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kaffaljidhma
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Everything posted by kaffaljidhma
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Date/Time: 6/17/2012 What happened: My character has been alive since the 1.7 patch up to the 1.7.1.1 patch. I've noticed that in the 1.7.1.1 patch, every time I log in, I default to 8415.15 blood, not hungry, and a little bit thirsty. Anything I do to change that is reverted the next time I log in. My inventory and location are saving correctly, but I'll eat cooked meat up to 12000 blood, and the next time I log in, the cooked meat stays gone but the blood is back to 8415.15. Where you were: Ran basically across the map noticing this. What you were doing: Not dying, killing and cooking animals. *Current installed version: Day Z 1.7.1.1, latest Arma 2 beta *Server(s) you were on: Multiple 1.7.1.1 servers *Your system specs: Windows 7 pro, Intel Core i7 920, Radeon HD 5850 *Timeline of events before/after error: Lived from 1.7 to 1.7.1.1, status not changing as soon as 1.7.1.1
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Date/Time: 6/17/2012 10:00 PM EST What happened: This bug has been present in 1.7.1 and 1.7.1.1. My blood is somewhere around 8415. I'm near a field when I log out, so sometimes I log in, find an animal, cook and eat it, and that brings my blood back to 12000. Then after doing other things for several minutes, I log out, and log back in later and I'm back to 8415, even though my inventory has shown that I've cooked steaks, eaten them, lost ammo etc. In short, my inventory and location updates fine, but my blood does not. Where you were: All around the map What you were doing: Eating meat, logging off after doing other things, logging back on. *Current installed version: 1.7.1.1 *Server(s) you were on: Seattle 49 (clam bake) and other 1.7.1.1 servers *Your system specs: Core i7 920, ATI Radeon HD 5850, Windows 7 Pro *Timeline of events before/after error: 1. Had 8415 blood logging off during 1.7.1 2. Started 1.7.1.1 with 8415 blood 3. Every time I log in I have 8415 blood no matter what Other pertinent information: The server and my client are unstable, so sometimes the server loses connection or I lose connection randomly.[/align]
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The Problem With Having A Car In DayZ
kaffaljidhma replied to Nickprovs's topic in DayZ Mod General Discussion
One time during 1.7, I was chasing a bus down the road near the beach. The bus turned offroad and looked like it got stuck. Zombies swarmed the bus and I ran up to it. The driver didn't get out even though the bus was stuck. After waiting for 5 minutes and trying to loot the bus, I shot the zombies around it. I had a full jerry can, so I was surprised to find that I could refuel the bus. I did so and the jerry can became empty. In another couple of minutes, the bus disappeared in midair and my companion I was rolling with teleported right in front of me. I asked the bus driver, and he said that his fuel tank was mysteriously refilled while he was driving down the road. The zombies were actually dead and I was untouched despite firing on them. I have a hunch that my connection to the server was desynced and it was only counting the client side interactions between me and the in game objects I saw - even though they weren't actually where I saw they were. That would mean that I could have sniped the bus driver and he would mysteriously die driving down the road probably a couple km away from me when the server received my inputs. I could probably run into cherno and kill everybody because zombies and survivors wouldn't move until the server resynced me. TLDR: driving cars in DayZ is weird and rubberbandy and you can expect to die due to syncing BS rather than making any mistakes. Don't use cars until the voodoo is fixed. TLDR -
Post Spawn Loot Comments here ONLY
kaffaljidhma replied to rocket's topic in DayZ Mod General Discussion
Does the makarov even drop? I've seen it so rarely that I always thought it was just left by a fellow player in exchange for a 1911. -
Place it on plains-type terrain at most or basically anywhere you can't use the hatchet. Double tap shift to always walk, and crouch after you have your gear open. Move around predominantly in flat spots away from the thick trees. Put your weapon ammo into your backpack so you don't accidentally shoot it. Spam pitch tent until the prompt goes away while moving in radiating circles. Try facing different directions.
