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RedSky

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RedSky last won the day on October 6 2021

RedSky had the most liked content!

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959 h Bush Wookie

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  • Whitelisted YES
  • Last played 10 months ago

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Community Answers

  1. Lies, raiders dont use doors. We use human pyramids.
  2. If it was only the whitelist... sure... but its automated, including the character pages and a whole bunch of stuff, including the way logs get achieved. There is alot of custom code and solutions added to tailor to policing the server and all of that would need a massive rework, we no longer have just the whitelist, we have build stuff on top of that, which pertains to gaining logs and other things. To do this on the main server, will probably be a no, because it aint possible, consider changing the suggestion to opening a second server, for non whitelisted people, kinda like how NoPixel has a public server aswell.
  3. The amount of code alone that this would take makes me say no. Theres automated systems in place that would need a full rework.
  4. The reason why you do is because theres a hardline to draw when we cant provide alternative weapon models with the current dev team because of time constraint and size problems. I disagree with them being in for lore reasons, I will not object them being added because lord knows we cant add other stuff quickly enough. Calling @Hofer and my boss @Realize whats your guyses take
  5. Refactor is a technical programming term: In computer programming and software design, code refactoring is the process of restructuring existing computer code—changing the factoring—without changing its external behavior. Refactoring is intended to improve the design, structure, and/or implementation of the software (its non-functional attributes), while preserving its functionality. Potential advantages of refactoring may include improved code readability and reduced complexity; these can improve the source code's maintainability and create a simpler, cleaner, or more expressive internal architecture or object model to improve extensibility. Another potential goal for refactoring is improved performance; software engineers face an ongoing challenge to write programs that perform faster or use less memory. More on the subject here -> https://en.wikipedia.org/wiki/Code_refactoring Edit: thought I should add, after 4 years of both expierenced and inexpierenced programmers fiddling with the DayzRP mod, its fucking time to start restructering the thing and bring a knife, fork and spoon to undo some of the spaghetti problems popping up here and there. This will allow us to restart with fresher documentation and in theory should allow us to get new developers up to speed more quickly because the internal documentation will both be redone and thickened significantly to make certain that knowledge is preserved and good practice principals are preserved. In essence -> fix instability -> increase compatibility -> increase ease of onboarding for new devs -> provide a uniform structure for new coding projects -> axe unused or incompatible code -> teach new modders how software engineering is done to prevent similar problems popping up in the future
  6. Good morning, sorry for the latish reply; we had some technical difficulties with me getting the permissions to post in this thing. (Devs aint real staff apperently) I mean, this is an easy fix, but don't expect it to hit too soon, we'll put it on the list to do during the refactor; the comtacs afterall are also being restructured. So, yhea, I put it on the list; next update, it'll be in; when that is? uuhm... SoonTM
  7. While I implore everyone to get back on topic this needs adressing. The DayZRP devs have been balancing the loot for the last 4 years(almost 5), the balancing of loot for DayZ Standalone is atrocious on roleplay servers because of the longetivity of item life and player lifes. Many items are originally actually set to be counted in stashes and on players meaning they dont respawn, on dayzrp this means the item will vanish in a stash somewhere and wont be seen for months. You can turn down an item to spawn once every 6 hours if a loot slot is available and you will still by the end of the month see it be run around like it spawns every 1 hour. Infact making things semi difficult to obtain only really take effect straight after a loot reset. After that the playerbase will make it seem like it spawns around every corner, dont ask me how, I suppose its just inherrintly a thing that happens on DayZ Roleplay servers. Kinda like on GTA RP server that if you dont implement artificial things such as taxes or car upkeep costs that eventually everyone will be a millionare. If you liked the loot on DayZRP previously, please dont credit Bohemia, credit the devs over the last years who painstakingly try to figure out ways to keep the loot table balanced and not have everyone run around with essentially end tier loot. Because I can tell you, the workings of the loot table and the balancing of it, getting it right is straight up voodoo magic.
