what is happening anyway)? He can take donations and only add new servers as needed and/or "whitelist" new vanilla servers hosted by others that connect to his db. As a first step, I think Tommy should change 435 into normal 3dp. Time is not a factor. No competitor nor the SA has come close to delivering the stability and depth of gameplay. If DayZ mod released yesterday for the first time it would be a hit. It may be years until one can confidently say that any particular IP actually obsoletes the mod. Why BIS, purely from a business perspective, isn't interested in keeping the mod vibrant is beyond me. The mod is responsible for at least half of the SA's 2 million sales. A strong mod would continue to drive sales for the SA. It's remarkable how many players I meet up with in-game who have never bought SA, just finally dl'ed the mod after two years to try it out. I couldn't agree with you more, and I certainly hope a new renascence happens with DayZ mod. Looks like you have been rewarded for fighting the good fight brother :)=) Thanks! I actually got a PM from dotjosh this morning: Yeah looks like my control panel for the mod-admins was broken. They have the ability to push it out themselves now, but that wasn't working. Fixed it, and the mod went out last night. Sorry about that. 2 Share this post Link to post Share on other sites
BC_Hawke 276 Posted September 5, 2014 Stupid question for the devs: would it not be possible to add another tier of zombie spawns on top of local and nearby that would spawn a limited number of zombies from a much farther distance like 1km instead of the typical 200m spawns and tie that tier to just a select few buildings in an area? This could eliminate the "zombie player radar" that has always been a part of DayZ mod by making zombies present at any location before you are really close enough to inspect it through a scope or binoculars. I'm assuming this would be too much of a burden on the server or something like it would have already been implemented? Just curious. BTW, in an unrelated note, who else is stoked about the 1.8.3 changelog!? Lots of changes that (if I read them correctly) will make for some great server side optimization in the game! 2 Share this post Link to post Share on other sites
endreu 25 Posted September 5, 2014 that is the biggest bottle i ever saw in dayzmodhttp://cloud-4.steampowered.com/ugc/36348913179117447/D19C118313DDA9A208D1BF58326E44AF23E45602/ Share this post Link to post Share on other sites
Phupah 0 Posted September 6, 2014 When are you going to fix the hacking. this is crazy man i cant get good gear with out dying by hackers. i ask for so many things from you guys but just away to stop the hacking this is so important. like on the server King of kings - TX the damn hackers in bernzino. fix this and ill be happy to wait Share this post Link to post Share on other sites
taikonaut 85 Posted September 6, 2014 When are you going to fix the hacking. this is crazy man i cant get good gear with out dying by hackers. i ask for so many things from you guys but just away to stop the hacking this is so important. like on the server King of kings - TX the damn hackers in bernzino. fix this and ill be happy to wait There is NO way to prevent people from hacking in this game. That´s how the wonderfully open Real Virtuality Engine of Arma2 works. There will always be loopholes and the slightly smarter scriptkiddie.Get on a server with active admins, who actually care about the game and you should be pretty fine. Share this post Link to post Share on other sites
kichilron 8550 Posted September 6, 2014 When are you going to fix the hacking. this is crazy man i cant get good gear with out dying by hackers. i ask for so many things from you guys but just away to stop the hacking this is so important. like on the server King of kings - TX the damn hackers in bernzino. fix this and ill be happy to wait Are you actually talking abou tthe DayZ Mod at all? Because we are a modification for an already existing game and we're limited in what we can do. 1 Share this post Link to post Share on other sites
