Zero Survival
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Server Changelog
http://zerosurvival.net/forum/viewtopic.php?f=2&t=251
Page 6 of 21

Author:  Seaweed [ Fri May 31, 2013 3:29 pm ]
Post subject:  Re: Server Changelog

SNM! Omen wrote:
Seaweed wrote:
This will be live after the next restart

- Humanity increase over time reinstated - Back when the server was quiet I removed the humanity gain over time unless a play had less than -50k humanity. This was because the rate of increase was so high even bandits had trouble keeping their bandit status. Those low player count days are long gone and I have added the gain back in. However it is at one third the rate of normal dayz.


for everyone? or just the people under 50k? cuz man, we 100k'ers were getting jipped HARD!!


its back for everyone, same rate of increase for all (1 third of the old level currently)

Author:  AdjustedJunk [ Fri May 31, 2013 5:20 pm ]
Post subject:  Re: Server Changelog

I dislike the idea of Bandits regaining Humanity over time, especially on a server filled with them. As a Hero, it sucks that I can lose humanity for defending myself against someone who is clearly a Bandit but just doesn't get kills that often. Even more so as this server is very PvP-intensive and everyone just shoots-on-sight/KoS.

Author:  Seaweed [ Fri May 31, 2013 6:11 pm ]
Post subject:  Re: Server Changelog

AdjustedJunk wrote:
I dislike the idea of Bandits regaining Humanity over time, especially on a server filled with them. As a Hero, it sucks that I can lose humanity for defending myself against someone who is clearly a Bandit but just doesn't get kills that often. Even more so as this server is very PvP-intensive and everyone just shoots-on-sight/KoS.


It's not a big increment and hardly a big gain for someone with humanity at my level. I would need to not shoot someone for like 500 hours of gameplay to get to hero.

It does however help people who are friendly like yourself but have lost humanity to kills they couldn't avoid regain it. Also you should never lose humanity for killing a bandit in dayz, you gain it. Its just a bug in the game that means if they have any skin on other than the bandit skin it counts as a survivor kill.

Author:  SNM! Omen [ Fri May 31, 2013 6:24 pm ]
Post subject:  Re: Server Changelog

Seaweed wrote:
Its just a bug in the game that means if they have any skin on other than the bandit skin it counts as a survivor kill.


being that we can now write to the database, we could fix this right?

on kill, get the victims current humanity, set as $victim_humanity;

if($victim_humanity < '0')
{
#update database and set correct humanity +/- accordingly for the killer
}

using some case statements or elseif's, we could also give bonus negative humanity when you kill someone with really high humanity, and vice versa...if you kill a bandit with -100k you get a sick boost in humanity.

Author:  Connor [ Fri May 31, 2013 7:36 pm ]
Post subject:  Re: Server Changelog

SNM! Omen wrote:
using some case statements or elseif's, we could also give bonus negative humanity when you kill someone with really high humanity, and vice versa...if you kill a bandit with -100k you get a sick boost in humanity.
[/quote]

I like the sound of that haha :D but i suppose it would be a positive boost for killing someone with that humanity.

Would this also mean that the constant soldier camo would be available to players again if they reach a certain Humanity level? as i thought that was removed due to the humanity not being drained.

Author:  Seaweed [ Fri May 31, 2013 8:03 pm ]
Post subject:  Re: Server Changelog

SNM! Omen wrote:
Seaweed wrote:
Its just a bug in the game that means if they have any skin on other than the bandit skin it counts as a survivor kill.


being that we can now write to the database, we could fix this right?

on kill, get the victims current humanity, set as $victim_humanity;

if($victim_humanity < '0')
{
#update database and set correct humanity +/- accordingly for the killer
}

using some case statements or elseif's, we could also give bonus negative humanity when you kill someone with really high humanity, and vice versa...if you kill a bandit with -100k you get a sick boost in humanity.


Custom databse statements are easy on paper but more complicated when you look at the syntax of the way you have to interact with the @Hive dll, I need to get more practice in with that before I can do that sort of thing. But you don't need a db query to see humanity anyway.

