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  1. Past hour
  2. 0.63 Checklist Updates

    I totally agree, devs lie to us, it is very hard to be such inaccurate in deadlines by a mistake. Anyone remembers the statment that dayz will hit 1.0 this year? i wonder who still believe in this, lies and excuses is all we get. In this rate 0,63 beta will arrive hopefully in december. Reading all this copy paste status reports, this unnatural hyper exitment over some little irrevelant things like famous ledders is making me sick. I was a fanboy of this project not so long time ago, but in december when we were punched in the face again i decided not to defent this game anymore. I wonder what was a state of the game back then I am sure that in october or november devs knew that it will never hit beta till end of 2017 but they decided not to tell us the truth.
  3. Today
  4. 0.63 Checklist Updates

    Lots still left to do i see. Like i said i only check back to see how far they are into releasing to exp. Seems this maybe not until next year at the rate this is going if ever. I would like to see the final beta project finished.
  5. DirectX 12 confirmed?

    "no current plans for this as there are technical limitations". /s For real though. I don't see it happening ever anymore. Also that was quite a necro.
  6. Yesterday
  7. First of all, I don’t know if this can be possible to add but I wanted to share it with the community anyway. I have not found this suggestion before so I decided to posted it, my english is not too good, sorry if you find some mistakes. My suggestion is about increase kidnapping experience and more... in the future passengers be able to shoot from inside of a vehicle, but what about if we even could force players to put them in the trunk of the car with a burlap sack on their heads and hands tied? As I said, it is to increase kidnapping experience so you can use it to move a kidnapped player further away and kill him in a lost place like mafia, or just bring him with your team if they are looking for him or bring it to your secret base (to talk or execute him), he won’t know where is him exactly and will feel lost. It also could serve to increase person capacity cars adding an extra slot, friends will discuss about who have to be in the trunk this time if they do not fit in the seats, it could be fun. The restriction would be If there is a player in the trunk it would take slots from the inventory of the car reducing the capacity. This is the basic idea but we can keep improving it and increasing the experience with the next ones: 1. A kidnaped player in the trunk (with a sack in his head and tied hands) would be nice if he could break the handcuffs while he is inside, if he do it, he will has access to his inventory and he be able to remove the sack from his head, after this he also will has access to the inventory of the car. To open the trunk and escape there would be 4 options: With a lockpick you could open it silently and jump off, maybe if you have skill you can open it easily and if you don’t it will take more time and you can break the lockpick and passengers could hear it if they are careful. If a player jump with the car in motion it will hurt him so you can wait until best moment to do it, when it go slow, so you will have to listen the car engine to know the best moment (another option would be if devs add a check outside option where you can open the trunk a bit, for example) With something like a knife or screwdriver, but passengers be able to hear it while you are opening it if they are careful (it also can depend on the skill of player) If you don’t have any object you can kick (for example) the trunk from inside until you break it then you be able to open it, this will be easily heard by the passengers but if they are in danger (people shooting the car) they won’t stop and leave the car to kill you. If last suggestions are not possible to add in game the player just could open the trunk from inside with an option to do it without unlocking it first. 2. Car inventory: it could be divided in different parts like car's glove box, and the rest of places where you can deposit objects in a car, only passengers would have access to this inventory and not the kidnaped one, the aim of this is avoid that a passenger deposit a pistol in the car inventory and the kidnaped person could take it, a possible fix would be that you have to go out of the car and open the trunk to have access to this inventory, 3. Shoot from trunk: it will be possible shoot as a passenger from your seat, so would be nice if devs could extend this option to add shooting from trunk when it BE OPEN, this will have 2 uses: If you are kidnaped inside of the trunk, you could break the handcuff and got a pistol (maybe took from here, being a lucky guy) you can surprise and kill the kidnapper when he opens the trunk. To escape in the trunk car like films in the last moment while you are killing zombies and shooting enemies that try to kill you and your friends… 4. Another use is if the driver of a car stop in a place and leave the car for some time, you can hide inside of the trunk, travel with the guy and wait there until he open the trunk to kill him or leave in the best moment, it can be useful to infiltrate in an enemy base for example, if he didn’t notice you are there. 5. I heard about dragging bodies in the future, would be nice if you could put the corpse in the trunk, there are servers with a list of wanted people and rewards if you hunt them, so this could be a way to bring them the corpses, you also can save the body of your dead friend and leave it in a graveyard… It would be exciting to open a trunk and find a corpse inside! 6. Even you could use it to hide yourself from a horde of zombies or if there are a lot of them in a place and you don’t have a better place, hear them walking and moaning... I’m sure it would be very exciting. This concept has a wide variety of uses like I mentioned, not kidnapping only, much more! I think it would improve the experience in DayZ making it a bit more exciting, I hope you like the concept but maybe it's a bit hard to develop. Regards!
  8. Cigarettes

