Forums Announcement
Read-Only Mode for Announcements & Changelogs
Dear Survivors, we'd like to inform you that this forum will transition to read-only mode. From now on, it will serve exclusively as a platform for official announcements and changelogs.
For all community discussions, debates, and engagement, we encourage you to join us on our social media platforms: Discord, Twitter/X, Facebook.
Thank you for being a valued part of our community. We look forward to connecting with you on our other channels!
Stay safe out there,
Your DayZ Team
pyroflash
Members-
Content Count
20 -
Joined
-
Last visited
Everything posted by pyroflash
-
1.5.7 is a patch.
-
This is the internet. You could talk about Hello Kitty and people would still be offended by your demeanor. The best way to deal with it is by ignoring them. Either they will rage to the point of having an aneurism, or just give up trying to speak. Either way, you win. The other alternatives are, of course inventive internet performances, or failing that, to challenge their honour by way of a duel.
-
Helicopters have been tinkered with, and now in order to fix them you are required to fix several different parts of it. So far, we have tried fixing most of the parts one at a time, and have gotten nowhere. The issue arises where the parts we fix are immediately available to fix again(?), and as such, we end up fixing duplicate parts, not knowing which ones actually need to be fixed. The question now is whether or not all parts need to be fixed at the same time (do they break shortly after they are fixed)? Or if they only need to be fixed, but the option to fix them is simply bugged.
-
[WAR] Pandemic Legion declares war on the imposter legion
pyroflash replied to Pallidum's topic in DayZ Mod General Discussion
As a Sniggwaffe member for life, I find this thread to be more than slightly entertaining. -
This is how I clear out the NW airfield of bandits
pyroflash replied to Cromate's topic in DayZ Mod General Discussion
I can confirm that it is not possible to fix these helicopters. You can try, but all that will do is have you and twelve other people scavenging the map for 30 pieces of scrap metal that will do nothing to fix the helicopter. Trust me, I'd know.. :/ Also, +1 for making the effort at fixing up a crashed UH-1Y into a fully functional Ka-60. This is how the real world works. -
I understand that this is how helicopters were fixed in the past. As of the 1.5.6 patch however, helicopters now spawn in as decrepit wrecks that will kill you if you try to get into them (the only spot you can even enter at that is the door gunner). The things you can repair on it are 1. Hull 2. Body 3. L Skid 4. R Skid 5. Gun 6. Engine 7. (IDK, can't remember) So when you take a look at my last post, you will understand my confusion as it relates to this matter.
-
Is anyone sure exactly on how the vehicle spawn/respawn process works in the current version? I know a server starts with a certain number of vehicles on the map, but after time these vehicles tend to become abandoned or destroyed. What is the logic governing how these vehicles return to existence, or if return at all? I only want facts on this. Rumor mongers need not apply to this thread.
-
-
If it helps, for the most part I find that the game gets the most intense when dealing with end-game. When you actually have military grade weapons, NVG's, etc., the game actually seems to become less cooperative towards you. People hear you firing your gun. People see your silenced, fully automatic rifle. And the part where it really gets interesting is that you know you have the advantage. YOU know that they probably want that advantage, and are willing to kill you to get it. It tends to make one a little more aware of what is going on, and to be wary of approaching other players that you aren't all that familiar with. This makes fairly large groups of highly equipped bandits a reality, as more and more people start banding together with others that they have learned to trust. Let's look at the other end of the spectrum now. It hasn't been long since the last respawn. You probably had some sort of good gear when you died. Frustratingly enough, you probably died to some player with a worse weapon than you because you tried to be friendly towards him. You have a Makarov PM, and MAYBE a winchester/Enfield/CZ550. For you, the goal is to get back up to at least where you were, and anyone who gets in your way, or is currently fighting is now regarded as your enemy (this is what Zero tells me). Thus the cycle really is perpetual, with higher level people killing on sight in an attempt to pre-emptively defend themselves against possible aggression; and the lower level people shooting the higher level people on sight because of their pent-up aggression and high level gear. Thus the only way to truly be safe when running across random players is to ensure that you only carry around mid level gear.
