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Your DayZ Team
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Everything posted by rn_max
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If that is so, it is a cool feature! The zeds want to hang on to their next meal. Now imagine comrades returning to assist, only finding a drag trail instead. Creepy!
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<<<< [How to] Improve random player killing. >>>>
rn_max replied to Zeeb (DayZ)'s topic in General Discussion
Another pointless topic decrying the natural behavioural tendencies for some players in a game littered with firearms. -
How come a lot of people have working M4/Mosin's?
rn_max replied to andrestor's topic in General Discussion
Because those weapons are too common, plus when they have been taken, some players are simply exploiting the ability to server hop and loot farm without consequence to get them. -
My issue with this game... Same as DayZ Mod.
rn_max replied to MrTryme's topic in General Discussion
Where do we begin to deconstruct the potentially imagined slight to gaming prowess? There are several potential reasons left unconsidered. Bear in mind that I don't know you from Adam, you asked for the discussion and I have no agenda apart from education. 1. As already commented upon, you shot him in the torso (are you sure ... another reason below) and he most likely capped you in the head for a one shot kill. An M4 firing STANAG in the mod does 3555 damage per round against a soft target according to the DayZ DB comparison table and STANAG SD does significantly less at 2722. Even in the mod it takes 4 dead hit non-SD rounds to drop an unarmoured player with 12000 health. Pretty much any gunshot to an unprotected head results in a visit to the You Are Dead screen. http://dayzdb.com/database/weapon-comparison 2. You are certain you actually hit him in the chest? Or is that just where you were aiming and presumed to hit. In the heat of a close and sudden fight do you really pay enough attention to see? Now here's the trick of it, considering you have a long standing complaint of dying in face-off exchanges. Forget any internet hubris here and be honest. We don't know you and can't see you, the only person you will cheat with dishonesty is yourself. Many of the weapons in DayZ, as a legacy of ArmA 2 (on which the SA engine is based to remind everyone) have a default sight zeroing at a range of three hundred metres, a military default. At the range you describe, within a barrack hut, you would be no more than TWENTY metres apart. The sights in game don't entirely work like the real McCoy, because of several factors, such as fixed eye camera position, no ocular focussing or correctional simulation and so on. The effect can be drastic at indoor CQB range, where you might have to aim at his knees to hit him in the chest with in game sights in an extreme example! When I first started playing ArmA all those years ago I discovered why I was not hitting opponents at close range, on noticing bullet impacts on a wall behind a target. I was not compensating for standard battle sight zeroing. Also, rushed movement of weapons in the ArmA 2 engine leads to significant aim point offset and lag, which takes a second or two to settle. Try waving a weapon around in SP ArmA 2 with crosshairs enabled, they lag wildly behind the sight centre until the weapon has been still for a second, the more drastic the movement, the more pronounced the offset and lag. You won't see it in a default DayZ veteran server because the crosshairs are off by default. 3. What was he wearing? Early reports suggest that Tactical and UK vests offer ballistic protection and who knows what else does yet, we're a week into the alpha and nobody except the dev/test team know for sure. In the mod the Hero skin offered damage protection and faster running speed. 4. Ping is only the speed of the connection between the client and server and by no means the whole of the reliability story. What the vast majority of gamers are either totally ignorant of, or completely forget to consider, is that performance of the server itself ... or even the client, no matter how powerful the PC ... can have a major impact on game mechanics. You have a fast clear drive to the supermarket (ping) but there is an enormous queue inside because half the checkouts are unmanned (server performance) or the trolley provided is tiny and requires several trips round the store (game client). This can be so true of DayZ, which can stagger down to almost standstill fps when spawning a wave of loot and zeds, or manipulating a cluster of closely set buildings. So we can see, there are plenty of factors capable of deflating that potentially imagined slight to gaming prowess, perhaps reducing it to limp wishful thinking. Nobody stands to lose anything here from these words, apart from ignoring them in the name of saving e-face, which will only be self-denial of a decent game experience and a valuable learning opportunity. -
First life I died of boredom in two to three hours, as I joined the server too late after restart and the locusts had done a complete loot cleanup. Next life after an update, I ran myself to death being endlessly chased by a zed conga that kept taking no-clip shortcuts and wouldn't give up. Latest life has lasted a few sessions, probably because I'm rooting around in all the buildings, trying all the gear and generally attempting to break everything as I go.
