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Viktor_Berg
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Everything posted by Viktor_Berg
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Full release - Map discussion
Viktor_Berg replied to boxman80's topic in DayZ Mod General Discussion
The tunnel would create a chokepoint that could easily be abused by player killers. Even if there are 3-4 of them, a properly placed sniper squad can effectively lock down the tunnel on its own. -
is the m4a1 camo sd worth the risk?
Viktor_Berg replied to drunkenteddybear's topic in DayZ Mod General Discussion
Why not just find a Bison? It has a tiny bit less accuracy, and worse sights, but double the mag, and it's not nearly as rare, as well as not in a nearly as dangerous a place. -
Full release - Map discussion
Viktor_Berg replied to boxman80's topic in DayZ Mod General Discussion
We need a map with a much larger focus on urban content. I've been thinking about it, and came to the conclusion that a real-life megapolis would work perfectly. But not one with too many skyscrapers, but a more down-to-the-earth one. In this context, Eastern European major cities would do the trick. I am talking about places like Moscow or Kiev. They are both goddamn huge cities, while having relatively few skyscrapers in the skyline. My only concern is that they might be TOO big - Kiev is over 800km^2, and Moscow is an insane 2500km^2. That large of a map, with that many buildings, will surely choke the current ArmA engines to death. -
Barbed Wire .. Getting really annoying now
Viktor_Berg replied to Chimaera's topic in DayZ Mod General Discussion
It is possible to remove the wire fence with a toolkit, yes. A bit hard, though, you have to find the sweet spot, which is small (it's the middle post on the wire fence). -
PROTIP: Having a hatchet is going to be very useful.
Viktor_Berg replied to ssg (DayZ)'s topic in DayZ Mod General Discussion
Aside from the obvious guess at melee, I am thinking we might finally be able to cut down trees properly. This will lead to two possibilities: either the ability to deforest any desired location for setting up camps in thick forests, OR an ability to build palisade walls using the cut down trees. -
Seattle 30 - trioxin 245 (ADMIN)
Viktor_Berg replied to [email protected]'s topic in Mod Servers & Private Hives
Did it ever occur to you that he might have had friends? -
should there be regular resets on characters
Viktor_Berg replied to vanilladragon's topic in DayZ Mod General Discussion
Day 30: characters reset. Day 30, hour 2: a person who can and wants to dupe finds a DMR. In short: fuck you, vanilla. -
What is the difference between Dayz Staff and Players?
Viktor_Berg replied to Legacy (DayZ)'s topic in DayZ Mod General Discussion
Don't the DayZ members have soldier skins in-game? I think I read about that somewhere. -
As much as I am grateful to Rocket and his team for this mod, the decision to go public in Alpha stage probably wasn't the best idea... Then again, the creators never anticipated their creation to be so popular.
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An excellent map, very clear and detailed when it comes to marking important locations, without sacrificing resolution or image compression.
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3rd Person View, why I support it, and why it should stay in game
Viktor_Berg replied to tearran's topic in DayZ Mod General Discussion
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3rd Person View, why I support it, and why it should stay in game
Viktor_Berg replied to tearran's topic in DayZ Mod General Discussion
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3rd Person View, why I support it, and why it should stay in game
Viktor_Berg replied to tearran's topic in DayZ Mod General Discussion
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3rd Person View, why I support it, and why it should stay in game
Viktor_Berg replied to tearran's topic in DayZ Mod General Discussion
In first person mode, you can do less than in real life. This has been said by defenders of TPV already. However, third person mode lets you do MORE than in real life. What does that show? That while FPV is limiting, it does not go beyond the boundaries of a human being. TPV, on the other hand, completely destroys those boundaries, essentially enabling a partial wallhack. I do not understand how you can justify this by calling it "realism". In real life, I can not look over a wall taller than me while standing behind it. But for now, let's cast aside any notion of realism, because it's stupid to argue about arbitrary boundaries of said realism (you do not heal up bullet wounds with blood bags and cooked meat, like it has been said). The biggest problem of TPV is that it unbalances PvP, and yes it has been stated multiple times in the thread, but I will say it again. It BREAKS PvP to a huge degree. The person behind cover gains much more advantage than they should (being able to see AND being completely protected). -
Don't keep asking for CHANGES because...
Viktor_Berg replied to meshcarver's topic in DayZ Mod General Discussion
There's plenty to improve in the mod, just like there is plenty to improve in the game (which is outside of rocket's scope, but should be mentioned nevertheless). What you are confusing, OP, is adding new features that fit within the established type of gameplay, or altering the gameplay to change the game into something different. Nobody wants the second alternative, but the first alternative is definitely welcome. -
Where are the vehicle locations?
Viktor_Berg replied to [email protected]'s topic in DayZ Mod General Discussion
Me and my friends went through a bunch of cities and towns today, including Berezino, Gvozdno, Dubrovka, Solnichny, Polana, Orlovets, Nizhnoe etc. No vehicles ANYWHERE on the map. Are the vehicles still gone, or did everyone immediately figure out all the new vehicle locations, fixed them up and drove away? I haven't seen a live vehicle, either, for that matter. -
Oh hi and welcome to Chicago 1, your new server.
Viktor_Berg replied to Mojo (DayZ)'s topic in DayZ Mod General Discussion
I've played on the Chicago server. It's really nice, but a bit unstable so far. Will definitely be checking it out once the mod becomes more stable. -
I was thinking about how the vehicle system is currently working in Day Z. As it stands, every server has a set amount of vehicles that spawn on server start, do not respawn during server operation, but reset every time the server itself is reset. As I understand it, currently work is being done to improve vehicle persistence. This is very good news, but it raised some concerns with me. The most prominent of them being the status of vehicles on a server that has been operating for a prolonged time (we are talking days, maybe even weeks here). Assuming vehicle statuses do not reset during those days of operation, and assuming a certain level of competence of the players on the server, most vehicles will be gone from their spawn locations within a day at most. And here comes the big problem: what of players who start playing on the server after that? It is safe to assume that experienced players will hide their vehicles in discrete locations that are very hard to scout out, which means that other players are stuck with no chance of ever gettng a vehicle, short of actually shooting someone out of a car. I'd be fine with that if it wasn't for the fact that it's not possible to detect when someone left a server for good. What if the player who hid the car will never come back to drive it again? I'd assume that destroyed vehicles will eventually respawn, but the same cannot apply to the hidden and then abandoned ones. Which eventually brings me to the questions: how will the system handle such situations, or how would it handle them if it were up to you guys?
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The very same ARMA 2 engine makes it incredibly easy to fight zombies indoors, as they will become incredibly apathetic to anything once they approach the door. They slowly shuffle towards you, which gives you plenty of time to cap them into the head, even with a lowly Makarov. In short, when having overwhelming zombie problems, beeline for the nearest building larger than a shed (hope there are no bandits in there), do a 180 and aim at head level. You are guaranteed to make it with minimal blood and ammo loss.
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I've played for almost a week now. I died at least 10 times now, and only TWO cases were to hostile players, when me and my group got too careless. It is entirely possible to avoid unwanted PvP. I agree that the scale of random murdering is off the scale, but if you don't want to be a part of it, it is ENTIRELY avoidable.