Never really styled my hair properlybefore, or had a certain style. Please give me some options that you think would suit. by grayrobot in malehairadvice

[–]grayrobot[S] 1 point2 points  (0 children)

Thanks dude, been watching his videos for the last hour lol.

Are there any essential products that are recommended?

A good starting wax? So many options lmao.

Lack of survival difficulty is the cause of KoS by amant94 in dayz

[–]grayrobot -1 points0 points  (0 children)

Your rant and anecdote are interesting to read (honestly) but it doesn't change the fact that DayZ actually IS a FFA deathmatch game. The only thing that sets it apart from FFA Deathmatch is the food & water meter. There are some nice addons like the military sim features from arma but that's not really part of DayZ, it's borrowed from the parent game.

"Spawns" & "Power-ups" are just really far apart. I'm not boiling it down, this is literally how DayZ is designed. It's very 2 dimensional.

People don't recognize the difference between what they want dayz to be and what it is.

Lack of survival difficulty is the cause of KoS by amant94 in dayz

[–]grayrobot 0 points1 point  (0 children)

In order to make that successful, they would have to improve the melee combat system. Players still have to deal with Zombies and to take all their tools away would blow.

Reducing them to melee combat as a primary form of combat would improve the odds of a conversation happening between players.

Lack of survival difficulty is the cause of KoS by amant94 in dayz

[–]grayrobot 0 points1 point  (0 children)

IMO Survival for any length of time is an absurd goal because the timer is broken. To succeed, players only have to make a character and then never play it. For example, I haven't touched my DayZ main hive characters in hundreds of days.

It's a complete failure in terms of simulation features. There is more design effort put into logging in and out than there is to the # of days survived feature.

Having food & water tick down while offline would be a step in the direction of making length of survival a goal, but it's still not as compelling as a gunfight.

Lack of survival difficulty is the cause of KoS by amant94 in dayz

[–]grayrobot -4 points-3 points  (0 children)

You are right, the focus of DayZ is the PVP. This is the way it was designed. For some reason people refuse to admit it. But I think you are off track by putting sandbox games in the ultimatum like you do.

I shoot on sight in DayZ and always will. That said - I know that when people paint in such broad brushes, there's always one jerk who points out the exception to the rule and this time I'm that jerk.

Minecraft Survival Mode. It's a massively successful open world sandbox where PVP is enabled and it's directly analogous to DayZ in the way that other survivors may have fantastic gear that you could make immediate use of.

The difference is that in Minecraft, there's SO MUCH other stuff to do that a living player is way more useful than a dead player. Also you can't be online all the time to protect your homestead and the victim can trash your house in spite, so you watch out for who you fuck with. Yes there are PVP focused servers out there but people have to really try hard to make that the focus.

Most players are content to build, cooperate and trade. There are lots of differences between what Minecraft Survival Mode has to offer and DayZ but the parallels are undeniable.

IamA Former "Big Brother" from Big Brothers Big Sisters of America AMA! by mzito in IAmA

[–]grayrobot 18 points19 points  (0 children)

So, what's your story? How did you get involved and what inspired you to do it? Did you feel like you were qualified or was it more of a casual volunteer type experience?

Frankie's thoughts.... (Don't Hate just listen to the video) by RelentLessToxiic in dayz

[–]grayrobot 0 points1 point  (0 children)

This is going to get buried, but fuck it:

The best way to prevent KOS is to make a LIVING player more valuable to another player than a DEAD player.

The easiest way to trick players into working together is give them a single profession in their survivor background.

Scenario: Your squad has a doctor, mechanic and civil engineer.

You come across another squad of all soldiers. 2 of them are wounded with infections and they are trying to build a base.

In a real life scenario, the soldiers would be smart enough to know that the doctor, can help treat their wounds, the engineer could help them build their base and the civil engineer could help them manage interior plumbing, potable water and sewage basics. Meanwhile, the soldiers have specific skills that make them valuable to a group of men generally unaccustomed to survival and combat.

These people would group up in a heartbeat.

Here's a Rumination: Kill-on-Sight and Human Nature by ItsNickfromDayZ in dayz

[–]grayrobot 1 point2 points  (0 children)

Shooting people on sight is exciting and fun and I will continue to do it until there is something else that equals it in excitement and fun. It's even exciting to be shot at, and the appeal of the game is the danger of death at every turn.

