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Everything posted by Brew78
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Yeah, its working as intended. Not saying its RIGHT or that I personally wouldn't tweak it down a bit, but... *shrug*
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Date/Time: Intermittent - doesn't always happen What happened: When hitting "F" to switch action modes, the first throwable item is sometimes thrown. This means that if you're prone, you stand up to throw. Plus, if you have a bunch of tin cans and a single smoke grenade, you have a good chance of losing your smoke grenade. Where you were: Anywhere What you were doing: Switching to the "Throw" mode in order to toss a can. *Current installed version: Most recent, has happened on multiple builds *Server(s) you were on: Many *Your system specs: N/A *Timeline of events before/after error: Prone on rooftop. Hit "F". Stand, throw smoke grenade. Frown. Go prone again. Hit "F" several more times and get into "Throw" mode. Realize it won't help much because everything's aggro'ed on the smoke grenade. Sneak down ladder. I can't help but wonder if its related to the other issues where a key seems to be stuck, like the menus going all nutty until you hit Tab, or running in a fixed direction upon spawn until you mash WASD enough to make it stop..
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I injected into your mom's process last night
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So rocket... is it Day-Zed or Daisy?
Brew78 replied to Deuzerre's topic in DayZ Mod General Discussion
Given the Max Brooks book "World War Z", I always pronounced this game "Day Zee" Same syllables as "daisy" but different phonic timings. -
Huh.. I always thought it looked like a firecracker and figured it meant temporary deafness, since zombie growls didn't seem as noticeable while it was there.
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[GUIDE] Newbie Survivor version 1.2.0.
Brew78 replied to blackbeard06's topic in New Player Discussion
If I might make a suggestion, I'd add the "Throw" functionality to the Newbie Guide. I didn't even know until last night that you could throw things like empty cans to distract zombies, its not documented anywhere that I could find. In fact, I did a search of various guides for the word "empty" and the only context I saw was on how to fill water bottles. I suppose you might stumble across it on your own if you happened to have junk in your inventory, but I tend not to. Well, until recently. Spawning disarmed means that distraction techniques will be much more important. And much more important for newbies to know about. /edit: I just looked for "throw" and the only potential mention of throwing non-flare items was a line about throwing flares or other things that can be thrown. Which I would have thought just referred to grenades. Also, what would be real helpful is a listing of what the different icons on the right mean. Just a screenshot with labels on it. Like, "Thirst level. If flashing, need to drink" or "Broken bone, treat with morphine". -
DayZ 1.7.1 Discussion - Others will be locked/deleted!
Brew78 replied to Tigerr13's topic in DayZ Mod General Discussion
Ok, so having played some more .1.4... I really think I'll have to reserve judgement until .1.5 Zombie aggro is off the charts. They see through everything, and aggro no matter where you are or what obstacles are between you. Looks like this is a bug and is addressed in .1.5 Starting with no weapon is still a downer and I've yet to find ANY firearm other than an unloaded Makarov. I did find a hatchet. There were three of them in the same room. That was it though. But survival is still impossible for me. Zombie aggro causes any pretense of trying to be stealthy to go right out the window. As soon as the first zed sees you, you can't fight him off so you just gotta run and try to lose him. Trees don't work so you gotta rely on the buildings slowdown. This causes you to build up a long train of zeds following you. If you can't find a building with two doors, you gotta forfeit any loot you find on the way, just gotta keep running. On top of that, the train can get so long that you can't even lose the zeds in a building like you're "supposed to" (?) - running out the other side, the zeds that hadn't gotten to the first door just change direction and continue to chase. And on top of THAT, I've noticed that many of the zombies run full speed inside buildings now. Which means that as-is, there is NO WAY to lose some zombies, and unless you happen across a loaded weapon, you will die. Period. And since you will always aggro zombies no matter what, you will die. Anywhere that spawns loot also spawns zombies, and since they can see you from everywhere, the game just became literally impossible to play. BUT... as I said, a lot of this may become moot when the bug is fixed. Outside of that, here are some musings as I've had time to digest my recent play experiences: 1) The hatchet implementation is weird. * I couldn't use it until I reloaded it, and saw that it had 10k ammos of some kind. Made me cock an eyebrow and shrug. * Wasn't ever really