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I wonder why nobody asks Rockstar North to clean up crime in GTA?
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While the robbery system is nice it won't work.
rn_max replied to ThirdSinger's topic in General Discussion
Some day, in one of these topics that generates so much e-pissing, somebody is going to realise that this game is a sandbox full of tools and the result is ONLY what the players make of it. Something turns out to be a prime source of asshattery? That's because there be asshats aboard a-plenty. The world is full of them and none of them think they are. It's not rocket science ... because it's Rocket science. -
Walking with weapon out makes you tired within 100m.
rn_max replied to phisher34's topic in General Discussion
Weapon raised or ported? ... which is different to up on aim. -
Strip players of everything except food, drink and clothing if they switch servers more than once in a specified time period. Make a consequence for the action.
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The only reason Chernarus was littered with NATO weapons in the mod was convenience. They were already available in the ArmA 2 content, a hangover from the military sim that DayZ rode upon. I would like to see something more akin to STALKER, predominately ex Eastern Bloc and quite rag-tag, this scenario is post apocalyptic. The lights have gone out, there are no media delivery systems, society has collapsed. Those military camps would have been rushed last-minute affairs, poorly supplied and poorly organised with no clear enemy to face or strategy to follow. Armies only fight well against armies and don't fare well against random threats, especially when not spoon fed information. Those zeds make me think World War Z not Night of the Living Dead. All that being said, exotic and high grade weapons should be included and I never said NO military weapons at all, but very few to no weapons, think easter egg rarity. With such weapons being rare as rocking horse shit, their mystique, value and prestige would be massively enhanced. What fun is it if there is exotic hardware on every street corner? None, that is one step closer to "Press any key to win" territory, which is so in vogue with a certain demographic who are busy ruining gaming for those who came before them. Talk about cutting your own gaming throat to spite your face. Some of us want more game for our money, not a short cut to the ending and boredom ... the game is what you make of it without asking to be spoon fed. How to make exotic weapons rare? Set absolute hard number limits available, so only a certain number can exist in the hive at any one time. Stop the farming, as players loot cycle until they find what they want in a probability system. They sure did (and still do) in the mod, which was why the .50 cal's were far more common than they should have been and I'll wager some hat-eating that was the root cause that led to their removal. They were farmed to death, way past their intended numbers. Probability loot spawn simply does not limit anything, it just increases the amount of grinding required to make low chance items appear. Timmy Spoilt Bastards have just gotta have what someone else has got and will eventually put in effort to make sure they do when they're not supposed to have it. Those exotic weapons made rare could become something of a burden as well, offering some more balance. Think how much effort and blood was spent on helicopters in the mod, even with a limit of four per server. Rarity made for an enduring metagame in itself ... hell even the forum member ranking carried the title "helicopter hunter". Now imagine that shiny sniper weapon is now the only one spotted so far and becomes an asshat magnet ... they know you have it and everybody wants it. You get a bonus metagame when the ammo runs out; run like hell to keep your weapon and save your skin. I tire of Timmy Spoilt Bastard thinking the world owes them everything without expending effort, where there is no actual reward and such ease only detracts from the whole point of a survive and scavenge scenario in a game. Wait for the private hives and flood those with toys, just don't make that the default and fuck it up for everyone who wants more challenge. P.S. My ultimate easter egg? A VSS Vintorez, with a VSK kit somewhere out there to accompany it ... but only a couple in the entire hive at any one time.
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Very few or no military weapons. Less guns period.
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Character control is awful just like arma 2 movement
rn_max replied to heisenberg ww's topic in General Discussion
DayZ is using Take On Helicopters as a base, loosely known as ArmA 2.5 in some quarters, so it shouldn't really come as a stunning surprise that it may be rather like the mod in some respects. -
Damn ... my apologies for giving this another read count. I should have known better from the title.
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You'll make us a happy bunch of nocturnes.