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Post Spawn Loot Comments here ONLY
kaffaljidhma replied to rocket's topic in DayZ Mod General Discussion
How does loot spawn, anyway? Is the anti-farming code basically loot only refreshes once a town is completely evacuated plus a km out, otherwise you're lucky or sifting through a person's leftovers? Is it that loot places check for empty piles and select one to refresh every few minutes and skip it if it's already filled? I've seen evidence of both mechanics, and with loot becoming a truly limited resource, more people will be willing to abuse it with scrubbing tents and doing hit and runs on towns, because the decreased loot spawns will make the mechanics more apparent. I think it should be delayed a few weeks until enough of the old guard dies that there isn't such a huge gap between the haves and have nots. Otherwise, the ease of clan systems to farm and amass high level gear will completely halt the progression of people new to the game and stifle the community. To facilitate this, the tent system must be fixed to prevent perpetual stockpile farms. Fix the tent duping bug and delete all tents being stored in tents, most of which are false tents conjured into being by spamming Place tent while you're going through the motions and emptying your magical reservoir of tents into your placed tent while the server catches up on your inputs. All other duping bugs should be locked down as well before the loot nerf goes through. -
THE Night is TOO DAMN DARK Thread. Others will be deleted etc.
kaffaljidhma replied to Slamz's topic in DayZ Mod General Discussion
Night vision goggles? Who needs those? This is with no changes to gamma or brightness. HDR Quality high. There is no light source in town. -
Simply put, a sanity statistic that goes up whenever you hear someone's direct communication or someone hears your direct communication. Sanity goes down when nobody is around to hear you for a while, and could also be reduced by specific events. High sanity makes you more resistant to panic and/or fainting, and low sanity makes you more susceptible. Any number of delicious afflictions could happen with critical sanity. Now for the TLDR breakdown: This balances the metagame and increases the possibility of pickup groups without discouraging any playstyle already in existence, and also makes the zombie threat more menacing without the aid of teamwork. People using 3rd party communications will have to learn to direct chat every now and then (which would be a boon for heavily populated teamspeak channels cluttered with frantic players in separate groups), and it would reduce the advantage they have in communication without giving away their position. People would try to engage in conversations upon meeting a stranger instead of shooting, especially if they want to meet up but have no incentive to risk their lives. The team could still break off at any time because the bonus is persistent, so there will still be a trust issue. Bandits would not see much of an alteration in playstyle since the majority of their loot would come from hunting other players, and not scavenging solo. Since scavenging solo would be made harder, bandits would then actually be killing for their own survival instead of just for fun, which dilutes the immersion. A sanity meter is thematic with the mod and would help diversify playstyles and encourage emergent gameplay. Whether it changes the realism of the game, encourages specific playstyles more than the current mechanisms of food, water, and temperature, or simply makes the game too easy is up for debate.
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Encouraging Direct Communication: Sanity Meter
kaffaljidhma replied to kaffaljidhma's topic in DayZ Mod Suggestions
You don't have to play in groups or even take advantage of it, similar to how you don't actually have to worry about building fires to take care of your temperature because it will never kill you. You will experience a slight disadvantage from not taking care of yourself, much as how depriving yourself of social contact for a long period of time also doesn't do wonders for your health. If you say you're a sociopathic killer with no need for human contact, you can also say you're an eagle eyed sniper who can see greater than 1.6km and knows how to control his breathing, or you're an unstoppable tank who can take a bullet without going into panic mode and never gets knocked out by a couple of measly zombie scratches. Nobody here is a genetic superhuman perfectly conditioned to live in the zombie apocalypse. But again, one of the biggests flaws in the immersion of this game is the vestigial treatment of the direct communication line, and any motivation to make it preferable would help restore emergent gameplay. -
Voice & Text Communication
kaffaljidhma replied to Wüstenfuchs (DayZ)'s topic in New Player Discussion
I'd love to run around the coast educating people The problem is I have a tent now that my friends depend on :( -
New section added to the forums for divorced husbands?