endreu 25 Posted September 6, 2014 ok.. im out of idea with transfusion kick, it's wiill make me insane soonim tried updating dayzmod, unistallin/instaling arma2 and oa. updating/deleting BE filters. but still i getting kicked for transfusion with a message "publicvariable #0" ingame.Mean time, in logs i see "value restriction #10" the only blood what i can transfuse is O- blood type, even if dude have B- or AB+(with bloodtester) after transfusion O- hes alive and i don't get kicked.Any idea, what i am missing ?THX. Share this post Link to post Share on other sites
Kerbo 198 Posted September 6, 2014 Great patch guys, it runs really smooth and the zombie melee combat feels just about right. Unfortunately I was only able to play for about 30 minutes on US 434 before the first hacker showed up and teleported everyone into an Mi17. :( Share this post Link to post Share on other sites
geryon 180 Posted September 6, 2014 Great patch guys, it runs really smooth and the zombie melee combat feels just about right. Unfortunately I was only able to play for about 30 minutes on US 434 before the first hacker showed up and teleported everyone into an Mi17. :( It's an unfortunate situation that is all too common with a server with a lot of people on it. The good thing it was the first one in a week. Share this post Link to post Share on other sites
geryon 180 Posted September 6, 2014 ok.. im out of idea with transfusion kick, it's wiill make me insane soon im tried updating dayzmod, unistallin/instaling arma2 and oa. updating/deleting BE filters. but still i getting kicked for transfusion with a message "publicvariable #0" ingame. Mean time, in logs i see "value restriction #10" the only blood what i can transfuse is O- blood type, even if dude have B- or AB+(with bloodtester) after transfusion O- hes alive and i don't get kicked. Any idea, what i am missing ? THX. Not alone. Here is what I have for today: Line 402: 06.09.2014 06:28:03: Ken () - Value Restriction #10 "remExField" = [<NULL-object>,<NULL-object>,"loc","titleText","Transfusion of bloodBagAPOS in progress, remain still...","PLAIN DOWN"] Line 735: 06.09.2014 07:01:59: hunter () - Value Restriction #10 "remExField" = [<NULL-object>,<NULL-object>,"loc","titleText","Transfusion of bloodBagAPOS in progress, remain still...","PLAIN DOWN"] Line 751: 06.09.2014 07:02:30: Alex () - Value Restriction #10 "remExField" = [<NULL-object>,<NULL-object>,"loc","titleText","Transfusion of bloodBagBPOS in progress, remain still...","PLAIN DOWN"] Line 822: 06.09.2014 07:10:14: ejer () - Value Restriction #10 "remExField" = [<NULL-object>,<NULL-object>,"loc","titleText","Transfusion of bloodBagABPOS in progress, remain still...","PLAIN DOWN"] Line 2390: 06.09.2014 09:17:04: David () - Value Restriction #10 "remExField" = [<NULL-object>,<NULL-object>,"loc","titleText","Transfusion of bloodBagABNEG in progress, remain still...","PLAIN DOWN"] Line 3682: 06.09.2014 10:35:20: Medic () - Value Restriction #10 "remExField" = [<NULL-object>,<NULL-object>,"loc","titleText","Transfusion of bloodBagABPOS in progress, remain still...","PLAIN DOWN"] Line 5256: 06.09.2014 12:26:32: David () - Value Restriction #10 "remExField" = [<NULL-object>,<NULL-object>,"loc","titleText","Transfusion of bloodBagANEG in progress, remain still...","PLAIN DOWN"] Line 5418: 06.09.2014 12:43:37: Bullet Catcher () - Value Restriction #10 "remExField" = [<NULL-object>,<NULL-object>,"loc","titleText","Transfusion of bloodBagONEG in progress, remain still...","PLAIN DOWN"] Line 5463: 06.09.2014 12:44:24: Medic () - Value Restriction #10 "remExField" = [<NULL-object>,<NULL-object>,"loc","titleText","Transfusion of bloodBagBNEG in progress, remain still...","PLAIN DOWN"] Line 5626: 06.09.2014 12:56:53: Drew () - Value Restriction #10 "remExField" = [<NULL-object>,<NULL-object>,"loc","titleText","Transfusion of bloodBagAPOS in progress, remain still...","PLAIN DOWN"] Share this post Link to post Share on other sites