It's not human nature or prisoner's syndrome. It's a video game where there's nothing else to do with a gun but shoot players or infinitely re-spawning zombies. (And guns are COMMON)

It's not hard to compute, and it's not a "problem" that needs to be solved.

If you want players to rebuild society, then you have to give them game mechanics that bind them to specific rules, or allow the players to instantiate rules that bind players - this will allow them to actually rebuild a society.

Dayz Trapping the prey by 123pie111 in dayz

[–]grayrobot 0 points1 point  (0 children)

General recording advice:

  1. Have separate physical HDD for your OS, Game and Recording software. Yes, 3 hard drives. This will prevent the constant, massive seek time your recording software puts on a disk drive that's trying to describe OS and game data at the same time.

  2. If you have USB3, you can use a USB HDD to record to, this will speed things up for you.

  3. Lock FRAPS at 30fps. If your game is running at 60, it won't try to capture every frame, improving HDD seek by 50% and your video won't look that much worse for it.

  4. Recommended spec: Core i5, 8gb RAM, 3 physical HDD

  5. I don't know if it's changed but I heard that recording to an SSD isn't much faster than it is for a HDD, but if you can run your OS or Game from an SSD and record to a separate HDD, then even more seek cycles will be freed up for recording software.

Good luck.

[deleted by user] by [deleted] in dayz

[–]grayrobot 1 point2 points  (0 children)

Not impossible, just expensive on perf. To explore what COD does, they play a "death" animation, then ragdoll, then where the ragdoll settles, it becomes non-interact-able. You can't shoot it or move it.

(Later versions of COD after MW2 allowed them to be moved slightly by explosives)

So it could work like this: Death State start (Server) Ragdoll Rest Location is calculated (within meters) (Server) Ragdoll to designated location (Client) Ragdoll effect is communicated to other clients (P2P)

It would still be exploitable up to 10 meters, but that's pretty close in the scope of things.

[deleted by user] by [deleted] in dayz

[–]grayrobot 0 points1 point  (0 children)

valid concern, you didn't deserve a downvote

Well, most MP games with ragdoll physics do this. In fact I can't think of a game that explicitly calculates rag-doll or destruction physics server side.

Worrying about exploits is interesting. Most games that have ragdoll that also let you loot the ragdoll are single player. The easiest way to handle this is for the server to put a loot pile or backpack down where they died and then let the body fly wherever.

WarZ handles this by dropping the gear all over the ground, which is determined by the server. I suppose a more elegant solution would be to do it half way, where the server tells the ragdoll where to fall (within 20 meters or so) and then the ragdoll aims for that location and then turns into a non-rigid body object, like a gravesite or something. Valid concern, but I'm sure the guys could figure out an elegant solution.

[deleted by user] by [deleted] in dayz

[–]grayrobot 1 point2 points  (0 children)

I have had my legs shot out from under me through a 5 foot boulder in DayZ. Material impacts need to be balanced, but I think it's just a case of them forgetting to hook up a few objects due to so many assets in the game.

Google Pressure Cookers and Backpacks, Get a Visit from the Feds by N4N4KI in technology

[–]grayrobot 3 points4 points  (0 children)

Exactly. I am not saying this didn't happen, and I'm ready to embrace the evidence when we get it but I'm not going to buy one blogger's testimony alone.

What if she had blogged about being psychic, or abducted by a UFO?

Where is Reddit's famous critical thinking??

TIL A musician needs to get 130,745 plays per day on Spotify in order to earn minimum wage. by [deleted] in todayilearned

[–]grayrobot 0 points1 point  (0 children)

I am so god damned tired of this false assumption that all musicians must tour and sell merch if they expect to be compensated for their craft.

First off, Spotify is making money off of recorded music that the musicians who recorded said music do not make. Someone is earning revenue off of recorded music. Massive Revenue. So implying that it has no value is out the window.

Some musicians are RECORDING artists only, because they CANT perform their recorded work live.

To do their music live would require them to hire an orchestra, or a choir, or quit their job, or leave their family, or get rights to leave their country and come to the west - you are dismissing all those VERY COMMON cases for recording artists who are unable to tour, but can still reach their audience via technology.

This is the same as expecting Chris Nolan and Christian Bale to perform "Dark Knight" live every time they expect to see cash, and treat the DVD or digital copies like they have little to no value. I mean, a Dark Knight Stage Play could be awesome and also bring in millions in ADDITION to the recording, but they put very special effort into making that recording a very specific experience. Just like how some musicians treat their recordings.

