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ferrard
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Everything posted by ferrard
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Everyone gets the "No entry 'bin\config.bin\CfgWeapons.'" error every now and then. Just click "Okay" 'cuz it doesn't actually do anything. Same goes for some other minor errors, like "missing backpack information" or stuff like that. As for the "receiving data" blank screen - yeah, that happens. Comes with the Alpha territory, unfortunately - nothing we can do about it =( ~ Ferrard
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You can if you want to, but I think it's a headache that isn't worth going through. Rocket's got a hotfix for the loot / zed timers in the pipeline, and that should probably fix most of the issues within a day or two. I'm waiting for that before I play again, because I've a 15+ day old survivor and I don't want to lose him to a glitch that's already been reported. You, on the other hand, have a brand new character with little to lose, so it may pay off to explore the DayZ world some more even though it's not really ideal right now. If I didn't have a legacy character, that's what I'd be doing. ~ Ferrard
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Tents will stay in position where you deployed it on the server. And only on -that- server. If you want to keep the tent with you across servers, you've got to pack it back into your inventory. ~ Ferrard
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Weapons are now a little bit rarer, from my understanding of 1.7.1 - check barns and deer-stands if you don't get bit by the "endlessly respawning zeds" glitch. Those are the best weapon spawns short of high-traffic locations. In order to open doors, first off it has to be an openable door (and they are difficult to tell from a distance - basically, if you can see in the windows, there's probably an openable door - if you can't, then that structure can't be entered and doesn't have loot), and second, you need to walk up to it and scroll up and down with your mouse-wheel. You'll see options, and one of them should be "Open Door." If that option doesn't appear, it's not an openable door. In order to pick something up, look at it until you see a little rifle and magazines appear on your crosshairs. Scroll with your mouse-wheel, and then select "Gear." EDIT: Ninja'd by Wired, although I will say that the "G" key does allow interaction with loot piles in the same way as selecting "Gear" from your scroll-menu. ~ Ferrard
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That server has not updated to 1.7.1, and unfortunately you won't be able to play on it unless you roll-back to an older, unsupported version of DayZ. It's likely that way because 1.7.1 is showing significant problems with zed spawn-timers. Just hang in there, and make sure the servers you join say "1.7.1" - then pray that they're actually telling the truth, unlike that server you were on. ~ Ferrard
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Generally' date=' the servers with 3rd person disabled on a reg-difficulty mention it in the server name. Full agreement on this, with the addition of what timezone the server is sync'd to. ~ Ferrard
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I'd add to Beloozero's "Scavenger" that it's perhaps the second easiest option, and it's what I do. Scavengers, upon spotting another survivor, run through a quick checklist: 1) Have they spotted me? [ Y / N ] 2) If yes, are they taking up firing position? [ Y / N ] 3) If yes, am I trapped far away from defilade? [ Y / N ] If at any point, the answer is "No," then they break contact and run for it. If at any point, the answer is "Yes," then at the very least they acquire a sight picture. I'd say it's second easiest to play, but pretty hard to learn, specifically because of ensuring that the answer to Step #3 is "No" as often as possible. ~ Ferrard
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I'm not sure exactly what's going on, but it sounds like you're spawning on a debug plain, and some jackhole is killing people in the debug area. Just disconnect and try another server. It's a pain, but that's how the netcode is right now =( EDIT: Palindrome ninja'd me! ~ Ferrard
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SD ammo in a non-suppressed gun just makes the bullets fly slower / arc steeper. Also, it won't cause the "Snap" sound of a bullet flying past your head. Seeing as they'll still be hearing the non-suppressed MP5 rattling away, it's not much of an advantage at all. And the zeds will still hear the non-suppressed gun, so again, no advantage there. Personally, my suppressed MP5 is mah PvE baby. I run with an AKM out in case I run into players, but if I need to sneak into a town and maybe shoot zeds, the suppressed SMG in my pack is a godsend. ~ Ferrard
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Damnit, misinterpreted the thread intent. Low inventory is good, IMO. Less / No weapons may ease the bean-wars, and low-level weaponry is simple enough to find. Loners can still stealth around, people who prefer teams will probably have a slightly easier time of trusting other people. All around, good. ~ Ferrard
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By that logic' date=' your opinion doesn't have any importance either, since you and I are both a month old on this forum. I personally am not going to [i']cry to see it go, and I would love the inclusion of a radio or a PDA per that suggestion thread. I mostly play as an avoidant, antisocial survivor anyways, and I just snicker when I see, "Meet me in the Cherno firestation" followed by a kill-feed entry. As I mentioned before, I am concerned that it makes the learning curve of an already difficult game that much harder for someone new to MilSim to pick up. Radios / PDAs won't help that matter unless everyone automatically starts with one. BTW, even the most hardcore of MilSims has to take into account realism vs. playability. It's completely unrealistic for us to have a little white dot on the edge of our screen that telepathically tells us of something moving off to the side. Obviously, we should be limited to the artificially defined 60-degree arc of vision that our computer screens allot us, and if a zed sidles up next to us, we shouldn't know of its presence until it noms off our ears, since the white dot is unrealistic. ~ Ferrard
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[Guide] A Survivor's Tactics (Without SOS)
ferrard replied to Ravenspear's topic in New Player Discussion
+1 from me - Good introduction to the basics. It gets a little "wall-o'-text"y at points, so you may consider splitting sections into paragraphs for readability, but the information is all quite useful. Good work! ~ Ferrard -
Huh. News to me, and thanks for the correction. I've been playing the same character for nigh unto 20 days now, so I haven't seen that many respawn spots lately >.> ~ Ferrard
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The spawn system places you in a random location on the Southern coastline of Chernarus. The specific location is almost completely random, but without fail you will be within sight of the sea. Immediately upon spawning, three lines of text will appear in the lower-right-hand side of your screen. The second line is of paramount importance, because it will name the landmark or settlement you are closest to. If you do not want to drown in tears of frustration, use this information, an online map ( http://avidblur.com/arma2/ is a good, non-spoilery one ), and basic navigation skills in order to meet. Have your friend agree on a place to go to, and make your way there, hopefully not getting killed in the process. If you die, whether or not you are paired up with them, then you have to begin the whole process all over again from your new random spawn. Enjoy your new-found life! And if you ever feel like escaping the bean-wars, the Northlands are much more forgiving to teamwork. The bandits are tougher, but there's less of them, and the loot is better. ~ Ferrard EDIT: As was pointed out by the kindly gentleman further on in the thread, you can spawn on the Eastern coast of Chernarus as well. In that case, head West, young man, and your survivability will increase exponentially.