    Steroids, Methamphetamines, Fenethylline, Huperzine A, Modafinil, Methylphenidate, Phosphatidylserine, Night Eagle (..duh.. is that STILL classified?) Uridine monophosphate, & local anesthetics, narcotics, food supplements & sleeping pills.. - all stuff you'll find supplied around camp, folks. On the other hand, battlefield tests show that smoking is unlucky.
  9. Soft Skills

    meter in the middle sounds like the best survival tactic to me hmm?
  10. Soft Skills

    Adding next to useless features does not make a good game design. As of now we have a skill system with a preposterous either/or mechanics (you 'lose' your rough skill by doing soft actions and after 100hrs you can be in the exact same spot as a freshie), which doesn't bring anything to the game, doesn't accomplish anything close to 'care more about your toon' and literally the best you can say about is that it's marginal. This is such a wasted potential and so much more could be accomplished. Hell, even old-timey classic RPG skill systems are better than this, you know, those with bows, athletics, first aid and bargaining. And you can surely do better than that nowadays. I check @emuthreat's rant and raise it with mine. This is the worst feature in DayZ and when I first read about it, I thought I misunderstood something or it was a joke. Devs, please come and speak to us, I'm sure we can talk you out of this. I know you have your reasons, we'll discuss them in a friendly manner, and then we'll convince you to give up on this system, because it consists only of defects.
  11. DirectX 12 confirmed?

    Any news here in 2018th?
  12. Cigarettes

    Or secret farmers: https://youtu.be/zCnPkwus6kU
  13. Cigarettes

    Still hoping for many features that were announced a while ago to make it into the game eventually. Different kind of smoking and alcohol were announced but still haven't made it past the items/textures in the game. The files are there, but no effects are programmed yet.
  14. A Little Bit of KARMA

    Karma in DayZ. Always satisfying. ;)
  15. Flock of Birds

    One thing i sorta imagine is if it's not possible for actual ai birds in the sky then let us be able to shoot "particle" birds (give them a bbox) giving us a % chance of hitting and spawning a ragdoll of the bird (that falls from the sky) that you then have to go find.
  16. Soft Skills

