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Pending Update: Build 1.7.2.4

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The mechanics are being tested, but it will put a "timeout" if you successfully connect too many times within a period of time.

Cool beans (see what I did there? :D, no? OK ( ._.) ) make sure the "too many times" parameter is something reasonable... like around 3, because sometimes I might be looking for a night server and might have to disconnect/reconnect multiple times. But I think it would be best to just have a poll on that number. You already have my vote! (3) :D

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Dev's are wasting time and doing yet again some useless tweaks. I'm surprised that they are even considering these really minor things at this point, when there are many major game-breaking issues to solve. -.-

I'll think you'll find that removing the constant respawning to run back to your precious gear is hardly a minor fix. Every time you respawn to get to some imaginary 'sweet-spot' it creates a massive amount of server load as you continually create new entries on the server. This impacts the performance of server which in turn affects every player on it.

The devs can and will take as much time as necessary to fix issues that are not going to be immediately visible to layman players expecting a complete experience from the outset. A ghillie suit not spawning is not a game-breaking issue, neither are loot spawns.

Correct and accurate player authentication, inventory/storage fixes and nerfing the chimps needlessly spamming the servers that the whole testing community (yes, I went there, but so many of you completely forget) are lucky enough to play on; these are far more important issues than ruining your personal experience, dude.

Furthermore, after working as a tester for over four years I NEVER had as much impact on the outcome and development on a piece of software as the collective input of this mod. I'm not brown-nosing, but it completely baffles me why so many people abuse these threads; threads that the devs read, respond to and act upon and instead use this tool as a platform for their own whining entitlement.

You bought Arma 2, so you've continued to fund an interesting and player-focused developer. This mod, and everything that comes with it is done in the devs own time and free. Keep your complaints to yourselves. Keep your questions or points pertinent to making this mod the best thing out there. And whatever you do, remember that your gear isn't yours. It belongs to Chernarus. And she will take it back...

...rant over.

Beans.

Edited by DoctorWrongpipes
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Cool beans (see what I did there? :D, no? OK ( ._.) ) make sure the "too many times" parameter is something reasonable... like around 3, because sometimes I might be looking for a night server and might have to disconnect/reconnect multiple times. But I think it would be best to just have a poll on that number. You already have my vote! (3) :D

Rocket said a few pages back, that for now they are just collecting Data. The mechanics will be improved, and will of course take that into account.

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Rocket.

Deal with the hackers/cheaters please. DayZ is almost at the tipping point now, if something isn't done it will die.

I appreciate that the future of DayZ is standalone, and that at this point DayZ the mod is little more than a data gathering exercise for that future game... but throw us a bone ffs.

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Great, can't wait to test it

EDIT:

Since i have the first post hijacked: There are currently severe hacking issues across most DayZ servers. And i'm not talking about some kid with aimbot or other self-empowering tools, but things like:

- Killing the entire server at the press of a button

- Teleporting the entire server to one place

and other massive-destruction type of hacks. I know you're saying battleye is doing better than most other anti-cheats, but it honestly is not gonna be sufficient enough for DayZ as a mod. Wouldn't it be possible to add a mod-side cheat-detection or even prevention? Such as, stopping the ability to spawn items that are not even able to be found on DayZ, and other restrictions such as detecting huge changes in x y z coords that can't be achieved by regular vehicles (aka teleporting)...

I know there are standalone plans, but this can take quite a while and in the meantime, hosters are shutting down their servers because their hands are completely tied, while their servers are getting completely f*cked up

(This guy has got it right: "IMHO, hacking is the single most important development issue right now.")

Using "anti-cheat" software is the worst way to go about preventing hackers, other than not doing anything at all. Rocket mentioned that the game will go stand-alone eventually, and I think herein is the solution.

The best way to prevent cheating/hacking is to design the game in such a way that such exploits are not possible. This solution is nearly impossible in a mod to an existing game, so don't expect much on this front.