  8. While I dont disagree with you on most points, I cannot deny that regardless of everything you've written. I can still not dispute Kerkkoh's points and opinions. The killing of the current lore would be IMO a complete fucking tragedy, you know aswell as anyone that I love it more than anything. Hell even Kerkkoh is completely aware. But the fixing of the inherrent issues that currently are in the feature parity to further develop the map with the current lore remains, you arent wrong that most thing look a little worn, after all the dayz dev's tried their best to make the map feel like a warn torn Czech knockoff. The wear on everything is therefor meant to resemble a warzone not necesairly an apocalypse. We lack the ability to truly move past that 5 yearish warzone/apocalypse feeling. Kerkkoh's arguments for resetting it are solid as much as it pains me and no matter what I have always been one to cave to rational well researched arguments. And the argument I cannot dispute. Kerkkoh struggles developing the map for the lore and its current setting, and while the lore team can have its input in what they want, Kerkkoh is still the creator and art director for its continuation. I have seen some requests from the loremaster team, but every request they have put in so far has required custom models and other assets we simply cannot churn out rapidly enough from the development side to provide them this. A field hospital for example, can be done rapidly and a destruction of that field hospital a week later can be done quickly too. However a (might be oversharing but fuck it, Jackfish mentioned it in his trailer I suppose) custom lab that exploded and had experiments escape out of it, isn't something that can be done in a week, its going to fucking take months, months that halt all other modeling processes. I would agree that your argument makes sense that we could make it work, but if we want to make it work we need alot more modellers and we need em quick. But we dont have them... Which means Kerkkoh's current arguments still in my personal opinion stands strong.
  9. I feel this, my character Bismarck could've never been possible, this is my favourite lore by a mile. However I in this case dont vote with my heart, I put this forward because a fellow developer told me, hey, I really struggle with this. He gave me his arguments and I agreed, if I choose with my heart I say keep the current lore, if I vote with my brain and my understanding of things are when you make big projects, I will back @Kerkkoh and say it needs to change. But you all have valid points, the lore is great, thats not being disputed, the problem is just, theres a dissonance between the Developer and the Lore and in my opinion thats atleast worth consideration. Edit: This is also not a suggestion to bring back players.
  10. Alright, you all might wonder why @FaZe Mason's literally identical thread was closed and why we are restarting the poll from scratch. When the original Poll was created there was some heavy voting happening, the problem was that the vote wasn't being done with all information on hand. While @FaZe Masonwas reaction to a post from @Hofer the story for a lorewipe and reset to modern day actually started in the shadows of some DM's and singular post from @Kerkkoh on the forums a few weeks back. I would as I always do implore you to read through this thread quickly and make a well informed decision which you mull over for a little bit. First of all. THIS IS NOT AN OFFICIAL STAFF THREAD, this suggestion comes from me and in extension @Kerkkoh The topic of a lore wipe, especially this time around, is a bit of a sore point for the community; some of us, including myself, really enjoy the lore and the incredible freedom it gives to character stories and arcs as well as background stories. However, on the flipside of the coin, many alike, including @Kerkkoh himself, cannot get immersed at all and find the future lore restricting rather than freeing. Kerkkoh expressed this to me a few weeks back when he asked me in my DM's whether or not I thought the lore was stale. To his surprise, I answered that I thought the opposite and considered the current lore very important for the future of the roleplay of the community, I immediately handed him ten examples, and a civil discussion ensued over the reasoning of how and why. We came to a few conclusions; the first was to agree to disagree, the second one was that we both believed it would be better to be wiped. Regardless of my personal preference Kerkkoh made some points that were simply impossible to refute. The first one: His creative direction for the map struggles with the future lore. While it might appear that the map was made for a futuristic apocalyptic lore, Kerkkoh didn't actually envision the map as a far-future reality; he agreed to do futuristic lore somewhere before the launch of the new map, certain