I've actually been looking for the dev build of the new patch to see their fix and if I can port it, essentially yes you just take humanity into account when the change is made rather than player model. That in itself relies on the information the clientside function is passing that particular piece of code on the server though. But it is indeed something I think I can probably have fixed before the next patch.

It's gonna suck for us bandits though, lots of people on the server are bandits so most kills would yield a +2000 gain....

Author:  SNM! Omen [ Fri May 31, 2013 8:22 pm ]
Post subject:  Re: Server Changelog

kill count > humanity

i kill anything that moves

Author:  Seaweed [ Fri May 31, 2013 8:41 pm ]
Post subject:  Re: Server Changelog

correction to what I said earlier, the humanity gain is only for people with humanity less than -1

Author:  Seaweed [ Sat Jun 01, 2013 11:41 am ]
Post subject:  Re: Server Changelog

(some of these won't be live till after the next restart)

01/06/2013
-Added more flares to animated carepackages - They now fire 3 flares with a delay inbetween again making them easier to hunt for at night.
- Anti hacks update - Might be some FPS improvements for you guys as a result of this one
- Fixed glitch with gutting humans - You can no longer gut a human again after removing their clothes. One gutting per corpse :P

Author:  Seaweed [ Thu Jun 06, 2013 10:11 am ]
Post subject:  Re: Server Changelog

Coming after the 4pm restart (assuming I didn't break anything)


06/06/2013
- Self Bloodbag Script Implemented - This is a trial and there are changes I want to make to the code, more details on the current mechanics can be found here viewtopic.php?p=3685#p3685
- Anti hacks Updated - Some awesome new features for spotting hackers and dupers as well as new script detection have been added

Author:  DrChino [ Thu Jun 06, 2013 1:22 pm ]
Post subject:  Re: Server Changelog

Seaweed wrote:
Coming after the 4pm restart (assuming I didn't break anything)
- Self Bloodbag Script Implemented - This is a trial and there are changes I want to make to the code, more details on the current mechanics can be found here http://zerosurvival.com/forum/viewtopic ... 3685#p3685


Sweet, now I don't need any friends.

Author:  Seaweed [ Thu Jun 06, 2013 2:08 pm ]
Post subject:  Re: Server Changelog

I will be on a bus between 4 and 4:30pm so if my totally untested code does totally break something it might take me till then to get it reverted ;)

"Hold onto your butts"
Image

Author:  Seaweed [ Sat Jun 08, 2013 3:06 am ]
Post subject:  Re: Server Changelog

08/06/2013
- New Buildings From Omen - The store in Kamenka has now moved to a new town west of kamenka we're dubbing "omenogorsk", there is a firestation and factory in zelonogorsk and a hospital in lopatino amoung other nice additions.
- SVD NSPU - New sniper rifle, this is an SVD with a night vision scope which you can also toggle to iron sights with the / key
- Anti hax update - New nasty things to catch
IF YOU ARE CURRENTLY HAVING FPS ISSUES DOWNGRADE YOUR ARMA PATCH TO 103419

Author:  tomisafish [ Sat Jun 08, 2013 1:21 pm ]
Post subject:  Re: Server Changelog

Seaweed wrote:
- SVD NSPU - New sniper rifle, this is an SVD with a night vision scope which you can also toggle to iron sights with the / key


Bitches Shall Be Slain.

Author:  Seaweed [ Sat Jun 08, 2013 6:48 pm ]
Post subject:  Re: Server Changelog

Also forgot to say

- Custom Loadouts for Highest/Lowest Humanity Automated - We've had this in place a while manually but we have now automated it. Previously just the lowest and highest got a loadout. Now it is the Lowest 3 and the highest 3 humanity (excluding me as I have a rocket skin on spawn).

Highest humanity - MP5SD, extra bandage + 2 bloodbags.
Lowest 3 humanity - Machete, soldier skin.

You need to have been active within the last 14 days to receive the loadout.