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Im sorry, but are you stupid? Finding bugs are not the issue. Some bugs in the game( a lot actually) are a problem from source, Rocket has NO WAY of fixing these. Some of the bugs are issues with the mod yes, but they are supposed to be there, and when they are fixed, another 10 bugs are supposed to appear.

Have you ever played any game at an in-house development stage? DayZ isnt even proper Alpha, its in-house development, in which less then 20% of the full product is available. You have most likely never tried a game at this stage because you dont work at a studio, or are a contracted QA employee, i was one of the 15 contracted for a 3 months QA job at DICE last year for BF3, and let me tell you, core game mechanics were completely broken, even after 3 years of development, they were broken.

If you have absolutely no clue on game developtment, i suggest you do not comment on any of the DayZ teams skills, its pathetic and utterly offensive.

Im not talking about bugs related to the arma engine

just strictly Dayz

Stop defending it

The games fucked

goodbye

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The mechanics are being tested, but it will put a "timeout" if you successfully connect too many times within a period of time.

what does the server see alt+F4 as?? currently my internet is unstable trying to get it fixed but every now and then internet connection will drop off would the server see this as alt+F4? also what if you just disconnect from the server? i go afk alot and dont want to be raped by some random person thinking they are cool getting the jump on me while im afk

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Rocket ! How about the Backpack !?! IT EATS OUR WEAPONS ! :|

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What is the reason to not let players respawn until they reached a place they like to start at?

I do it all the time if I die so I can play with my friends. What is the point when they are in Cherno and I spawn in Solnichny? I would have to walk down all the way, which would consume a lot of time.

This is not fun. Realism okay, but mechanics that prevent fun? Do you really think that this is the best approach?

I can understand the desire to hook up with friends faster and easier, but I actually prefer a game that is in no way faster or easier -- this includes spawn selection. IMO, if realism is the goal, then it should be painful/costly to die to include getting a tough/inconvenient respawn location. Being stuck across the map from your friends also gives your friends something risky to do, that being coming to your rescue to help you re-arm and get back to your established camp. I really like this aspect as it promotes risk vs. reward and team-based play.

Any feature that makes any aspect of DayZ gameplay less realistic and easier or more convenient detracts from the spirit of it in my opinion - but that's just my opinion.

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Rocket ! How about the Backpack !?! IT EATS OUR WEAPONS ! :|

are you trying to put a weapon into a small backpack or a full one ?

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how about this. a real solution to the respawn thing and make (perma)death mean something: once you die, you get an automatic TEMP ban from the server you died on. say 12 hours or even 24 hours. that would prevent the criers "now i have to run 30 minutes to meet my friend." (to which i say too bad. youre dead) it would also help with the issue of 30 min rearm from tents. this would make those guys actually have to play the game for a while. could also deal with the alt f4 issue.

Edited by sivart

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Simple Suggestions that have already been suggested just standing behind them.

Make every server you enter have you start off fresh. That will eliminate server hoppers staying in one spot and going server to server to get prime loot. I have on a few occasions spent hours getting to a prime loot spot up north scouting the rooms find it empty only a few seconds later have someone magically appear and kill me. Every server starts you off new.

DC'ers want to stop them? here is a suggestions. ALT+F4 should instantly kill you. "what if i loose connection" well the game knows the difference between the two. it tells you when you are loosing connection with a yellow or red broken link. what about people that pull their internet cable to make it appear as if they "lost" connection? well there isn't much that can be done about that. They will DC by pulling the cable wait a few day's go back in and avoid danger.

Rocket I would like to see claymores. That would be a lot better than bear traps or wire fencing in my opinion. but make them like the helicopters only allow a certain amount of them at a time.

Also how about a different type of game mode. For instance it would be cool if there was a server where you had to register on with up to lets say 100 people. once the map starts with that 100 people no one is allowed in. On that server there is only X amount of loot, guns, and vehicles. if you want to eat and all the beans are gone you have to hunt. once all the ammo is gone it is gone until an ammo drop is randomly made. loot should never respawn on this type of gameplay so it can't be farmed by emptying a building then waiting around till it respawns.

