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Your DayZ Team
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Everything posted by fluxley
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ha, well keep looking, they're there i promise.
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Thats what bugs me the most, i want the low blood blur effects, but not the rest of it. especially not bloom, bloody hate bloom. Edit: Just actually tried it, pp to very low just gives you the low blood blur effects. I've been missing out all this time, What a numpty.
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Thats just AN infection rather than THE infection, when you get sick from a zombie its just because of all the crap and blood on them making you ill, rather than catching the actual zombie infection. Thats the official line on it anyway, the speed that you get ill makes it a bit hard to swallow.
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Not hidden at all, just no one actually looks at the labels on every can they pick up.
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July Round-up: "I want the alpha" < "I want the alpha to be good"
fluxley replied to SmashT's topic in Mod Announcements & Info
To be fair it was Twatter this time. it was just reposted on reddit. -
July Round-up: "I want the alpha" < "I want the alpha to be good"
fluxley replied to SmashT's topic in Mod Announcements & Info
Yes -
Are there zombies with special abilities?
fluxley replied to T@FFER's topic in New Player Discussion
Been insta death head shotted from full health by a zombie once, The amount of damage they cause depends on where they hit you + Type of zombie + a random factor. -
Causes a bit more damage than the hatchet. can't chop wood with it though.
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The cans have been back in game for over 3 months now and people are only just starting to notice, Immersion breaking my arse.
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The machete counts only as a primary weapon, so you can't put it on your toolbelt.
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A Gun You Never Found Before?
fluxley replied to Devon206 (DayZ)'s topic in DayZ Mod General Discussion
Yup, that was removed in patch 1.7.5.1 back in February. -
July Round-up: "I want the alpha" < "I want the alpha to be good"
fluxley replied to SmashT's topic in Mod Announcements & Info
You filthy tart! -
A Gun You Never Found Before?
fluxley replied to Devon206 (DayZ)'s topic in DayZ Mod General Discussion
The makkySD is pretty good actually, takes sd and normal mak ammo, and looks pretty cool too. -
July Round-up: "I want the alpha" < "I want the alpha to be good"
fluxley replied to SmashT's topic in Mod Announcements & Info
Best analogy ever. -
Ah, thats interesting, didn't realise the different settings actually activate different effects rather than just change the level of the effects. think i might go back and do some experimenting.
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[Standalone] Using Flashlight on Map
fluxley replied to Statik (DayZ)'s topic in DayZ Mod Suggestions
Love it, great little idea. -
Quicker way to do it is look at the new backpack on the ground, open it and put all your stuff in there then take it. There's a chance your old one will disappear, but it doesn't really matter seeing as you've already emptied it,
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A Gun You Never Found Before?
fluxley replied to Devon206 (DayZ)'s topic in DayZ Mod General Discussion
Both of those were removed a while back. -
Playing with the Deuce of Hearts...
fluxley replied to cindyanne1's topic in DayZ Mod General Discussion
Joker is for survivor i believe. And Spades for bandit. -
SA OREGON TRAIL STYLE IDEA!!!
fluxley replied to TheOldManoftheNorth's topic in DayZ Mod Suggestions
I get it, i just don't have the confidence in your ability to predict the future that you do. -
Not quite, the larger stash can hold 1 weapon/toolbelt item, the smaller one none. * [NEW] - 2 new stash sites. (tools required = Etool or Shovel. Items required = 1 sandbog for small, 2 sandbags for medium) Small Stash = 12 object slots, 0 Weapon, 0 bags. Medium Stash = 25 object slots, 1 Weapon, 0 bags.
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I'm sure there will be some improvements but dont forget that optimization usually comes towards the end of a games development so it could be a long time before DayZ is running at its best.
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July Round-up: "I want the alpha" < "I want the alpha to be good"
fluxley replied to SmashT's topic in Mod Announcements & Info
Here's a recent quote from rocket There's no mystery or big conspiracy going on, they changed something and it has set things back a bit. -
And its an Office ! not a Schoooooooooollllll!!! raaaargrhh! ahem Anyway yeah, the lighting sucks pretty hard when it come to buildings in arma, would be great to see some improvement but i'm not going to hold my breath as it probably requires something rediculous like a complete redesign of the lighting mechanics and all buildings and objects being rebuilt. Lets not talk about how torch light can penetrate through a whole building.
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Last time i tried, simply relogging whilst in the debug plain spawned me back on the beach.