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Your DayZ Team
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Everything posted by roguetrooper
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Most likely then "Vybor" is Blbbop :-P
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Lol, that's Moscow, not "Mockba". Translitterated it is M-o-s-k-w-a.
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Basically I agree, but the "1st-person-self-sound" should have a minimum volume. Being able to turn it off completely would be unrealistic since you could move and still be able to hear everything in your environment. Usually people (and animals) automatically freeze their movement when there is the sudden need of listening carefully.
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Why do you insist on putting in large cities?
roguetrooper replied to FrostDMG's topic in General Discussion
You can explore ChernarusPlus by making the landscape itself a mod in Arma 3 (teleport freely around, fly around with a helicopter etc).... -
Is there no fog at all in DayZ? The weather changes, but I've never seen fog (except that in 2 km distance when it's raining). I'm speaking of fog that equals for example in Arma2/3 "x setfog 0.5"
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So what does it do? Killing the player?
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Maybe they want to implement the new Arma 3 fog. However, CHANGING (like weather) fog that conceils things and players in a few hundred meters distance would contribute to the game. Lol, in Arma 2/3 the old style fog INCREASES FPS. I wonder why there is no fog at all, since absolutely nobody needs a view distance greater than 1km (hmm, ok, for pathfinding by using big landmarks in the distance). And fog doesn't 'cut off' the environment like setviewdistance.
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Killing a server admin, restart, and killing him again.
roguetrooper replied to Elgen's topic in General Discussion
What powers does an admin have? -
Berezino [beh-reh-seeno]
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Uncle Wayne.
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Hobbits might be used. Less questionable but as tall as human children.
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I like as less stuff on the "HUD" as possible. There should no health bar or value being visible all the time. But in the inventory window the current health status could be replaced by a value from 1% to 100% (0 = dead). This would not provide magical information for the player. In real life you also know exactly how you feel - represented ingame by a more detailed health display than the 3-colour-health-button. Personally I don't like the screen turning grey. In RL I never saw the world grey when I was sick, injured, received a head bump, broke my foot, after my motorbike accident or when I awoke from an operation. * more detailed health information: yes * permanetly on screen: no * might replace the current health info button Further: uncounsciousness should not be connected to health. A person who is benumbed, etherized or knocked out can nevertheless be fully healthy considering the status of bones, muscles, organs and immune system.
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SOS - singing on sight.
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If you had been learning from scratch to make own missions since Arma 1, you'd know that it is not possible to randomize the map (except editor placed object like cars).
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When a bunch of zombies is chasing you, you don't have to be the fastest. You just need to be faster than the slowest.
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Currently chars remain in the world for 30 seconds after having logged out (as I was told). Maybe logging out should be done is the following way, which actally consists of two possibilities: [1] Immediately. You instantly leave the ingame world and return to the menu. The character remains for a certain amounts in the world (as it currently is). [2] Timed. The character sits down (or switches to another certain logout animation) and a countdown starts (displayed somewhere on screen). Moving, shooting and organizing the inventory interrupts the timer and the char returns to his idle animation (standing or whatever). When the timer reaches 0, the char is then logged out immediately and you return to the menu (or server selection). So you have a means against combat logging but you still can react to threads that occur while you are waiting to be logged out. When you feel safe again, you can start the logout timer again (should be something from 30 to 60 seconds).
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What do we consider as combat logging? [1.] Logging out, moving your character on another server to a different position and then log back to the first server to attack the enemy from an unexpected direction? [2.] Escaping from the current battlefield to avoid the loss of your character you have spend 10 hours on to equip? (Btw, do people act like [1]? Even in times when there was no logout-timer? When you re-enter you don't know at all where the enemy is, what happend in the meantime. And you re-enter with the weapon on your back and most likely have some seconds between loading screen and the actual readiness and controllability of your character.) Do you combat log when there is a sniper 600m shooting unnoticed (not to be heard and you also don't see the bullet impact 10m behind you) at you while you are logging out? What if that sniper attacking you is attacked by another person and needs to flee or defend against that third person? Are you still in combat then three seconds after he fired at you? What if you want to log out but are attacked by zombies that need to be killed first? Are you still in combat after they are 'dead'? Do we need a combat-cooldown timer of three minutes that prevents logging out? What if you play with a friend who accidently fires a shot into the air/ground 5 seconds before you want to log out? How could a DayZ server notice that you are not under attack? In a traditional MMO (World of Warshit and the best MMO of all time: EverQuest II) you can clearly say if somebody is currently engaged in a fight. In a game like DayZ you can't set up any rules to have a computer decide whether somebody is currently engaging/ed. 1. So anything like "you can't hit the exit-button while in combat mode" is totally useless. 2. Sure, we need to have a means that prevents a player char just popping away with a finger snip in that seconds he hits the exit-button. As Rigor Mortis before me said, I also don't like logging out having no idea what happens to my character afterwards. In my opinion a "controlled" logout with a timer does not provide a high level of control over things (when you can't do anything while you are logging out because doing anything aborts the timer). It would just give you the possibility to react to threads (most likely only zombies because you won't survive for a second when another player aims at you while you are in the logout-status) until you char actually disappears from the world.
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Is there anything special on Skalisty Island?
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Indeed, not being able to afford a microphone (10 €/$/L) is no excuse and as the OP (or somebody else?) said, those persons most likely have bigger problems than a PC and games. Nevertheless, people who don't want to talk would plug it in and just don't use it...
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Please loot some punctuation. The same counts for your other thread. On-topic: as I have stated in my first post: doing anything should not be possible while waiting to log out (i.e. it interrupts the timer). Since I also try to contribute to anti-combat-logging, the timer might also be 2 minutes.
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Certainly not a single zombie has any loot because of the alpha status. When they will have loot, quite an amount of them should have wrist watches. Btw, have watches been removed from the SA-game at all?
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The title "running away with items" is not a faintest description for what you are talking about. You speak about server hopping for farming certain areas. Concerning your random spawn points: the character already remains in the world for 30 seconds after logging out.
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I never understood why you can still hear something being unconscious/dead since the screen is also black (as it should be, in opposite to default Arma 2/3).
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When you are looking for a certain thing, you don't come across it...
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Actually, punctuation is friendly.