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Your DayZ Team
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Everything posted by ZedsDeadBaby
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Should be noted that not every spawned vehicle needs all of these things - you should check each vehicle you find for status before deciding what parts to retrieve from your storage (or which parts for which to hunt). I've found vehicles that were green but for a single missing wheel. Not sure if they spawn like this or I'm interrupting other players' repair efforts - either way it works out in your favor to check ahead of time.
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Leaderboard Hacker!
ZedsDeadBaby replied to [email protected]'s topic in DayZ Mod General Discussion
Leaderboards are obviously not fully functional. But, yeah, this is odd - especially considering he isn't on any of the other boards so what he's been doing for 252h is a mystery. -
The Potential Problematic Future of DayZ Server Hosting
ZedsDeadBaby replied to Ilumination's topic in Mod Servers & Private Hives
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The Potential Problematic Future of DayZ Server Hosting
ZedsDeadBaby replied to Ilumination's topic in Mod Servers & Private Hives
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Honestly this is why I think rocket is on to something. I have NEVER dreamed about a game the way I do about DayZ. vivid, long, drawn-out, intensely real nightmares and elaborate dreams. Whole scenarios - towns getting ripped apart by zombies while I try to flee, frustrating hunts for weapons to defend myself, fear for my family and friends, isolation, etc. I've woken up sweating. The last time I had a dream about a game was EVE online when I bought my first battleship and dreamed that night it had been destroyed. That was, 8 years ago? 9? Now I dream about DayZ almost every night... rocket is doing something to our heads.
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Why did you remove bandit skin ?
ZedsDeadBaby replied to ceilan's topic in DayZ Mod General Discussion
Bandit-skin believers are so super fun. I had the bandit skin on like 6 separate occasions. 3 times people shot at me and missed then caught a faceful of bullets, once two people attacked me and I happened to kill the one of the pair who had shot at my friend instead of me, once someone tried to loot my tent and one person tried to steal a vehicle off of me. All murders, all received "bandit skin arbitrary punishment duncecap." Then you come along thinking you have it all figured out and shoot me in the face. How many innocent people did you kill wearing the bandit skin, just because you made a bunch of baseless assumptions given a forced, lazy, partially broken mechanic? And how many times did a survivor wearing normal survivor clothes and carrying a makarov empty a clip into your face? Probably a bunch, right? The bandit skin never worked. It never accomplished anything. It just made you FEEL BETTER about what was going on. The game is the same now as it ever was. You just don't have your little baby security blanket. You'll grow up and get over it, don't worry. -
The Potential Problematic Future of DayZ Server Hosting
ZedsDeadBaby replied to Ilumination's topic in Mod Servers & Private Hives
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Spawn in Wilderness? Help.
ZedsDeadBaby replied to SPyRoManiAc's topic in DayZ Mod General Discussion
If you're in the "woods" wilderness, run E/SE about 2000m. If you're in the "plains and nothingness" wilderness, run SE about 24000m - it will take you 80 minutes. If you have nothing to lose, just respawn. -
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How is it another subject entirely? You want to lock servers so you can hand pick the people you play with (which in turn means you decide how they treat you, how they act, etc.). "RP community" is a clever way of saying "I make the rules" because I assume you're not going to be very happy if I want to "RP" someone that you know absolutely nothing about, who never speaks, and whose singular goal in life is to split your head like an over ripe casaba melon with the biggest bullet he can find.
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The Potential Problematic Future of DayZ Server Hosting
ZedsDeadBaby replied to Ilumination's topic in Mod Servers & Private Hives
KickStarter. Official servers. Problem solved. I would donate $150 on the spot today if I knew it was going to reliable, professional and trustworthy hosting. A lot of great server admins out there, doing a lot for the community and putting their money up to support the game and community. DayZ wouldn't exist without their efforts. I only wish it were possible to more reliable differentiate them from the 15-year-old-borrowed-dad's-credit-card server hosts who kick people to make room for their clan mates, reboot the server to duplicate swathes of items or return vehicles to their last save point, revert death or just plain old screw people out of loot, curse on public channels, ban for arbitrary reasons and generally act like a bunch of spoiled shitsnacks all under the guise of "I pay the bills you play by my rules. Oh and please donate." It's an unsustainable model anyway. 75,000 a day - fine. 250,000? 400,000? Eventually the goodwill of server owners will run dry. -
Server locking should never exist in DayZ. The entire soul of the game rests in the uncertainty that comes with sharing your space with people whose intentions you are not privy to. Hand selecting each and every person you play with completely destroys the game.