sure how to aim it either.. there's a fixed reticle in the middle of the screen, but there's also a second one that rapidly spins around based on mouse movement. Which one is the one you use? * Not entirely sure how it swings or connects or what kind of range it has. The animation stutters quite a bit, the game gets laggy, I take damage, the zombie dies after some amount of time with unknown number of swings or where the strike occurred, at what range, etc. Its like.. mash buttons, hope for the best when you come back from lag-lock. 2) Zombie pan-aggro issue aside, I think a big part of the unplayability many people seem to be facing relates to too many things being changed at once. In the same patch (or couple patches a day apart?), not only did spawning survivors lose their only means of killing a zombie, the zombies also became extremely more powerful, doing well over 1k damage per punch. They break bones with regularity, chase you forever, you can't bandage since they're still beating on you, you can't kill them because you have no weapon... there's literally nothing to do but die unless you happen to luck out and find either a hatchet or a weapon and the correct type of ammo. I've found countless AK and AR mags, and only a single unloaded Makarov. Spawned survivors should either start with a hatchet or crowbar, or convert flashlight to MAG-Light and turn it into a melee weapon. I'm hoping that fixing the aggro problems will make avoiding them possible again. 3) There really needs to be a way to "step lightly". Even when crouch walking, you still CLOMP CLOMP CLOMP slam down your feet with as much force as possible. I don't care what kind of shoe you're wearing, if it has a rubber sole you can make it quiet. Maybe not on gravel or over the forest ground, but certainly on a metal platform. I sure has hell would walk as carefully as I could, walking with carefully measured steps to make as little noise as possible if there were a zombie on the other side of a wall. I can't be sure if its the vision bug or the noise level (also being fixed in .1.5), but I aggro'ed everything near a small warehouse last night, just by crouch walking up a set of stairs. One of them teleported through a closed door and sprinted right up to me. 4) Is it intended or a bug that zombies can run full speed inside buildings now? Are they only forced to walk inside the smaller "house" type structures? 5) Weapon spawns need a drastic increase. I've literally seen one pistol since the patch. People who claim "oh yeah, shit's everywhere!", well.. either I have the worst luck in existence, or they're straight-up liars. I've checked airstrip hangars, houses, air traffic control tower, warehouses, barns, rooftops, nothing but that one unloaded Makarov. 6) Even if the zombie aggro bugs are fixed, the game still seems way too slow. This is a direct result of spawning with no defense, zombies that kill you if you're spotted before finding a weapon, and needing to crawl everywhere to not be spotted. Some people are into this kind of realism simulator. Good for them, I guess. To me, when a game starts feeling like a chore and not a game, it stops being fun. SO.. guess I wait for the next patch and see how it goes! -
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The damn fence clang and horse sounds need to go.
Brew78 replied to Techercizer's topic in DayZ Mod Suggestions
Ha, I thought I was the only person easily startled by that damn fence rattle! Every time I hear it, I spin around to inspect who or what is near! And usually, there's no fence. Like, having just gutted an animal in a field. There's no chain link fence out here! Why did I just shit myself? -
DayZ 1.7.1 Discussion - Others will be locked/deleted!
Brew78 replied to Tigerr13's topic in DayZ Mod General Discussion
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Demoralising and anti climactic end :(
Brew78 replied to [email protected]'s topic in DayZ Mod General Discussion
. Wow. Reading the OP, all I could think was: And reading the thread, I'm still not sure. If trolling, then I'd say successful troll is successful. If serious, then I actually feel BAD for this kid. If you have to explain the nature of selfishness to someone, then it could very well already be too late. -
20 words or less: Spawning without a weapon
Brew78 replied to rocket's topic in DayZ Mod General Discussion
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FPS Issues (Come Post Your Specs)
Brew78 replied to [email protected]'s topic in DayZ Mod General Discussion
Not sure if its related to the problems other people are having, but any FPS issues I've had seem to relate to the server I'm connected to. Some are fast and smooth and it runs great. Some are crap from the start, or start to slow down over time. I'm noticing more servers with M'sOTD that say something like "This server restarts every X hours" For the record, I got everything set to very high except AA is off as is post-process effects. Win7 Ult 64 Quad core black-edition AMD chip 4 gigs RAM AMD 6950 FPS = enough to be fluid and smooth when running well, choppy and hard to move when bad. -
DayZ 1.7.1 Discussion - Others will be locked/deleted!