elements and structures were quickly put in to support this. But the original agreement was to try it out, not necessarily commit to it. This leaves Kerkkoh in an awkward spot, where his heart wants to develop the map as a more modern setting, but the lore prohibits him from doing so. As a real-life Project Manager for many websites and applications for various events, I have a lot of experience with what creative direction means; the number of times I have removed front-end developers from projects cause they simply couldn't do it the way it is was needed is uncountable. This does not mean they are bad at their job; it just means they can't make it work. Forcing them to do it anyway just brings poor results to the table and great uncomfort to the developer at hand. You can't force an artist to make a particular art style if it is not his type of art. Lack of assets for this type of lore Kerkkoh ended up expressing that there is a lack of assets in the base game to facilitate this type of lore and, on top of that, a lack of performance in the engine to place enough ruble and vines/bushes/grass through concrete etc., to make it believable. This means the further adding of extra POI's will feel like they are pristine; an excellent example of this is the recently added city nicknamed Sin-City. It feels like the apocalypse never hit it, and that is an essential denominator of how hard the job is that Kerkkoh has been doing. How do you make feel something broken if the model is pristine? You cant do something apocalyptic if the engine doesn't support thousands of well place bushes and overgrown roots or includes it. With no shade thrown at our 3D modellers, look how long it's taking us as a small (volunteer) development team to push out new models or assets to develop the map. It slows the momentum of the map down significantly; it also slows down Kerkkoh's map development. We need to accept that Kerkkoh is the only one that can develop Nyheim; we need to accept he struggles making it what the lore wants it to be. The lore should follow Kerkkoh's creative direction for the map, not the other way around; that's just not going to work long-term. Kerkkoh also expressed the following sentiment a little while back here: So what is actually being suggested: Wipe the lore, return it to the modern-day. No more or less than this. FAQ (This will be expanded upon if questions are asked) Q: When would the lore be wiped? A: Not any time soon; if the lore were to be wiped, this would most likely be done with the next major map update, giving both ample time to Kerkkoh to prepare the shift in map narrative and the lore team to be more coordinated with the development team. So this suggestion is for the future but will give a better impression of what the launch of Nyheim should've been rather than what it was. TLDR: This won't be rushed. Q: Is this really necessary? A: A lot of us believe so; the destruction of creative narratives in storytelling is a massive shame; however, the momentum we can gain and the synergy between the atmosphere of the map and the lore can do us many more wonders Q: If this vote doesn't go through, does that mean Kerkkoh stops developing Nyheim? A: @Kerkkoh: "No, But I will be unhappy and disgruntled" Q: Are we changing maps? A: No this suggestion has nothing to do with that Q: Is this suggestion because the lore is dumb/weird whatever? A: No this has nothing to do with that, this suggestion is purely fueled by the standpoint that the map developer feels limited/blocked by developing the map with a standpoint from it being 50 years in the future, for reasons explained above. Q: Is this suggestion to bring back players? A: No.
  11. Hi returning drama lama developer @RedSky here, I am a fan of the future lore, in fact, I love it, but I have voted to change it. I will explain why and as always, please read the entire thing. A few weeks ago Kerkkoh came to me with some concerns; the short of it was that he wasn't feeling the lore and was struggling getting immersed in it and was wondering if I had the same issues. I ended up proclaiming my undying love for the current lore. What followed was a short discussion that brought something to light that, till this moment, makes me a feverously engaged crusader to see the lore wiped and go to a modern setting. The two things @Kerkkoh ended up expressing was: His creative direction for the map struggles with the future lore. While it might appear that way, Kerkkoh's vision did not actually envision the map as a far-future reality, he ended up agreeing to do a far future lore somewhere before the launch of the new map, elements and structures were added to support this. But the original agreement was to try it out, not necessarily commit to it. This leaves Kerkkoh in an awkward spot, where his heart wants to develop the map as a more modern setting, but the lore prohibits him from doing so. As a real-life Project Manager for many websites and applications for a variety of events, I have a lot of experience with what creative direction means; the number of times I have removed