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Voice & Text Communication
ZedsDeadBaby replied to Wüstenfuchs (DayZ)'s topic in New Player Discussion
Eh. I guess. It's not as critical as you seem to make out. So the server stayed online maybe a few more minutes? It's not like you were offering a fix. Just report the bugs you find on the forums as normal, and play on servers whose admins are aware and remain vigilant after an update to read up on known issues that emerge and deal with them in a timely fashion. There are other means to report bugs and server issues - there is only one way to test the radical idea of an online game with severely limited player communication. -
Voice & Text Communication
ZedsDeadBaby replied to Wüstenfuchs (DayZ)'s topic in New Player Discussion
First, no. That's not inherent in the definition of an online game. It's just a really common feature. I think it's ashame to see people so quickly dismiss a designer who is willing to take incredible risks and try things that most publishers or designers would scoff at. 99.9% of designers out there would laugh and say "No way! Of course the game needs global chat!" and that would be the end of it but rocket is willing to go out on a limb and say "You know what. Fuck it. Lets try and see what happens" and instead of rising to the occasion what have we done? Page after page of forum moaning and bitching and crying. Imagine if all the energy we spent talking about what a terrible, awful, horrible, crippling and ultimately game-destroying idea this was instead spent on developing a) suggestions for additional mechanics to facilitate communication and b) working with the community to establish a means to communicate within the existing mechanics of the game. Just off the top of my head, I can rattle off some compelling ideas for using the current game mechanics to create a system of communication that doesn't require artificial, global communication channels. Some examples: At a distance, light a fire to indicate that you are friendly and inviting players to join you. Throw colored smoke grenades to indicate intent - white friendly, red hostile, green caution - nonagressive but stay away. This would be effective AND create additional demand for these loot items making them valuable not only to distract zombies, but also exchange messages with players. Morse code via flash lights blinking on and off. Request for rocket to add colored flags that can be waved/seen from a distance. Request for rocket to add 'shouting' which is a short burst 200m voice communication that requires some exertion and may attract nearby zombies. Request for rocket to add colored armbands or hats that can be voluntarily donned to indicate intent at a distance. Request for rocket to add radios for multi-way communication. Request for rocket to add pen/pencil and note paper so you can leave notes - for example if you find a player's tent or vehicle instead of stealing it leave a note offering friendship/partnership. There, 90 seconds worth of ideas that came out of me considering the implications of a game without global chat in which I have the desire to communicate my intent to players from a distance without exposing myself to close-quarters combat or fire. All as reliable and trustworthy as "side chat" and all more thoroughly immersed in the world and the lore of the game instead of annoying, obtrusive scrolling text in the lower-right-hand corner coming from people 200km away from me and constantly pulling me out of the atmosphere of the world around me. Think, people. Adapt. Improvise. Closed minds breed closed systems. Not conducive to sandbox games and emergent mechanics. -
Maybe you misunderstand me. Or I you. In any case, I'm not saying the paper is blank because it hasn't been written on yet I'm saying rocket is purposefully leaving the paper blank and giving players the tools to write on it themselves. Each individual player gets to decide what DayZ is to them. I had this same debate with someone about people who use web maps and loot tables. If you want to play the game as a virtual cartographer - learning every nook and cranny of the game by sight and heart - then go do that. The fact that I am not interested in doing that and instead use online maps and loot sheets to determine my route is really irrelevant. The game has no singular goal so the paths we take don't have to somehow be synchronized via the "greater vision" of the game. We don't even necessarily have the same goals. Our paths may never intersect at all - and if they do, well your Winny is as good as mine. Playing as a team has many benefits if your goal is to achieve the sorts of things that teams are better at achieving. Maybe gathering the best equipment in the game and repairing vehicles isn't really what you're into at the moment. It really doesn't matter. You're not competing against the people who are for the same thing. You're just sharing a space and both making each other's experience more interesting for it. As long as rocket stays true to his vision of providing not rules and restrictions and predetermined goals and instead simply provides freedom, mechanics and tools and allows players to craft the game as THEY see fit for their own individual subjective experiences, he will have succeeded. As soon as he starts saying "This is the one sacrosanct way to play the game and all others are verbotten henceforth" then the game starts to fail in my opinion. This is precisely why calls for artificial restrictions on PvP are met with such derision here. The fact that, if people so choose, their goal in the game can be to find and murder me adds dramatic value to whatever goals I may set for myself. No matter what I do or how I play, I have to consider that not everyone has the same goals and motivations as me because the game doesn't force them to in any arbitrary way with a silly set of "rewards" and "slaps on the wrist" when players behave in ways accordant or discordant with the will of the machine.