Brew78 replied to Tigerr13's topic in DayZ Mod General Discussion
Having finally been able to play the new patch, I would agree with the post I read where the author mentioned the game having changed from a walking simulator into a crawling simulator. Its already a fairly slow-paced game. Making it even slower changes it from the excitement of danger to the boredom of tedium. Spawning disarmed makes this even worse. You have to crawl *everywhere* or else get aggro from any random zombie that happens to face your direction. And you can't even defend yourself. This causes only two viable strategies for survival. 1) Crawl everywhere, be hyper-aware of surroundings, spend hours trying to move from one building to the other without getting aggro. Die if a single zombie sees you. 2) Sprint recklessly though cities, try to lose zombies in buildings that have two doors, hope you can find a gun before getting eaten, get eaten if oops - that building has one entrance. Strategy one is effective but staggeringly boring, and rage inducing when a single zombie sees you and you get eaten with no ability to defend yourself. Strategy two can be fun but is also fairly short-lived, especially given how you can break your leg on any staircase or even if a swinging door happens to push into you. Morphine isn't even included anymore. I do like the idea of making the land more dangerous, but IMO it was taken a bit too far. I mean.. I got killed when a single zombie zig-zagged the insane way they do, got behind me, knocked me out with ONE PUNCH. I woke up just in time to die. What kind of crap is that? That's not "realistic" OR fun. Zombies are supposed to be decaying humans, not straight up superhuman in speed, strength, AND agility WITH the ability to open doors and climb ladders.. I see people discussing how much more cooperative people are now. I see the opposite. Two people spawn near each other, how can they possibly cooperate? Neither has any method of attack or defense, and there's now double the chance of pulling aggro. The only potential benefit is one guy becoming lunch and giving a brief distraction for the other to run away. Hopefully he can get behind cover before the other guy's been picked clean because those sprinters will fairly quickly be after him too. At least add melee weapons (make it AoE like the zombies if you have to) and have the player spawn with a MAG-Light, at least you could crack some skulls if you had to. The totally-helpless-on-spawn idea is.. well, I respectfully disagree with its implementation and would recommend some manner of self-defense, even if the idea is to prevent initial offense. Yes, you can technically "survive" if you play it careful enough. But in its current implementation, its just not fun. I realize some think it is... ... but I sure as heck don't. Spending three hours to crawl from the spawn location to the inside of a building only to get eaten by something that saw you from across the field because they happened to get line of sight isn't "intense" or fun to me. Its cheap and makes the game feel more like a gamble than anything relating to the skill of stealth and survival. You can do everything right and still die with no chance to even defend yourself. That's a time investment that has no payoff.To each his own, I guess. I know this is an alpha so there's my opinion. Hopefully you'll find it useful. -
I haven't seen any disappearing buttons or problems selecting mousewheel items, they might be unrelated issues. I just get the epileptic menus and mangled auto-suggest-correct chat text.
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I came here to post this same bug. It may be a toggle caused by hitting Tab. Date/Time: Many times, generally late night EST What happened: As described in the OP, the menus go berserk with the options flipping back and forth rapidly as if a key were being held down. Other symptoms include glitchy text input when typing chat, like auto-suggestion of words that can't be deleted, making your message a mangled mess. It appears to be in the client and not related to the servers. It also appears to be a toggle of some sort that can be turned off by hitting the Tab key. I don't know if hitting Tab is the cause of the odd behavior because its seemingly random. Wait... maybe its related to hitting shift-tab to bring up the Steam overlay? The Tab keystroke doesn't get cleared from the input buffer due to the behavior of the overlay? Where you were: Anywhere What you were doing: Anything *Current installed version: 1.6 and 1.7 *Server(s) you were on: Many *Your system specs: Quad core AMD, Win7 Ult 64, 4GB RAM, ATI 6850 *Timeline of events before/after error: Unsure what causes it to start, but hitting Tab seems to fix it.
