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Everything posted by rn_max
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Speed+Invisible Hacks- US 1955 Dallas hosted by XGI
rn_max replied to Soviet Tiger's topic in Mod Servers & Private Hives
Last time and especially for the hard of hearing. Cheers now. Because shit happens and sometimes you post in the wrong topic that you're only reading. Especially when you have several topics open simultaneously. Who said stumbled upon by accident? Enough already, you've had more explanation than is necessary. -
Speed+Invisible Hacks- US 1955 Dallas hosted by XGI
rn_max replied to Soviet Tiger's topic in Mod Servers & Private Hives
Because shit happens and sometimes you post in the wrong topic that you're only reading. Congratulations, now you're commenting on an empty post and your contribution is just as worthwhile. -
Speed+Invisible Hacks- US 1955 Dallas hosted by XGI
rn_max replied to Soviet Tiger's topic in Mod Servers & Private Hives
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one thing that bugs me about pvp whiners..
rn_max replied to Rifle Eyez's topic in DayZ Mod General Discussion
The worst thing about PvP whiners ... is that they provoke and feed PvP fanboys. Both as bad as each other, just get on with the damned game already. -
Are Cherno and Elektro staying for the standalone? i hope not!
rn_max replied to elf cakes's topic in DayZ Mod General Discussion
Chernarus has to keep Cherno and Elektro for all the dorks to congregate and die in, either by their own hand or by not being able to outwit zombies ... which seems to be mostly the case according to the regular stream of kill messages in game. That generally leaves the rest of the map pleb free to enjoy. Last time I was anywhere near either was a couple of weeks ago, passing through in an offroad pickup (not from the area) on a raid for lots of windscreen glass (not for anything in the area). DayZ is a sandbox and thus whatever game players make of it ... if that is nothing, then that is what they will end up with. -
The annoying thing is that in combination with current overdone infected awareness, travel in daylight may well result in repetitive random encounters or exile to forests. Personally I preferred the relative sanctuary of the wilderness to hunt and recuperate. Now every hunt kill will likely lead to aggro attacks, as the bloody things sense gutting from huge distances and will spawn within detection range. It is bad enough ensuring hunt kills are far enough away from detection already. I spawned in yesterday by my tent in the edge of a forest area, then set about selecting some gear. No more than two minutes in game and an aggro'd infected came growling in like a homing missile. Detected crouching between fir trees with only two bars on the vision meter and zero on hearing. This is an annoyance, not a challenge. If it has to stay, for Pete's sake reduce the spawning chance, increase the radius and restrict it by terrain type. I gave up playing Operation Wolfenstein in the mid nineties.
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Need help choosing the right laptop for playing Dayz in mind
rn_max replied to Cheese Grinder's topic in DayZ Mod General Discussion
Unfortunately I can't recommend the Alienware M17x purely on price ... the R4 starts at 1400 euros and will easily hit 1800 with moderate spec upgrades. -
I've never lasted more than a couple of weeks public, as I haven't played regularly enough long term and my best characters have ended up back on the beach when I've returned. The ingrained beta tester in me also needs to investigate the character cycle with new updates, to see how the experience has changed, so I've become a bit of a restart junkie. One character lasted nearly a month in a private hive, but that one ended with the server ... and consequently the character ... disappearing for good. That's a prospect to consider before getting too comfortable on somebody else's box.
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I've not tried that one and now curiosity will get the better of me :lol:
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Road flares are great for large scale illumination, but aren't the best personal lights. Besides illuminating half a town, if held they tend to blind the user to anything beyond a few metres radius. Chemlights give off a weaker light, but are tactically subtle, last longer and don't peripherally blind the holder like flares. Personally I use flashlights most of the time, for the convenience of instant on/off control, a directed beam and the ability to signal others. Military flashlights are red, making them harder to spot from a distance and the least blinding ... but both can be carried on the tool belt. Job done. How about relatively rare Maglite torches that can be attached to weapons like the Remington 870's? Compound crossbow with flashlight anybody?
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My thoughts on why PROPER banditry is much more uncommon
rn_max replied to dusty926's topic in DayZ Mod General Discussion
Perhaps shooting others is all some players are actually capable of or can comprehend ... -
Tired of KoS? Do something about it!
rn_max replied to plrsniper's topic in DayZ Mod General Discussion
If buffoons want to stumble around ringing the dinner bell, I'll gladly observe, follow, profit, laugh and move on unnoticed. Far more challenging and entertaining for far longer than fleeting moments gunning down sitting ducks in delusions of achievement. Dead players aren't particularly useful either ... they don't decoy infected, risk their necks scavenging loot and pile it up for the taking, repair vehicles for you or any of that other great stuff. Why waste a game so full of opportunity on simpleton deathmatch? The world is ruled by manipulators, not killers, but hey ... as long as that lesson isn't learned, eh? Art imitates life. -
Fed up of fighting in Cherno and Elecktro
rn_max replied to richjones19772000's topic in DayZ Mod General Discussion
To be honest, why look for real tactical fighting in a survival game? It seems a bit futile really, given that the aim is to avoid ways of ending up dead and "success" as such is measured in life span. No offence but ArmA2 is sat paid for right under your nose, along with plenty of combat driven mods. If persistence prevails, there is probably a like minded PvP player out there somewhere with a private hive. -
can we please stop donations for gear servers !