kaffaljidhma replied to aphex187's topic in DayZ Mod General Discussion
In my experience this game is more popular with stoners It's really hilarious to see two high people try to meet up over the course of four hours because they keep getting distracted by everything and forgetting where they are -
Basically done with this game for now. Sadly, it's just a slow paced deathmatch.
kaffaljidhma replied to boogiemanfl's topic in DayZ Mod General Discussion
Your name offends me sir' date=' nothing funny about dead babies [/quote'] I thought it was a reference to a certain Borderlands DLC. Then that DLC I also find highly offensive and should be banned in all freedom loving countries. Dead babies are nothing to joke about. My wife had a dead baby once. I can never look at a coat hangar the same... I still suffer greatly from this. My feelings are important. with punctuation: Zed's Dead, Baby -
Basically done with this game for now. Sadly, it's just a slow paced deathmatch.
kaffaljidhma replied to boogiemanfl's topic in DayZ Mod General Discussion
have the scoring system measure the top ten and bottom ten humanity scores haw -
Next time that happens, destroy the vehicle.
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Incentives to Cooperative Play
kaffaljidhma replied to ZedsDeadBaby's topic in DayZ Mod General Discussion
Eventually this will become a complete clan game with 2 or 3 clans on each server edging out non-associated players by teamwork advantage. At which point it becomes an ARMA mission with BLUFOR, OPFOR, and Independent sides. -
Encouraging Direct Communication: Sanity Meter
kaffaljidhma replied to kaffaljidhma's topic in DayZ Mod Suggestions
yes you absolutely can unfortunately' date=' D&D's mechanical stat tables have been crammed into vidya by shitty DM's like Blizzaware and Sqeenix now the neophobic industry caters to the stunted imaginations of consumers, like yourself, who have never played a role they weren't channeled into by the design [to whom it may concern; I have nothing against D&D's design, indeed I enjoy the GrimDark incarnation Inquistor, I just don't believe it's the only way to do this'] That is assuming you're able to absolutely control your mental state. Characteristics that translate poorly between the character and the player must be simulated. Hunger, thirst, and temperature are no-brainers. Mental fatigue and stress are more debatable, and i would say less effective to transmit to a person comfortably sitting in a chair in front of a computer. But again, the key rationale behind this suggestion is not to simulate insanity but to reduce the incentive to metagame instead of utilizing in-game resources. -
Encouraging Direct Communication: Sanity Meter
kaffaljidhma replied to kaffaljidhma's topic in DayZ Mod Suggestions
I suppose the most thematic way to apply this without arbitrarily impacting gameplay is to have direct communication reduce panic (which just increases hunger and thirst rates) or have a lack of direct communication increase panic. It's like using an antibiotic to cure sickness, and panic is a milder disadvantage more attributable to mental health. All I'm trying to do is incentivize people who already group up to use in game chat rather than obligate a third party solution. -
Encouraging Direct Communication: Sanity Meter
kaffaljidhma replied to kaffaljidhma's topic in DayZ Mod Suggestions
I'd really like a mechanic like that; the best thing I can think of is a placeholder humanity bonus, which currently does nothing except make you feel good about yourself. The problem is that 3rd party programs are already balance changers: players are actively punished for not participating in them, and there's nothing the game can do about it. -
Encouraging Direct Communication: Sanity Meter
kaffaljidhma replied to kaffaljidhma's topic in DayZ Mod Suggestions
People should understand what a RPG is. You cannot decide everything. You have to make a distinction between what is completely yours to decide and what comes with the nature of your character. Still, this idea isn't that great. Except DayZ isn't a fucking RPG, its a Sim. If it's the sim part you have a problem with, you could make the argument that humans are social animals and need to communicate to preserve mental health. Some people contend that this need is of comparable importance to other biological needs and results in actual negative health manifestations when neglected. That's what a psychologist/psychiatrist would say, anyway. -
Encouraging Direct Communication: Sanity Meter
kaffaljidhma replied to kaffaljidhma's topic in DayZ Mod Suggestions