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DayZ Progression Rate
ZedsDeadBaby replied to GeneticAssclown's topic in DayZ Mod General Discussion
He already said it works in ARMA III. It's done. It's ported. When ARMA III comes out, buy it. DayZ will be there. It will be the same DayZ so nothing will be dieing. DayZ may be stand-alone one day, but Alpha-Beta-Release can take many months so be patient, eh? You've already demonstrated a disturbing lack of it, try to recover now and redeem yourself. -
It must be so frustrating for you to look at every blank piece of paper and not already know what's going to be written on it some day. Stay away from stationary or art supply stores; you're liable to stroke.
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WTF is happening to the server community.
ZedsDeadBaby replied to Koot (DayZ)'s topic in DayZ Mod General Discussion
People find it difficult to discuss ideas because douchey litlte shtsnacks like you immediately start throwing around completely inaccurate bullshit phrases like "ffa deathmatch." I love every aspect of DayZ PvP - absent all punishing repurcussions as it would be in a lawless, apocalyptic world. Meanwhile I have gone through two (2) survivors since 27th May. The first lived for 15 straight days with 60+ hours in-game; current survivor is on day eight. I have worked together with a ton of other people in game; repaired and/or stolen more than 6 different vehicles - some of which I kept hidden and my posession for over 10 days, I have traveled the length and breadth of the map 6+ times from Black Lake to Kamenka and back. Stockpiled enough food and water to feed a family of 5 (which I basically did). I have shot people and been shot. Yes, some of those people died. Yes, I took their beans. But "ffa deathmatch?" What fucking deathmatch game plays like that? Leave the coast. Find a group. Set some goals and accomplish them. If you can't get your average lifespan above 10 hours, you're being careless with zombies or people (probably both). Just practice. Learn from your mistakes. And above all else, and this is most important, quit fucking bitching and moaning. -
AR15.com server reboots when they die / lose gear
ZedsDeadBaby replied to FullAutoLives's topic in Mod Servers & Private Hives
This game needs official servers so badly it's silly. I don't care if it happened or not, the fact that we even have to sit here and have this he-said-she-said conversation while we all know perfectly well the only people who have definitive evidence are the ones being accused which means it's all a fucking sum of zeroes and completely pointless even fucking discussing it makes us all look like a bunch of boobs. Everything is circumstantial and there's no way any server blacklisting or litigation is going to result. This thread is going to die a few hours from now, disappear, and everyone will go right on marching around Chernarus. Only problem is this kind of shit does happen every fucking day on tons of servers, whether this particular instance is genuine or not, and there's nothing anyone can do about it and basing the future of this game on that system is kind of silly. It's too important to entrust to the hands of a bunch of self-important ninnies who think cause "I PAY DAH BILLS ROUND HYAUR" that they write, enforce and exist above the law. -
You can always eventually interact with it if you move around, go prone, etc. I've had "trouble" finding the menu item, but it's never lost forever. I think you're just being impatient. It's annoying, yes. But not entirely broken like some thing so I assume it will wait.
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Rocket, GJ on this Mod But...
ZedsDeadBaby replied to nahholmes's topic in DayZ Mod General Discussion
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Why this game is headed in the wrong direction
ZedsDeadBaby replied to Voak's topic in DayZ Mod General Discussion
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Rocket, GJ on this Mod But...
ZedsDeadBaby replied to nahholmes's topic in DayZ Mod General Discussion
I have to partially agree with the OP here. Yes, it's an Alpha, but rocket is clearly interested in tweaking the overall difficulty level of the game to his liking as he is trying out new ways to add challenges, etc. Well, guess what? Fix the bug that refills all my clips and hunger/thirst when I relog, and that will be a HUGE increase in difficulty and challenge without requiring any new features or tweaks whatsoever. Yes, it's an Alpha. Yes things are broken. But that doesn't mean the team shouldn't have some basic priorities. Get existing features to function at a "reasonable" level before moving on. This is a basic tenet software development, even during Alpha. I don't consider magically filling magazines or free food/water in a survival game "reasonable," before the discussion goes that way. That would be hard to do. Considering one server restart can basically duplicate an entire tent or vehicle's worth of equipment, it's hard to understate the amount of NVGs, high powered rifles and ammunition that people could generate if they can control when a server restarts (hmm). I have played with so many admins who magically are happy to give me an M16, 10 clips of STANAG and NVGs the first time they meet me... it makes one wonder. Again, yes, it's Alpha but when you start talking about tweaking the difficulty of the game because this thing or that thing is too common, you need to consider what % of the existing inventory has come from duplicated items or items stored in duplicated tents (that would have otherwise had to have been discarded).