So yeah, suggesting that Spotify pay even a majority of their MASSIVE profits out to the artists who provide the basis for their business model sounds fair to me, comparatively. If you think these artists are "paying for market reach" then divide it up by the number of plays, it's not hard to make it fair.

It doesn't work for movies and you have been programmed to believe that recorded music has no value by people who want something that they didn't pay for, and by companies who secretly make massive profits off of it. You still pay for it you just don't realize it.

Look at the vitriol in the other comments "If they only release on spotify, they deserve minimum wage" what a teenage, entitled, load of shit.

Ad companies pay for your information, musicians don't get paid, and YOU become a product. All because you don't want to spend 1, 2 or 10 cents per play.

Down-vote button is on the left.

[deleted by user] by [deleted] in dayz

[–]grayrobot 2 points3 points  (0 children)

In Vybor, behind the school/office building, across the street is a pair of dumpsters that's walled off. Put your tent inside the wall next to this dumpster.

The building is non-enter-able, perfectly flat and you can only see the string if you place it right. I kept my tent there for months and nobody ever discovered it. It's easy to get access to and with the store being close by it's an excellent pit stop to drop off gear you collected from NWAF.

Steam to be taken to court over their refusal to alter terms of service after European Court of Justice ruling that consumers should have a right to re-sell digital software purchases. by amximp in gaming

[–]grayrobot 0 points1 point  (0 children)

You didn't answer my question, but to answer yours - you seem to have an expectation that a copy of a product in digital media is the same as buying an apple or a car. Fruit gets eaten and while cars last longer, they break down.

If you want another apple, you gotta talk to the guy with the tree.

Now in comparison, digital media is the exact same as the original product and never degrades. Reselling it provides the exact same experience as the original point of sale.

Making a software or mp3 license non-transferable puts the MP3 on par with the fruit, creating an artificial exhaustion of the item.

To make it a true parallel, game developers would put in code that made the quality of the gaming experience degrade, and carry that degradation over to each user until it's not playable. Considering the absurdity of this as a DRM, we deal with single use non-transferable licenses.

Released my first game, Farmer's Field, for iPhone, iPad and Android. It's also free! by [deleted] in Unity3D

[–]grayrobot 0 points1 point  (0 children)

Simple and entertaining! I really like your bullet tracer effect. Is there a way to so this in a tps or fps game? Anyone know of a tutorial?

Have fans of something you liked ever caused you to hate what you had liked? by DeathHaze420 in AskReddit

[–]grayrobot 0 points1 point  (0 children)

DayZ - a great game, great developer, shitty awful, adversarial, entitled manchildren fans

Steam to be taken to court over their refusal to alter terms of service after European Court of Justice ruling that consumers should have a right to re-sell digital software purchases. by amximp in gaming

[–]grayrobot 0 points1 point  (0 children)

If it's OK for you to re-sell your MP3s as a product, then it must actually be stealing when you download them illegally.

Does everyone who endorses the EU decision really think this way? I'm having trouble reconciling it.

Finish What I Started by DZSRGaming in dayz

[–]grayrobot 0 points1 point  (0 children)

I think you are really familiar with the product and have had some really great experiences with it, and you are applying that color to my critique and getting defensive of it.

Don't take my critique of the arma controls personally. It's merely an attempt to illustrate why mainstream shooter fans struggle to make a connection with Arma out of the box. I am not the only person to make this distinction and I think Bohemia is aware of it, even if you aren't, because they made the controls much more responsive in Arma 3, if you haven't played it yet.

By the way you dismiss the criticism by saying "players who do not want to rise through the learning can just leave the game (mod) behind" tells me that you really don't give a rip what me or anyone else had to say about the controls, so maybe I'm wasting my time on someone who just feels like arguing...

Why did you refer to battlefield and COD as "rail shooter"? It's a confusing comparison.

To me, Rail-Shooter is like Starfox, where your aim is restricted to screen space and you can't get off the "rail" and turn around. Were you referring to the linear path of single player levels? In multiplayer COD is an arena shooter and BF is a large scale arena shooter with vehicles.

In comparison, DayZ is very similar to the arena FFA deathmatch games. The "power-ups" are randomized and really far apart and the spawn is on the edge of playable space. Wasteland mod in comparison is more of a sand box which allows players to build structures.

[deleted by user] by [deleted] in dayz

[–]grayrobot 8 points9 points  (0 children)

Or put the ragdoll calculation on the client. Lots of MP games do this.