Like I said' date=' adding a bonus for doing it would work. Just don't punish people artificially for some kind of obscure balancing act. [/quote'] The bonus could be as mild as reducing the hunger and thirst rate. Decreasing the blood loss threshold to chance of knockdown or reducing the time taken to steady aim after running is a stronger effect. The bonus isn't really important as long as it's a positive incentive. In this case, it would be more of a morale meter, where just talking to people makes your character temporarily more robust. The problem is many people feel that straight bonuses make the game too easy for veteran players and go against rocket's theme of continually screwing everybody over (winchester nerf, temp, etc), which is why I hesitate in suggesting a reward mechanic. I don't think any of this should be implemented before side and global chat is eliminated, which could solve the problem by itself. -
Encouraging Direct Communication: Sanity Meter
kaffaljidhma replied to kaffaljidhma's topic in DayZ Mod Suggestions
Insanity meter is just popular because it fits in with the theme. The most important part of this suggestion is that there's some benefit for engaging in direct communication when you choose to communicate, rather than telling a fellow survivor your mumble IP. It can go by any other name and still be the same concept and is realistic depending on whether or not you think interpersonal communication is a basic need. There are already arbitrary rules that force you to eat, drink, warm up, get transfusions, and carry painkillers and morphine. These cause blood loss, shaky screens, blurry vision, movement impairment, cough, and loss of consciousness if not complied with. -
Chernarus is becoming stale. New map?
kaffaljidhma replied to imagelesskjc's topic in DayZ Mod Suggestions
how bout add random emplacements and forts to servers in semi-random locations like helicopter crashes? Not uber loot, but suddenly the field by Mogilevka isn't that safe anymore because there's a bunker on that server specifically. It would be like every server is running a different ARMA mission. -
Encouraging Direct Communication: Sanity Meter
kaffaljidhma replied to kaffaljidhma's topic in DayZ Mod Suggestions
If you remove the negative spectrum of the direct communication meter, would that be satisfactory? The primary objective here is to eliminate the advantage of third party communication without expressly forbidding it - if people communicate, they must pay the price of being more noticeable, otherwise people will actually be punished for embracing the more realistic model of of direct speak in lieu of a chat program. Most other limitation meters have a negative effect that governs behavior, the most obvious being temperature. It was added to the game to force survivors to sacrifice stealth or suffer the consequences and generally make night prowls harder. In fact, now that I think about, every characteristic addon should confer penalties instead of bonuses, making the game easier for freshly spawned survivors and harder for veterans. Screw the bonus, make it so people have to adapt to the unhealthy state of perpetual isolation from the rich community we take for granted, and only get reminded of what they once had with brief encounters with humanity. Scavenging will be made harder, but it should be made harder for people who have become experts at it: if you don't die to zombies in the first 3 days of life, you will not die to zombies, unless something happens to nerf your character. Changing the zombies will not be fair to new players unless they have a starting advantage that eases them into gameplay as they get the critical survival loot. Isolation seems to be the most believable way to make this happen. It's not perfect for the reasons you stated, but I can't really think of any other way to encourage direct chat than to make it a need. I don't believe that teamspeak ghosting will ever take off because of the security feaures inherent in third party chat programs and the fact that the majority of recruitment for these things is outside of the game entirely - this sort of metagaming is stuff that only succeeds in games like Eve Online, which has a high stakes economy system. If it does take off, though, then the chat problem is solved and nothing needs to be done about it. I just think that it won't. -
Encouraging Direct Communication: Sanity Meter
kaffaljidhma replied to kaffaljidhma's topic in DayZ Mod Suggestions
Hard to believe when everyone is part of a telepathic army. -
This is exactly what killed SS13