-
Car got deleted when the server restarted. Anything that I can do about this (update to 1.5.4)?
-
Their legs are hurt so they hop around crouched. Edit:, they are easily identifiable by moving around in a hop-scotch fashion. Edit: Edit: Thanks Rocket!
-
So are vehicles persistent after a server restart?
-
-
Any info on the persistence of vehicles? It is really annoying to spend hours trying to fix one up just to have it disappear on server restart.
-
This sounds neat, and would finally provide a use for these horrible finds.
-
PDW Accuracy: Low Range: Low Rate of Fire: Auto Shots to kill a zombie - 3 Magazine - 30 M9 Accuracy: Medium Range: Low Rate of Fire: Semi Shots to kill a zombie - 3 Magazine - 15 - 17 M24 Accuracy: Very High Range: Very Long Rate of Fire: Bolt Shots to kill a zombie - 1 Magazine - 5 M107 Accuracy: Extremely High Range: Extremely Long Rate of Fire: Semi Shots to kill a zombie - .01 Magazine - 10 M4A1, M4A3 CCO Accuracy: Medium - High Range: Medium Rate of Fire: Auto Shots to kill a zombie - 2 Magazine - 30 M16A2 Accuracy: Medium - High Range: Medium Rate of Fire: Semi, Burst(3) Shots to kill a zombie - 2 Magazine - 30 M16A2 M203 Accuracy: Very low Range: Medium Rate of Fire: Semi, Burst(3) Shots to kill a zombie - 2 Magazine - 30 M249 Accuracy: Medium - High Range: Medium Rate of Fire: Auto Shots to kill a zombie - 2 Magazine - 200 The lever action rifle is the Winchester 1866. A suggestion to improve this thread would be to add the compatible ammo types to each gun. 10 Rd. M107 (M107) (12.7x99, .50 M33 Ball) 30 rd. AK Mag (Ak-74) (5.45x39) AKM Mag (AKM) (7.62x39) Cz550 Mag (Cz550) (7.62x51, .308 Win) 5 Rd. M24 (M24) (7.62x51, .308 Win) Lee Enfield Clip (Lee Enfield) (7.7x56, .303) 100 Rd. M240 (M240B) (7.62x51, .308 Win) 200 Rd. Box (M249) (5.56x45, .223 Remm) 30 Rd. Stanag, Stanag SD (M16, M4, M249) (5.56x45, .223 Remm) 30 Rd. Mp5, Mp5 SD (Mp5, Mp5SD6) (9x19 Parabellum) 30 Rd. PDW (PDW) (9x19 Parabellum) 15 Rd. M9, M9 SD (M9, M9 SD, G17, PDW) (9x19 Parabellum) 17 Rd. G17 (M9, M9 SD, G17, PDW) (9x19 Parabellum) 15 Rd. 1866 (Winchester 1866) (12G) 8 Rd. M1014 (M1014) (12G) 8 Rd. Makarov (Makarov PM) (9x18 PM) 6 Rd. .45 ACP (Revolver) (11.43×23, .45 ACP) 7 Rd. M1911 (M1911) (11.43x23, .45 ACP)
-
Stun system to force bandits to loot survivors instead of just killing them
pyroflash replied to anothermartz's topic in DayZ Mod Suggestions
This idea should not be implemented on the following grounds: 1. People should die when you shoot them. Having bullets "wound" them and reducing them to a crawl is not the correct way of dealing with PvP. It is a reckless solution to the problem of too many people crying about getting killed. "If it's hostile, kill it". The idea that I should have to stun someone in order to prevent getting bogged down in a firefight is complete inane, and I don't really understand what benefits such a system would introduce. It seems more complex than it is worth. 2. Such a system would produce unexpected outcomes in terms of battle. A one shot gun, that completely incapacitates a player only benefits the attacker, and will not help the situation. If a bandit is stalking you at night with the stun gun and lands a hit on you, then he can just put a round in your head without any risk of being countered. 3. When you are shooting another survivor as a survivor, if he gets slowed down to a crawl on the first shot, and then he shoots you back, in the span of about three magazines both of you will be bandits at -5000 humanity and the entire point of the system will be nullified. ------------------------------- Now, as it stands, I do agree that there isn't very much risk in becoming a bandit other than the fact that two bandits cannot currently occupy the same vehicle. Having said this, the system does need a reform of some sort, however the reform needs to come in a way that utilizes the existing system rather than fundamentally changing it. I propose that if (when) trade posts get