rn_max replied to dgeesio's topic in DayZ Mod General Discussion
If people are motivated to hand over money for a leg up in a video game, who is to stop them? Desperation for advantage, reward without effort, instant gratification ... none of them are crimes in themselves, but they sure are ugly. It reminds me of deliberately playing no-pay when trying Battlefield: Play4Free, mainly because of the challenge and amusement of humiliating pay-to-win players. -
Zombies spawning in the middle of nowhere
rn_max replied to argenex's topic in DayZ Mod General Discussion
1.7.6 Update Changelog: * [NEW] - Zed attraction, this will draw zeds to loiter closer to players over time. http://dayzmod.com/f...40#entry1204572 http://dayzmod.com/f...40#entry1204583 Who knows (besides devs perhaps)? Elvaron may be right on the money and this might be your culprit. -
Hatchet ingame is not a Hatchet but an Axe
rn_max replied to tripmo's topic in DayZ Mod General Discussion
That pitchfork is priceless. I hesitate to guess where it comes from :lol: -
Zombies completly blind and deaf now???
rn_max replied to kumando's topic in DayZ Mod General Discussion
Just for the hard of hearing ... Weapon noise did got dropped also to half of what it should be while we settle other hearing issues. Welcome to a Work-In-Progress mod, testing fodder. Take the highs with the lows, because that's the price of admission. I'm sure some occasional constructive and objective feedback would be greatly appreciated, though it seems like a lost art. -
Just cut across GM and checked out the base while passing between deer stands, before reading the forums. Three empty tins and a zombie in the tower, nothing at the dorm and only undriveable wrecks littered about. Public vanilla servers seem to have no vehicles or exotic loot (or crash sites) ... something's been wrong since 1.7.2.5
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So what is your DayZ Flavor? Vanilla, 2017 or DayZ+
rn_max replied to hempyhustle's topic in DayZ Mod General Discussion
I want to continue following and testing vanilla as it develops, because that is the point of an alpha/beta. However, recent experiences aren't helping. After rteutrning from a two week visit to a vanilla private hive, which had vehicles actually spawning again and variety of loot, going back to a public server has been quite a disppointment. Run With Flares Simulator still seems to be the end result. That being said, whatever version of DayZ, I won't set foot on any server that has 500 vehicles, 20 helicopters, military weapons everywhere or extra starting kit. What's the fecking point? The whole idea of DayZ is the challenge of scavenging to survive, not some toy littered zombie theme park! -
How are helicopters realistic?
rn_max replied to cheezitschrist's topic in DayZ Mod General Discussion
I'm more bothered by the freebie parachute, which allows kamikaze pilots to bail out just before impact and dump an aircraft on your head. Remove that and perhaps auto hover. -
http://dayzmod.com/f...s/#entry1192839 Most excellent.
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Helicopter crashes and Parachute changes
rn_max replied to Death_Dealer's topic in DayZ Mod Suggestions
Having recently been kamikaze'd in an Offroad by a Little Bird, whose pilot parachuted feet from the ground and then opened fire on landing, removal the gift parachute gets my vote. The damage suffered on impact should be calculated proportional to speed, which goes for ground vehicles as well. As for bailing out, the last real event I can recall was from a test programme in the 1990's. The crew of four escaped, including the pilot, though he was injured from jumping late to avoid houses. They took chutes specifically because of the high altitude tests they were conducting at 12,000 feet. http://www.independent.co.uk/news/uk/crew-bails-out-as-helicopter-crashes-1614706.html On the other hand, I saw another one spin into the ground in 2004 from a low hover after take-off. All the crew survived, with three walking wounded and two taken to hospital. http://news.bbc.co.uk/1/hi/england/cornwall/3583409.stm -
It may surprise some people that other ArmA 2 mods exist. Conspiracies: Rising Dead might be what you're looking for. Seld88 has been developing his S.T.A.L.K.E.R. mods for a long time now. http://forums.bistudio.com/showthread.php?94316-Conspiracies-Rising-Dead
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Stunned - knocking someone out with a club
rn_max replied to Perplexelerator's topic in DayZ Mod Suggestions
If whacking people over the back of the head is good enough for movies, then I don't see why not in a game. The blackjack was a mainstay of the Thief series as a non lethal attack and Looking Glass weren't inundated with players waving the reality card. Tazers and stun prods are widely used by law enforcement agencies, so why not add them as well? As for how, the means is already in place to incapacitate players using the low blood fainting mechanism. -
Player bodies turning after death would be another source of drama as well. Your pal buys the farm, then soon after gets up looking for lunch.