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Everything posted by p4triot
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The thing is not if players like your server of not, the thing is players can use your PvE servers, or passwored, or whatever, to gear up easy way and then jump onto another server to play deathmatch. In fact, I would be more strict with the rules and demand all the server to be synced in time and weather, so no one could play 24/7 daytime an play easier than the rest of us. That's for private hives, cuz what you do on a private server WONT ever affect me on my server cuz we dont share hives. But for public hive... sorry, we all have to abide by the same rules. Think of it as road safety rules (or whatever the english expresion for it). Everyone shares the same roads, so you and your car have to abide by the same rules, and no, paying for your car doesn't give you any privileges. P.S: however, I do agree admins should have a bit more power against hackers.
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Who saids camps are gonna work same way it did back in the mod. We have no reason to say no to helis just because they can find camps with it when we dont know how camps are going to be. And even if they were equal to the mod, finding them with helis wasn't that easy, the big problem regarding camps were the hackers.
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ofc it does. But since pvp balance isn't the main focus of the game, I just dont care if helis give a tremendous imbalance. You see a squad with a heli? fucking hide in a building (I did it thousands of times back in the mod). Is not your objective to take them down, you are not gonna gain any points for doing that and therebefore the game doesn't necessarily has to give you a balanced way to do it. So you are suggesting that an hypothetical zombie outbreak would kill all the pilots out there? Bad news for me I guess... hope no zombie outbreak ocurrs :(
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Why does people still decide if a feature should or shouldn't be in game in terms of pvp balancing?? Helis give you a tremendous advantage? sure they do!. Camping inside the jail building makes it imposible for attackers to take you down? sure it does. Removing hiding body feature allows for people you shot to regear? more than probably. DMR gives a nonskilled sniper the chance to still kill you by just spaming bullets? totally. There are much better weapons than others? indeed. But you know what guys?? this game isn't a competition and is not about pvp. You are not a badass for killing anything ingame and there's no record of your K/D, deathmatchs, headshot rate, accuracy rate and so on because it's just a side part of the game, not the main game. So what does or doesn't have to be ingame isn't based on pvp balance. So, ignoring the pvp sides of this. Yes, helicopters have to be ingame. They have to be fewer and of high maintenance, plus difficult to pilot without forcing you to have a joystick (but for intance ToH starting engine protocol would be awesome. And no instant reaction when changing helix position).
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option menu needs a workout, if it was me I would do something similar to BF3 in aspect (and only aspect). - First of all, menu should appear on the center of the screen, not left side. To trigger that menu you either scroll or press mousewheel, the menu pop-up and we can see there 3 parts. - Left one: social actions [salute, clap, sit, surrender, fuck off...] all of them bound to a key [F1, F2, F3...] this is because I cant remember them since I dont use them frequently and sometimes I end up giving a bandit my middle finger when I wanted to raise hands... xDDD - Mid one: Main action, limited to open doors, climb ladders, open containers, pickup objects. More or less what could be done with 'E' key on every other game, and 'F' on this one. NOTHING else can be done with 'F' and nothing else appears on mid menu button - Right one: interactive options like eating, drinking, force feeding, handcuffing. Bound to a key [1,2,3,4...] only when menu is open. Navigating through menu is done with mousewheel. No mouse movement (this is different from battlefield) but because this allows me to keep moving why I still have the option menu opened. I think this would improve our chararacter's control.
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Automatically reloads fullest one.
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I once drunk disinfectant for having it in my hand while what I wanted was to open a door xD In fact, since Im playing the SA I have died may be around 6 times I think, I can only remember 2 of them being "legit". The rest of them was just because I was unable to control my char properly, dying from it. I remember falling down from a roof cuz I was switching weapons and char's was locked at running, dying from that disinfectant drinking while I wanted to open a door, staring a ladder for too long trying to climb up until I got unconscious from a zombie hit... and lot more funny shit. None of this situations would have killed me if I could control my char.
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Its not about speed but about realism and immersion. Denial of resources -> good. Deinal of resources with just 1 button click and a unrealistic outcome -> Bad. You want to deny resources, take the time to actually drag and hide that body. Period.
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This game suffers from a heavy problem regarding character's control. You can't transmit your intentions to your character properly therebefore lacking a lot of naturality when playing the game. Things like switching weapons locks your character move (if you were running you can't stop, if you were still you cant run), or the jumping serverside which means a heavy delay before taking effect, or the mouse movement before the 1:1 ratio (this was a great upgrade), or climbing a ladder and opening a door -you have to look for that magical spot that lets you open the option menu- wasting a precious time. Also there's this problem when it comes to jump/vault, getting one or the other w/o being able to control it properly. However theres no need of a different key. Jumping should be bound to running mode, so if you are holding shift or have previously double tap shift -therebefore on running mode- vault key should always jump, regardless of you standing still or moving (right now if you are not moving 'V' will just vault, not jump, which happens a lot when you hit the fence running and your char stops). And if you want to vault maybe for stealth reasons, then walking mode is required. And as long as you are in walking mode, 'V' will always vault and never jump. I think that would definitely fix this problem, along with the 1:1 ratio mouse we would already have 2 problems less when controlling our character's.