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Read through the Fridge Logic thread and it sparked a light bulb. Was gonna post this in that thread but it ended up kind of long, so I'm posting it here. What I'm thinking of is a way to emulate the person to person communication that might occur between people in a setting where each person doesn't look like a clone of each other and people can tell each other apart. I'm not looking for anything as complex as Suicide Mouse's Moral Effect thread that essentially comes down to behavior leading to classes. This is merely a way to implement a reputation system that would potentially help to identify the true sociopaths through viral spread of information. So based on this thread, here you go: http://www.dayzmod.com/forum/showthread.php?tid=6407 This has been a pretty fascinating thread to read through. I only started playing recently and haven't encountered much PvP yet, although the entire time I've been logged in I was fairly stressed, assuming I'd take a headshot from somewhere along the tree line while being absurdly careful to avoid zombies and search every nook and cranny for supplies. That kind of experience isn't found elsewhere. That being said, I was kind of surprised to see no "humanity" counter since it had been mentioned so much. I guess I started just after the last patch that removed it. And there are now no Bandit skins either? Not sure I like that. I've seen a lot of points on all sides of various arguments here, like the bandit skin being a good thing because it created a player-driven consequence to action. Or that murders/humanity should have an impact but degrade over time. Also seen were comments about reputation and word-of-mouth. This got me thinking of an MMO first person space sim I used to play called Jumpgate. This game was a bit more hardcore than others of its time because you could literally kill anyone at any time. It allowed true piracy in the unregulated sectors (no consequence for killing). Find a fat tow hauling cargo, offer him the choice of donating some cash to your charitable organization, or the costly maintenance and repairs to your ships that have sadly been forced to the back burner might result in an unfortunate accident such as a weapons discharge. If you kill someone in regulated space, there is an immediate and severe drop of your "political status" with the faction of the destroyed ship. The political status was on a sliding scale between.. I forget, -150 to +150? There were penalties for going negative but most importantly, there's a bounty on your head from that faction that anyone can cash in on. Past a threshold (both positive and negative), status would degrade down (or up) until it reached that threshold, unless further action moved it one way or the other. There's really only one "faction" here (and no missions), but the idea of status/reputation and word of mouth made me think about the viral spread of information that would happen "in real life". If some person were a raving lunatic and killing everyone he sees, you'd probably hear about it eventually. A survivor or witness (or in the context of this game, someone who respawned) would tell you the story of this pure evil sociopath and how you should avoid him. Something about his appearance or posture or facial expression... (all stuff that this game can't reproduce, as has been discussed). So my idea is this, totally rough draft and off the cuff. Instead of having a "humanity" meter, have each client store a log of who fired on them and who killed them. Being injured while under aggro of a zombie and subsequently getting eaten would count. I don't know the exact implementation, but a date/time log makes sense as I'll explain. You could call it "karma" or "social standing" or "reputation" or whatever. When you encounter other people and talk in Direct Chat, your logs are traded in the background between clients as if you'd had the time to actually bullshit for awhile and talk about the area and perhaps give warnings of people to avoid, including descriptions of what they look like. Any future interaction with this same player, their new log would overwrite the old one to have more up to date information. When you come across someone that's in one of these logs, instead of their name/info being the regular green, it would be faded into yellow or orange, or all the way to red. Or if not the info, then some other kind of indicator. Someone who had recently killed you would automatically be full-hostile flagged. Any point value assigned to an action will be based on how long ago it happened, and as such will start to degrade. If you encounter someone you'd chatted with before and they hadn't seen the guy in a long time, then their replacement log wouldn't change anything. But if they'd been killed again, then your warning against that guy would be refreshed and he'd still show up as potentially hostile. In this manner, the game client/server could emulate social interaction and word of mouth descriptions and warnings about people who really ARE sociopaths, without directly punishing people who choose to live outside what most of society would call standard morality. If there was an accidental shooting and someone got red-flagged, they could still get with some allies to help escort them around until their reputation recovers. So.. killing red people? I guess the more hostile someone appears to you, the less of a penalty you'd take in their own log. Would probably be listed as "self defense", or would include a modifier based on your relative color to them. Haven't fleshed this one out exactly yet. Would probably also be wise to implement a /forgive command in the case of true friendly fire where you wouldn't necessarily give warnings about the guy. So.. is this too complex? Its some background trading of data between clients under a certain circumstance. This data is used to modify an indicator of some kind when encountering someone. Its hard to say if this would require too much data to be stored, but if "most people are friendly" as suggested then there would actually be relatively few names in this log. Everyone has their own unique ID number in games like this, which is how bans are possible, so its not like there would be any mistaken identities. I dunno, this seems like a good compromise to me. Allows any playstyle anyone wants, but also emulates viral distribution of information between people that can actually differentiate between two human faces. If you kill someone once it won't haunt you forever but may cause you to go into hiding for awhile. Or, you may wear your red indicator proudly like a badge. Or, maybe the guy you killed is a loner and never actually Direct Chats anyone and it will have no impact on your reputation at all. This ended up a longer than I intended, but had a lightbulb and had to get it out. *shrug* Maybe a bit ambitious for a first post but reading that thread actually caused me to make an account instead of just lurking on the forum. I'm open to suggestions and as I said this is just a rough draft. Its the core idea I'm interested in though - a reputation system based on actions and spread through direct contact with other Survivors, the consequences of which are entirely player-driven.