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There are some active German public vanilla servers, mostly hosted by spielviel Not exactly high population much of the time, but they get traffic. Sometimes the lowest common denominator in high-pop servers can get tiresome real quick and I'm choosy about who I waste my time with ... you can only spend it once.
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Please bring back Pitch Black Nights and Lunar Cycle!!!!
rn_max replied to beavis_5000's topic in DayZ Mod General Discussion
http://dayzmod.com/forum/index.php?/topic/149483-rolling-changelog-181/ * [uPDATED] - Full moon nights is now select-able by the server admins. I just hope the default setting is full moon nights disabled, so that overbright nursery mode is an opt-in for those who bleat enough. -
Still hop in to DayZ public vanilla for a short session every two or three days, just to visit stashes and keep my survivor going. Occasionally I'll have a blowout and lone wolf a chopper or go walkabout for exotic loot. Tried a few mods as they arrived, but none captured my attention for long. Not least because so many private hive servers were unreliable, swapping mods or closing down without warning, plus I can't stand the CoD with a full pack and a million vehicles crap.
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One absolute request for 1.8.1 and the moonlit night server-side option ... for the love of all that is undead, ensure moonlit nights (dark days!) are disabled as the default setting and make this visual nightmare an opt - in choice! This is simply a hideous blight on the game ... http://cloud-4.steampowered.com/ugc/702854953451103440/F4894C4E9E8451E950C184A1D7FBEFE92043728B/ (the forum doesn't like this Steam hosted JPEG ... "You are not allowed to use that image extension on this community." It will preview but not post) With moonlit nights disabled by default, the uninformed and the lazy will take the path of least resistance, changing nothing and leaving normal nights set. Only the sad Philistines will moan enough to motivate server admins to change the setting to enable moonlit nursery mode. Help bring back DayZ night time!
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After a brief moment of curiosity on finding new items I just treat crafting loot as trash.
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The bicycle I've had for months for basic travel and a TT650 stashed away for a rainy day. The UAZ jeep I have most of the time for scavenging, as its a fast, tough little critter with good capacity and dark camo. The the occasional heli from time to time.
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Barrels are massive aggro beacons when lit, so I'll usually only do that as I'm leaving an area, just to call in the curious and then the attendant zeds when the visibility skyrockets, making it nice and cosy for the next visitors. One frustrating glitch with barrels, oh and fireplaces for that matter, is that they increase visibility to annoying levels when they are not lit. Perhaps when the new blood bag kits replace filled ones, I'll get to disappoint less bleaters over side ... "Dude, need help with blood, I'm in Cherno / Elektro"
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DayZ Early Access on SteamDB.info?
rn_max replied to crazykid1297's topic in DayZ Mod General Discussion
Bugger the expense, hand out the tin foil hats without delay. The Mayans are in league with the cult of Cthulhu to prevent detection of the SA release. -
What's your Favorite MOD for this MOD
rn_max replied to xalienax's topic in DayZ Mod General Discussion
Favourite mod for DayZ? No mod at all, just plain vanilla. -
Please bring back Pitch Black Nights and Lunar Cycle!!!!
rn_max replied to beavis_5000's topic in DayZ Mod General Discussion
I don't see why the original night cycle had to be meddled with in the first place. The shadows would lengthen towards sunset, the the light would dim to starlit twilight. The night proper would follow, fully darkening from about 2200 to 0200. The first signs of brightening would follow until 0400, followed by first light and the day cycle. The lunar cycle would vary over the month and weather conditions such as cloud were random. Why screw it up? The net result was that there was a mix of night time to suit everyone at one time or another ... that boring immersion thing ... where you're so absorbed in the environment it masks some of the more clumsy gamey aspects.. Public hive servers should exhibit consistency and exploit the immersive power of ArmA 2's environment as is. Besides, server time can also be set to move daylight to peak playing hours, so there is absolutely no reason to meddle with the night cycle. There are far more than enough meddlers running private hives to suit all other tastes. Oh and night time is definitely borked when it is often too bright for NVG's! -
Who said barter? I said to trade those items, as they already have a notional relative value, but not necessarily to have tangible money. That isn't clumsy like carting around piles of metal bars.