Lowest 3 Are (excluding me)

Name: Bernard - Humanity: -147578
Name: Omen - Humanity: -135152
Name: Sirus - Humanity: -73636

Highest 3 Are

Name: AdjustedJunk - Humanity: 16565
Name: Dilly - Humanity: 8700
Name: Mads - Humanity: 4820

Glitching humanity will get you a perma ban without any warning. I now have a system in place to monitor time played in relation to humanity gain and loss, I won't care about your excuse I am already well aware of the humanity bugs.

Author:  Seaweed [ Mon Jun 10, 2013 9:06 pm ]
Post subject:  Re: Server Changelog

10/06/2013
- Anti hacks Update
- 1x UH1H Can now spawn....

Author:  DrChino [ Tue Jun 11, 2013 8:02 am ]
Post subject:  Re: Server Changelog

Seaweed wrote:
- 1x UH1H Can now spawn....


Ermaghad! Dibs!

Author:  x25keanesta [ Tue Jun 11, 2013 1:56 pm ]
Post subject:  Re: Server Changelog

Damn, alright, I got everything but the main rotor repaired, but since you have dibs, ill leave it. It is on the skalka hill in the NW of the map. I can't find a main rotor anywhere so w/e

Author:  Connor [ Tue Jun 11, 2013 7:22 pm ]
Post subject:  Re: Server Changelog

DrChino, im afraid i ignored your dibs :P

Author:  Seaweed [ Tue Jun 11, 2013 11:14 pm ]
Post subject:  Re: Server Changelog

12/06/2013
- 1.7.7!!! -Lots of awesome new things and lots of broken things, be patient whilst I gradually re-merge all our old changes and the mod devs patch bugs
- Added antibiotics to starting loadout - Because you know that it's got to be patched soon, infection rate is insane right now.

Author:  Eberteby [ Tue Jun 11, 2013 11:37 pm ]
Post subject:  Re: Server Changelog

Inb4 people suiciding to get antibiotics when they get infected instead of go looking for them :D

Author:  Seaweed [ Wed Jun 12, 2013 8:49 am ]
Post subject:  Re: Server Changelog

Eberteby wrote:
Inb4 people suiciding to get antibiotics when they get infected instead of go looking for them :D


I swear you need antibiotics more than you need bandages in this patch :lol:

Author:  SNM! Omen [ Wed Jun 12, 2013 1:12 pm ]
Post subject:  Re: Server Changelog

Eberteby wrote:
Inb4 people suiciding to get antibiotics when they get infected instead of go looking for them :D


did that twice already!

got a car finally. no wheel, got a wheel, fixed the car got infected...hid the car on the coast, suicided. got car, ran into late appearing road debris again! lost car, got infected, suicided, logged off.

Image

Author:  konfuzius [ Wed Jun 12, 2013 2:02 pm ]
Post subject:  Re: Server Changelog

well hey, thats how it should be. if zombie bites you/scratches you: infected. like in all thoose zombiemovies/series(twd) and stuff. I like it. survival is a focus again. last patch it was all deathmatch. now its a survial game again!

Author:  tomisafish [ Wed Jun 12, 2013 3:57 pm ]
Post subject:  Re: Server Changelog

I haven't too much of a problem with infections. I just feel that the knockdown is incredibly overpowered with the combinations of more powerful zombies, higher infection rates, and the retarded agro.

Really had some fun with Eby earlier today. Had no bandages, ended up on about 1K blood or so. Eby was the only guy with matches so I hunted while he cooked. We bagged 2 pigs, 1 cow and a sheep on our way to Polana in order to get me topped off again. As we moved up to the store Eby spotted a single zombie agroing in to the shop. He pushes up closer to the shop (with only 10 AKM rounds) since he only spots one guy. I go prone with my CZ, spot a bandit with a DMR on the other side of the shop, take him out, have to sprint away because of the zombies, Eby deals with the other. Ended up being more happy about the Antibiotics, food and a box of matches, and finally a backpack, more than the DMR.

Everything just felt a bit more "real". I really like that it encourages hunting and living in the wild along with ammo conservation. Haven't had such rewarding kills in a while.
I think once you get past the god awful starting phase the game only needs a couple of tweaks like fixing knockdown. Still yet to loot an airfield though. Thats gonna be a bitch.

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