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Everything posted by thoxon
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Why do you need ingame displays for sneezing, vomiting..etc? To me, those things should be audio/visual and not displayed on the hud.
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Devblog details on engine architecture for DayZ
thoxon replied to rocket's topic in Mod Announcements & Info
So with that said Rocket, how many players per server do you expect to have with the standalone? Based on the new architecture. -
New Standalone Screenshots released
thoxon replied to mattlightfoot's topic in Mod Announcements & Info
For some reason, I'm getting this half life 2 vibe from the interiors. It has this source engine feel to it. And, that's a good thing. Can't wait to see what it all looks like when the artist tweak the graphics even more, and it can be seen on very high settings. I'm a graphics whore, what can I say. Additionaly, what gets me most excited about enterable buildings, is the possibility of clearing larger buildings in the main cities. I'm hoping some of the larger buildings, like the international hotel in Cherno, can be fully enterable all the way to the top. This could make way for some amazing indoor firefights, and the ability to clear each floor of zombies all the way to the top. And, until we get player created bases, having the ability to fortify buildings such as the hotel, could make for some great player driven content. -
New Standalone Screenshots released
thoxon replied to mattlightfoot's topic in Mod Announcements & Info
For some reason, I'm getting this half life 2 vibe from the interiors. It has this source engine feel to it. And, that's a good thing. Can't wait to see what it all looks like when the artist tweak the graphics even more, and it can be seen on very high settings. I'm a graphics whore, what can I say. Additionaly, what gets me most excited about enterable buildings, is the possibility of clearing larger buildings in the main cities. I'm hoping some of the larger buildings, like the international hotel in Cherno, can be fully enterable all the way to the top. This could make way for some amazing indoor firefights, and the ability to clear each floor of zombies all the way to the top. And, until we get player created bases, having the ability to fortify buildings such as the hotel, could make for some great player driven content. -
Consolidated Weapons/Equipment suggestions
thoxon replied to rocket's topic in Mod Announcements & Info
Rocekt, I'm wondering with the new inventory system if you are going to change how we interact with the enviroment through the middle mouse button. i.e...how we sort through loot, apply blood transfusions,..etc. It's one of the biggest turn offs for the friends that I've tried to get into this game. And even for myself, a dayz hipster so to speak, I think it should be changed as well. It can be very janky when trying to pick up a backpack when it's surrounded by other items. It's pretty cumbersome. -
Just follow Rocket on Reddit if your interested in his chatter. He posts on there much more frequently then on here.
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Just follow Rocket on Reddit if your interested in his chatter. He posts on there much more frequently then on here.
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With the implimentation of underground bases in the stand alone, I thought it would be cool to if everybody needed a key card to access it. Simply wondering around and looking for a hatch in the woods shouldn't be all that is required to get you into someone's underground base (This is pretty much how tent cities are found and exploited now). I propose a key card system. Every player who creates an underground base has their own unique key card. In order to gain access to their base, you must obtain their key card by killing and looting their body. After so, you will have (for arguments sake) 24 hours to discover the hatch to their base, and loot it's resources. After 24 hours, the key card is reset back to it's owner. The original creater of the underground base can make copies of the key card for their friends or clan mates. So, each clan member will have access to the base, and the responsibility of holding onto the key card for dear life. What do you guys think? Edit. key cards should also be stamped with server i.d.'s, so you know which server their base is on.
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Rocket has said in past interviews that he wants security systems, hydroponics, and air conditioning for the underground bases. So, there goes your no electricity theory.
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Rocket has said in past interviews that he wants security systems, hydroponics, and air conditioning for the underground bases. So, there goes your no electricity theory.