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how about this. a real solution to the respawn thing and make (perma)death mean something: once you die, you get an automatic TEMP ban from the server you died on. say 12 hours or even 24 hours. that would prevent the criers "now i have to run 30 minutes to meet my friend." (to which i say too bad. youre dead) it would also help with the issue of 30 min rearm from tents. this would make those guys actually have to play the game for a while. could also deal with the alt f4 issue.

And during the 30 min you roam elektro or cherno as a zombie... oh the madness it would bring :D

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Using "anti-cheat" software is the worst way to go about preventing hackers, other than not doing anything at all. Rocket mentioned that the game will go stand-alone eventually, and I think herein is the solution.

The best way to prevent cheating/hacking is to design the game in such a way that such exploits are not possible. This solution is nearly impossible in a mod to an existing game, so don't expect much on this front.

Very much this. The hacking is an issue with engines design, which is not something Rocket should be tasked with fixing.

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Helicopters don't fit the mod? How come?

Certain weapons, tools, vehicles doesn't works well into this game because (whenever we not aim for the balancement) they heavily unbalance the gameplay.

In example a nuke exists (you can see those missles used by hackers), but we won't have it (in a legit way) for obvious reasons.

The helicopter let you scan the map (even without the radar) in minutes, making the whole idea of "hiding" a tent or a vehicle (even far away from the common routes) basically impossible, especially by when they removed the possibility to park a vehicle off-map. If you just started to play now, you believe the map is very big... but it's not, it's big only if compared with a traditional game, but it is "only" 15x15Km ... it is extremely small if you scan it with a chopper.

And for the L84, your argument is invalid, as just yesterday i killed a guy when he was using and L84, while at night, with a simple m16.

First: it is the L85A2 .. i'm not sure what's the L84. Btw.. it's its thermal view to be "OP", not the bullet power (it uses the normal STANAG, like the M16).

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are you trying to put a weapon into a small backpack or a full one ?

Its just that,... if you want to change your weapon (one in inventar and one in backpack) you have to switch the weapon from backpack to inventar to change them. If you do it otherway around the weapon will just disappear. :/ Friends and i destroyed so many weapons by accident.

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And during the 30 min you roam elektro or cherno as a zombie... oh the madness it would bring :D

THAT WOULD BE AWESOME!! i wouldn't mind playing as a zombie while i wait to respawn!

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Lol... he's only one man, at this point there are 59 pages of posts/comments... these things take time :P

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And during the 30 min you roam elektro or cherno as a zombie... oh the madness it would bring :D

im down with that. or remain a zombie until you manage to kill a human player. or get killed by a human player. you want to promote team play? yould almost have to team up horde up with other zombie players to kill anyone. then the horde could go back to human player.

or we could just spawn somewhere on the beach or any random location each spawn. no more spawning where you log out. sure fire way to prevent loot farming and getting shot in the back from a cleared room. no more ghosting. i believe considerably less alt f4 as well. cant get back on your "home" server for a day, you might think twice.

Edited by sivart
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I can understand the desire to hook up with friends faster and easier, but I actually prefer a game that is in no way faster or easier -- this includes spawn selection. IMO, if realism is the goal, then it should be painful/costly to die to include getting a tough/inconvenient respawn location. Being stuck across the map from your friends also gives your friends something risky to do, that being coming to your rescue to help you re-arm and get back to your established camp. I really like this aspect as it promotes risk vs. reward and team-based play.

Any feature that makes any aspect of DayZ gameplay less realistic and easier or more convenient detracts from the spirit of it in my opinion - but that's just my opinion.

I agree AND disagree...

I agree that, for the most part, nothing should be added or taken away that detracts from the spirit of the "realism" aspect of this game!! However, I personally can only usually play video games for a few hours a night (namely between the hours of 6pm-midnight) during the weekdays. Now, I understand that 6hours of gameplay an evening should be plenty of time to trek across the entire map to find friends... and heck, on occasion (like on weekends when we have all day to play) we probably WOULD do that, just to change things up and play a bit differently during those play sessions..... HOWEVER, simply not allowing the option for choosing spawns areas or group spawning, in order to forgo some of that initial travel time, is a slight against a huge chunk of players! I mean, there are some players who have even less time to play video games than I do personally, and yet some people think the reasonable answer for them is... "just don't play this game if you don't have the time!" Comments like this only truly serve to show how arrogant some people are with their opinions.