implemented, bandits will be killed when entering the post. Considering that the trade post could be a potentially game breaking important feature to bandits and survivors alike, bandits would want to keep their humanity high enough to where they can access this important feature. This will inevitably lead to a lot more people at the very least thinking much harder about the risk-reward ratio of taking that next shot at a player. This however, still does not fix the issue of self defense, and the current humanity buffer does not counter the hordes of people who shoot first(but are really bad shots and miss) and thus get killed by "bandits". Take me for example, I rarely ever shoot people unless it is in self defense, and if I do, it is because I am doing something that I consider important, and do not want to run the risk of another person interfering. However the way the current system works has me painted at -5000 humanity, which is particularly infuriating to me. Being as it is, that is to say so black and white in terms of survivor-bandit, I propose a graduated system that runs through a series of changes from survivor all the way down to bandit. This would be divided into several levels as follows, and of course could be subject to modification. 1. Pacifist: has perfect humanity. Player model is a priest with white robes :) 2. Woodslander: somewhere between normal and perfect humanity. Player model is a dude wearing a heavy vest and an Ushanka. 3. Survivor: normal humanity levels. current PMC player model. 4. Rogue: just below 0 humanity. Player model is the current bandit model. 5. Militant: -10,000 to -19,999 humanity. Player model is something akin to a lightly equipped soldier. 6. Bandit: Below -20,000 humanity. Player model is that of the sandpeople. Bandits and Militants would only be allowed to trade in Outlaw trade zones, where regular survivors CAN access, but this would be at their own risk. Rogues and above would have full access to the entire game, including the survivor trade outpost. ------------------------------- These above ideas represent what I feel would be the best fix to the problem of rampant PvP (note, that I use the term rampant because I do not feel that there should be any direct restrictions upon it). -
This would be bad because it would enable relatively fast paced deathmatching over your dead gear. Let me explain this by using an example scenario: You are nearing the city of Stary Sobor, and decide to visit a nearby safe house in order to deposit your gear. Shortly after, a not so friendly player happens to check in at the same place. You are quietly sneaking around Stary for about half an hour when you get mauled by zombies. The other player heard the zombie screams, and is searching around for your dead body at the same time you beeline to it. You both happen upon the body at the same time. In this case, you kill him and get your stuff back. Why is this bad? Well, because you died. You were stupid and alerted a zombie horde to your presence. This isn't a game where you deserve to have a free ticket back to the stuff you lost because of your mistakes. This is a game where the other person who was smarter than you will end up getting your stuff. Furthermore, if I manage to kill you, and want to keep looking around town, I should not have to expect to be required to deathmatch with you in order to go about my business. You should have to spawn in a random location, and skillfully navigate back to your body through the course of up to an hour or two. You should not have instant access to the ability to rectify the mistakes you made, because you were slightly less than smart. Then again, a certain MMO which shall remain nameless has taught me that permanent loss of your stuff with little to no chance of recovering it adds to the intensity of combat. Oh, and for an example of a spawning system suggestion that was properly thought out: http://dayzmod.com/forum/showthread.php?tid=382&pid=3260#pid3260