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No body burns a body to scare people? Since when? A dead body is not a player anymore and does not have that much CPU consumption. Taking in count the server alreadys has to track 200.000 spawned objects (wasn't that what Dean said?) I dont know if adding an extra thousand bodies would add that much... Except for the point that it would, since the engine is awful. But if the programmers actually knew how to do their jobs, a dead body would just be the same as a can of beans in terms of CPU usage.
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I would LOVE dancing to be ingame xD And singing is already ingame since you have mic. And I keep defending burning bodies has its purpose. And I would like to be able to hang them also (from a tree or smth). So If someone attacks my place, I kill him, burn him, and then hang him in the entrance as a warning for everyone else. May be not something a survivor would do, but for sure something a bandit would do.
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Game is supposed to be realistic when it comes to ingame mechanics, what I do with them is on me. Drag bodies together and set them on fire is probably something I would do (even IRL, though, for complete different reasons). P.S: btw the yelling idea is something I posted time ago. You should have 2 channels, normal and yelling. Yelling has a bigger radius than normal, lets put around 200m (and In the middle of nowhere w/o traffic and the sound of busy people it would be posible to yell even farther). And, ofc, same way people can hear you zombies can too, also for normal chat (if I recall correctly it was already like this back in the mod).
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Having the ability to burn a body (with wathever in it) or to destroy gear so no one can use them, or to drag bodies is something that could (and should) be ingame. What we dont want is bodies magically disappearing like dust in the wind. IF taking the time to drag/burn them is a risk to my life or not is something Im gonna decide on my own, and even if the answer is yes, why the hell shouldn't I be unable to do it anyway. It's my life and I risk it how I want.
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And gasoline. Between this, the bombtrap body and the destroying weapons so no one can use them (I would actually do that IRL given the occasion) I think we have 3 strongs reasons to delete that hide body option definetely.
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best idea ever.
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I don't like bodies (either zombies or humans) disappearing after a while. And specially I don't like Hide Body option. You press a button and a body magically fades away??? wot da fuq??? I mean, drag body is ok. So you can hide it if you want (hope it replaces hide body option in the future), but bodies magically disappearing? no please. If efficiency and CPU load wasn't that much of a problem as it is I find having bodies stay even after restart for like 48 hours would add a lot to the immersion of the game. You could go to a body an inspect it to know what killed it and how long (is it warm, cold?), and if in the course of that 48 hours the body decompose that would be epic. Something I love in this game is entering some place and finding the remains of a gun fight, or a zombie horde, or some clues about what happened there. Also back in the mod finding a death body with cool stuff in it made you feel the luckiest man on Earth sometimes. P.S: no hide option so you can recover your items is something I dont take in mind even the slightest. Never get attached to your gear.
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Client side doesn't mean client overrides servers rules and does what he wants. Client still "asks" the server to jump, but anticipating server response, already jumps, saving you the delay. In case the server negates the jump, you go back to your previous position, this is what happens when you suffer from lag and start teleporting back over and over again. Cuz your client anticipates movement -so you move- but server negates permision for it -so you go back-.
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Describe your dayz experience in 1 word
p4triot replied to AwesomeBeans's topic in General Discussion
incomplete -
It does not. Problem here is when you press the key client asks permission to server to jump, server answers, client processes answer and only then jumps. With the minimal desync and server CPU instant response you still get a delay 2 times your ping. In any other fps out there in the world jumping is done client side, server only follows track. Thats why when you lose connection to the server (Think of "Warning connection problem" on CS) you can still move/jump. However, try to jump on Day Z when you have red chain. You cant, and thats the proof of what Im saying. They have to make jump client side same as WASD movement is, or crouching, or prone, or aiming down sights or whatever. Except jumping and inventory management everything is client side, so why not those too? P.S: I recall devs said client optimization would be done last in development road so I hope those things are what "client optimization" means.
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WHY THE HELL DIDNT THEY USED ARMA 3 ENGINE FOR DAYZ -.- //EDIT: And im not talking just about ballistic, but also graphics engine, animations, movements and so on. Holy fuck half the work would be already done! -.-
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How to set up an autorun key in DayZ
p4triot replied to leefriendfield's topic in General Discussion
I dont know if its the same for every G series but with my G19 I have a macro of double tap W. Being precise, it is a "W down" -> "W up" -> "W down" again and no following up, counting as a forever pressed. This makes my char sprint and go forever until I press W taking control of my char again, and if I let the key go, the computer receives "W up" and char stops. -
How to set up an autorun key in DayZ
p4triot replied to leefriendfield's topic in General Discussion
So technically since everyone can get cheats cheats aren't also cheating right? Good news for a lot of people. -
Ak sound? theres an AK ingame?
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i m not concerned bout dayz's developement anymore!
p4triot replied to brumey's topic in General Discussion
Not sure if sarcasm or serious... -
Why is development time being poured into more new towns?
p4triot replied to uberfrag's topic in General Discussion
Because until all the map is finished they can't start working on the zombie pathfinding, since obviously it depends on the map.