Where I disagree with you (in a manner of speaking) is where you seem to believe that adding such a spawning mechanic would actually be detracting from the CORE of the realism aspect of surviving... Sure, there wouldn't be that initial survival aspect of being alone and trying to survive while finding friends... but that can be done when playing the game alone, or like what I said above, when some might actually CHOOSE to forgo choosing a spawn point simply to change things up. To me, the core of surviving the game isn't just about running around and hoping not to die... as I am never worried if I am going to die when I'm trekking through dense wooded areas (at least not currently when no zombies spawn there)... So, the trek to friends isn't always going to be "thru hostile territory" (as someone said previously). Instead, it just becomes more of a time-sink until you meet up and then go exploring together! THAT is where the true survival aspect comes into play... exploring!

I can't tell you how many times my buddies and I have died when EXPLORING together, and not realizing we had a sniper with their sights on our heads; as opposed to the times we died just running thru the forest trying to meet up. Oh wait, yeah I can... exploring deaths = A LOT! Trekking thru forest deaths = NONE!

So yeah... I agree and disagree, heh! I certainly am not complaining that Rocket is taking the Respawn button away. In fact, I've accidently hit it instead of Abort on two occasions, and would appreciate not being able to accidently do it again. Myself, and friends, are still going to "zombie-death respawn" (ZDR) when we want to be closer; that's not going to change. I just think that Rocket could SIGNIFICANTLY cut down on constant respawns of ANY kind, thus cutting down on server load/performance, by simply allowing different spawning mechanics into the game. Sure, it may make the elitist groups, who think games should only be realistic and should NEVER cater to anyone else, a bit upset... but they'll get over it! ;-P

Edited by Chameleon
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Each character that is created fills the database, and takes up server load. I would be more inclined to allow you to select a spawn area, rather than die-live-die-live. I haven't considered allowing spawn selections, this type of issue will be dealt with as part of thoughts around group player mechanics and the establishment of factions/groups.

This may also help the mechanic of people camping the beaches griefing new players, although that might impact our slaving ring on US244 that we round up newbies off the beach and put them in the slave pen lol.

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First step is to record.

Second step is to test those results against algorithms that I have been developing.

Third step is to write new (better) algorithms when I realize the first ones I made are crap.

Got a question about the altF4 problem. Isnt it possible to "just" add a timer of like 10 secounds when you hit disconnect. You can abort it if danger is near, but if it counts down you cant move.

This would fix the disconnect under fire problem for sure.

And if someone altF4 or kills the task, his player stays there for at least 10 secounds, so noone would use it anymore, problem solved, NOT ?

I like that you take care about this issue ,but why program algorythm if the soloution is quite easy ?

Mabye its not possible to ad such a timer ,enginewise ?? ( sry for my bad english.)

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Certain weapons, tools, vehicles doesn't works well into this game because (whenever we not aim for the balancement) they heavily unbalance the gameplay.

In example a nuke exists (you can see those missles used by hackers), but we won't have it (in a legit way) for obvious reasons.

The helicopter let you scan the map (even without the radar) in minutes, making the whole idea of "hiding" a tent or a vehicle (even far away from the common routes) basically impossible, especially by when they removed the possibility to park a vehicle off-map. If you just started to play now, you believe the map is very big... but it's not, it's big only if compared with a traditional game, but it is "only" 15x15Km ... it is extremely small if you scan it with a chopper.

First: it is the L85A2 .. i'm not sure what's the L84. Btw.. it's its thermal view to be "OP", not the bullet power (it uses the normal STANAG, like the M16).

Yes I meant the thermal L85. it was a typo, my bad.

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