    For something you are going to lose every time you die, it should be significant enough to add value to avoiding death. This does not. Valuing the character more over time is what I take to be the intended outcome of soft skills. This does not accomplish that at all. Not only is this meaningless, it meaninglessly permanently punishes a player by locking out at one end of the scale or the other, albeit at an extreme of repetition unlikely to bee seen from normal and indifferent playstyles. Here goes my rant: I disliked this concept when it was first announced, and I still feel the same. Not only does it grossly oversimplify the skills learned by practicing different actions, but forces a false dichotomy of broad specialization, rather than specific skill improvements. The saving grace in this is that it is so slight as to be meaningless. But if it is meaningless, then why bother at all? Is it that the 'bar-based' HUD system could only accommodate one skill bar without being obtrusive? Is the problem limiting soft skills having to do with the HUD in general? I strongly dislike the HUD being visible on normal screen. I would prefer it to be in inventory only unless values change fast or has become near-critical? As it stands, I hate the implementation of soft skills in this manner. It is either meaningless, or punishes a player for doing too much of one thing; of which, neither is more authentic, nor adds valuable as a 'gamey' skill system in the supposed "anti-game." And here is my suggestion to make it more meaningful: Why not add a proper skill advancement system, but keep it entirely behind the scenes? No need to see the progress, and no need to focus on grinding. Just keep the values hidden except for observable results, and make the benefits increase along a f(x)=√x function with an arbitrarily balanced scale to determine the practical maximums. This would make a steep climb to get to the middle ground, and cause decreased gains after the average maximum to the point of irrelevance. The tangent slope of the function could be used as a rough percentage scale of completion, with a slope of 1/100 generally understood to be the maximum practical point of mastery. Each action within the relevant categories could generate an "X" value of experience, and the "Y" value would be the proficiency. A player would have to apply or 100 bandages, salines, blood bags, morphines, epi-pens, splints, antibiotics, charcoal tabs, or vitamins to effectively maximise their medical competency. But general class competency would only generate a 50% efficacy at a new task under that class. Each specific task could have a 50 repetition cap for maximum efficacy. So if someone grinds bandaging themself a hundred times, they would have 100% general medical competency but only see a 50% efficacy rate applying splint on the first try. After applying 25 splints, they would see a 75% result--either in time taken to perform the action, or quality of the outcome. This would lead to situation where a player might say "sorry dude, you're probably only going to get half of this saline bag because I've never done this before. I have a friend in polana who has been alive for like three weeks, and I can give you two can of peaches to help hold you over until we get there. Do you think we can make it there safely, or do you just want me to try my best and see how much of this saline we can get into you?" These are the types of interaction that I want to see the game facilitate or even force. Mechanical, structural, medical, agricultural, naturalist and culinary skills come to mind foremost considering what DayZ already has to offer. These six categories could be the baseline for soft skills, whereby each available action in the game could be tagged with different modifiers of what skill type affects the outcome of each action, and which actions add to the experience value of each skill type. Gun cleaning and modification would add to mechanical skills; though a gunsmith and mechanic might both have their mechanical skills fully developed each may only be half capable of switching roles efficiently until the specific tasks were completed by each player enough times to master them. This would add a level of gameplay decision making that would add to immersion in ways we can't predict. Players might have their driver of the V3S cargo shot, who also happens to be the most experienced medic. The next most experienced medic is also the most experienced mechanic. Does he start to work on the truck that crashed when the driver was shot, so they can try to escape more quickly, or should he try to revive the two unconscious players so they can cover the repair of the truck? Do they delegate the best shot, but the next highest medical skilled player to revive the other two unconscious players? The concept of soft skills can add so much to the game. This implementation adds nothing. It only creates an unnecessary complication of gameplay wherein a player must actively watch a meter to avoid marginal loss of competency at half of all actions in the game. To this implementation of soft skills, I say Fuck No!
  17. Last week
  18. Help please!!!!

    You need to switch back to the normal version of the game, not stress_test, or experimental, just out of beta programs. You can set it in properties, see the picture? :)
  19. Help please!!!!

    Hi everybody!!!! I need please you help with something. I've installed dayz 0.63 last week and I played offline for 2 days. Today I tried to connnect to the server I used to play in 0.62 online and it seems the menu and everything is 0.63 version, so when I tried to connect to the dayzrp server I used to play it says connection problem and I can't connect, I've uninstalled dayz and install it again and have the same problem. Any clue how can I get back to 0.62?
  20. Ошибка BattlEye

    correct the mistake, Many of Russia do not go to work because of this error, Многие из России не идут на работу из-за этой ошибки решите проблему
  21. Cigarettes

    I tell ya, smokes would hardly 'boost' your stamina :D may help with calming the shaking hands after you've obtained some human steaks. :edit: May also increase aggression when left without any :D
  22. Stress Test vol.14

    With this latest build in offline mode I have very poor performance. My system struggles to reach more than 40 fps, dropping to 30 at times. With the same settings in the previous build I would easily have 70 fps even in cities.
  23. Merry Christmas everyone!

    Lots of people got cautions now and make an effort not to access the online banking utilizing the completely free Wi-Fi in the park or inside a cafe. We'll inform you about all benefits of the company and the way to purchase credit card dumps online in CVV shop.
  24. Flock of Birds

    After those years: High five! One of the example of using particle system. It additionally lives up the world. The same is for fishes.
  25. Stress Test vol.14

    The character while breathing is a bit too loud, after lots of running the character makes too noisy breathing sound effects. But netherless the rest was awesome! :) very good job!
  26. Stress Test vol.14

    That's normal, the opening of stress tests servers are announced by the dev team on twitter or on the forums here, there was one opened yesterday but it closed due to server troubles. You can play offline mode if you wish to test the environment and such.
  27. Stress Test vol.14

    Hey. I want to know how I can join a 0.63 server because I can't see one. Sorry for disturbing the topic, I just want to play and report you the problems because I'm an active player. I have the stress-test installed but I can't connect to any server due to the lack of 0.63 servers
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