front-end developers from projects cause they simply couldn't do it the way it was needed is uncountable. This does not mean they are bad at their job; it just means they can't make it work. Forcing them to do it anyway just bring poor results to the table and great uncomfort to the developer at hand. You can't force an artist to make a particular art style, if it is not his type of art. The second reason was the current assets at hand He ended up expressing that the current assets in the base game are simply not enough to do what we need to do to make it look futuristic and overgrown This means the further adding of extra POI's will feel like they are pristine, a good example of this is the recently added city nicknamed Sin-City. It feels like the apocalypse never hit it, and that is an essential denominator of how hard the job is that Kerkkoh has been doing. You cant do something apocalyptic if the engine doesn't support thousands of well place bushes and overgrown roots or includes it. With no shade meant, look how long it's taking us as a small development team to push out new models or assets for the development of the map. It slows us down significantly. More of Kerkkoh's feelings below So for the love of God, even though it will kill a lot of unique concepts, wipe it. We need to accept that Kerkkoh is the only one that can develop Nyheim; we need to accept he struggles making it what the lore wants it to be. The lore should follow Kerkkoh's creative direction for the map, not the other way around; that's just not going to work long-term.
  12. Yes but than staff needs to go ask everyone that's logged to provide video evidence, right now they just ban you for it. It makes the administrative task of managing it that much harder.
  13. Currently the system is enforced by an automated script that registers these returns to bodies. How will we prove that it is a glitch death? Will everyone be required to tape it? Guilty until proven? Don't get me wrong, I understand the sentiment but the ability to enforce this is a little complicated.
  14. Hi, @ImAtrix. First, thank you for being the first to point out the goals are missing; I was always wondering who would ask first. I'll get to that later. Let's go down the rabbit hole of activity. Believe it or not, this group is actually fairly active; the group has a clear set of defined group goals and objectives it needs to achieve, all of which have been made by @Niveous , while I had some say in the eventual execution of how the group was going to function, I mainly did not touch upon what has been written down for us as goals, I did however put together a game plan on how to achieve the goals as a whole. Most of these things are tasks for individuals rather than a collective group; this is why "The Blighted" appear to have no group presence; this is by design, I originally raised an objection to the Staff team when I was offered to lead this group that it would be much better suited with just a lore page and no visible roster and goals. Because of A. The group needs a long slow burner as a runner up to existing and B. the majority of the start of the group is aimed at goals for individuals and therefore does nothing to contribute as a group for now. However, this was disagreed with because the three lore groups that were posted were designed to have a more permanent presence on the server and are there to push the lore of Nyheim forward. So, therefore, @Hofer wanted them all posted. After some deliberation where both Staff and I raised our concerns on either or, we compromised and decided that the roster was crucial to be visible, but that the goals for the good of the lore the blighted is tasked with providing to the server are not. This has caused our "individual presence to be quite high" but at the cost of "not being visible as a group". That being said, some of our individual actions have already had a significant impact on specific groups of characters that have winded up on our path. That being said, yes, I took a break, one which will be ending shortly. And while @CutieTaffis currently on break as well due to a house moving situation since about 3 or 4 days. The rest of the group has faithfully been going strong without any major activity issues, which is crucial because, as a lore group, it is intended to switch leaderships when the story reaches that point eventually. So expect to see less of us; we are not here to be present; we are here to have another flavour of RP. As a good friend put it, Vanilla with a flavour, familiar yet different. And to find out what exactly that is or what this group is supposed to be and what it needs to achieve is as painful as it is to say, something you need to find out IC. With all of that being said and long overdue, time to update the roster, which should've happened a week or two ago when I went on break. @Saunders @Realize @Salted, sad to see you all go. Welcome, @Morytania!
  15. Dupe 2.0 soontm? 👀

    1. Duplessis

      Duplessis

      Penn Badgley Lol GIF by Lifetime

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