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I see no point playing the mod, once the standalone releases.
thoxon posted a topic in DayZ Mod General Discussion
Rocket has already stated that there are some major flaws with the mod that will never be fixed. Hence, the priority to switch to a new engine. So what exactly are they going to be updating side by side with the mod when the stand alone comes out? They can't fix the major problems that frustrate people the most with mod. i.e... hackers, server hoopers, dupping, vehicle hording, infected behavior. The standalone is going to be launch with same map as the mod, but much better. So, there's no reason to want to go back to chernarus for old times sake. The new engine is going to be with more optimized with better animations, graphics, physics...etc. Admins will migrate their servers over to the standalone once it releases. Leading to a major decrease in server availability for the mod. New dayz players are going to purchase the standalone as it's going to cost less at launch, then it will to buy Combined operations now for the mod. I don't foresee a sceanrio where the mod population dosen't drop off drastically. -
Sigh...i was hoping the stand alone would be as pretty as arma 3, but it dosent sound like thats going to be the case.
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I see no point playing the mod, once the standalone releases.
thoxon posted a topic in DayZ Mod General Discussion
Rocket has already stated that there are some major flaws with the mod that will never be fixed. Hence, the priority to switch to a new engine. So what exactly are they going to be updating side by side with the mod when the stand alone comes out? They can't fix the major problems that frustrate people the most with mod. i.e... hackers, server hoopers, dupping, vehicle hording, infected behavior. The standalone is going to be launch with same map as the mod, but much better. So, there's no reason to want to go back to chernarus for old times sake. The new engine is going to be with more optimized with better animations, graphics, physics...etc. Admins will migrate their servers over to the standalone once it releases. Leading to a major decrease in server availability for the mod. New dayz players are going to purchase the standalone as it's going to cost less at launch, then it will to buy Combined operations now for the mod. I don't forsee a sceanrio where the mod population dosen't drop off drastically. -
I will be heartbroken if the standalone graphics aren't on par with arma 3.
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I don't think there is any need for the whistling. Trained dogs rely on hand signals, not whistling for commands.
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Anyone else having problems with fps today? I've tried 5 different US servers all with low ping, and myself with low ping(20-30mm). And, I'm getting like 5fps. I put graphic settings to very low and that got me around 20-25. But, I've never had this problem before. I usually run everything on very high and get 30fps at least on all servers.
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Rocket fully supports what's happening right now with lingor island. In the future he wants to give players more support to make other maps for the mod version of dayz.
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I haven't played in a week. Finally got around to installing this patch and I noticed some quirky things. - My humanity was at 207 when I logged in, and I had no bandit skin. I have no idea why my humanity was that low to begin with, as I've only ever had 2 or 3 murders ever playing dayz. Plus, I've given others countless bandages, morphine, blood tranfusions. I only played for a hour today, but killed about 10 zeds and my humanity went up to 705. It jumped from 500 to 705 while I was running through the woods. Does humanity go up over time on it's own? -Picked up an alice pack at the market in elktro. It managed to dup itself. So not only did I have the alice pack, but there was another one on the floor. It never deleted itself from the spot where I picked it up.
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Undocumented features for the lulz- What are they?
thoxon replied to Noise (DayZ)'s topic in DayZ Mod General Discussion
The code for the dogs is in this patch, but it won't go live until 1.7.3. Someone on redditt has a full breakdown on how dogs will work. very cool stuff. Also bandit skin if humanity lower than 2000 and hero skin if humanity above 5000. Also not.confirmed but server hoppers will spawn back at beach. -
Rocket said at E3 that if your computer can run arma 2, it can run arma 3.
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Looks like dogs will be added very soon. Hopefully, in 1.7.3. I didn't expect them to be added this quickly.
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H considering rocket said development of the mod will run parallel with the standalone, I'm 100% certain they will be using chernarus for both.
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I'm pretty sure there will be no more coke or Pepsi in the game. It will just be cola. I don't think rocket or bi wants to get sued. As far as price, I believe rocket threw the figure of 10 euros out there for the price of the stand alone in the alpha stage. I believe he said it in Tue last live stream he did.Ut he could charge 50 up front and I wouldn't think twice.
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DayZ Development Blog #1: The end of the beginning
thoxon replied to [email protected]'s topic in Mod Announcements & Info
I meant to only quote seanofthedead. I wanted to know where he heard that suma was asigned to dayz. Hard to navigate these forums on a phone, let alone post on them -
DayZ Development Blog #1: The end of the beginning
thoxon replied to [email protected]'s topic in Mod Announcements & Info
Where did you hear that?