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extremely limited supplies + visible gear = logical humanity indication
ferrard replied to _Profile_Shame's topic in DayZ Mod Suggestions
Lots of gear doesn't necessarily mean that they've killed - I've got a crap-ton of gear and haven't even shot at a player yet. That's what Metal-Gearing around the map for 15 days will do. That's also what one lucky haul from the NW Airfield or Stary would result in. Not a good way of detecting bandits at all. ~ Ferrard -
Sneak more - I have AKM ammo spilling out of my pack because I sneak too much - play it like a stealth game and you can sneak past a mindboggling number of zeds if you stay at a high crawl or slow-crouch, fast-crouch at most. One thing you can do is move close enough that the zeds get wind of you and start to investigate (it's a further distance than you think), then fast-crouch in a loop around them as they sniff out away from the structure in question. Prioritize using pistols over long-guns when it comes to PvE, especially in towns where one rifle-shot will pull zeds in from all points on the compass. Above all, patience is key to avoiding zed aggro - don't be afraid to declare a loot spot "not worth it" because it's swarming with zeds. EDIT: Also, yeah, like Keurk said, go up stairs, up hills, into buildings, anything to slow them to the shamble - it makes their head movements much more predictable and slows them to the point where they won't glitch nearly as much. And at that close range, don't bother leading - it doesn't matter within about 30 meters, even with low-velocity bullets. ~ Ferrard
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I'm going to seriously miss the Side Channel. Not only does it allow for long-range diplomacy / mind games, but it also serves a very important use for newbies - FAQ's. Lots of times, I've seen someone ask questions about gameplay in the side channel, and invariably a host of people supply helpful answers, hints, or amusing discussion. I, for one, asked plenty of questions when I was learning the ropes, and without side chat, a lot of people are going to find that learning curve that much steeper. ~ Ferrard
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Where does everyone hang out at?
ferrard replied to Brohemoth's topic in DayZ Mod General Discussion
If you're on the coast and the server has more than 10 people on it, then you're not looking hard enough :P Seriously, it's as difficult to spot players at a distance as it is in real life. ~ Ferrard -
Don't shoot if you don't have to - they're probably not worth the bullet (or the return fire when you miss, or the zeds that come crashing through the forest because of the gunshots). No altruism here. Just cold, hard reality. ~ Ferrard *EDIT: Although Fasthandz's is pretty catchy. I like it.
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How come players can 1-hit kill me, but I can't?
ferrard replied to WatchOut (DayZ)'s topic in New Player Discussion
Don't worry so much about 1-hit kills. With zeds, you can afford to wait and line up a good headshot since they have to close to melee range. Against people, they've ways to reach out and touch and / or maul you from a significant range. Rule of thumb would be that ammunition is of much less concern than your precious beans (I mean, life). At close range, aim center of mass, and empty the mag. If you haven't killed them by then, get behind cover, do the reloading dance, or make for the hills all serpentine-like. ~ Ferrard -
Whats wrong with the bullets in this game?
ferrard replied to UnAVA's topic in DayZ Mod General Discussion
Beyond the lack of a telltale "CRACK" sound from the bullet's passage through the air, subsonic ammunition also has a logistical purpose: you decrease the velocity of a bullet by decreasing the gas pressure generated by its firing - the reduced gas pressure also slows down wear and tear on the suppressor itself, whether it's integral or detachable. Subsonic ammunition may also require further modifications to the bullet or recoil / gas mechanisms to make a semi-automatic / automatic weapon cycle properly. The (not-so-)obvious downsides to subsonic munitions are slightly reduced power, slightly shorter range, slightly worse bullet arc, slightly longer bullet travel-time, and the requirement of an additional logistical detail to the supply chain. All of which would be vitally important to a simulator as detailed and rectum-retentive as ArmA II. As for the non-transferable bullets... yeah that bugs me too. I wish we could carry empty mags and refill them or transfer bullets from one mag to another. Maybe ArmA III? ~ Ferrard -
I don't think there are any pre-requisites for setting up or taking down the barbed wire, especially not an entrenching tool since I don't have one. Although I do have a toolkit in my active inventory, so that may or may not be required. I haven't had opportunity to SCIENCE! this yet. Also, you can {V}ault over the barbed wire the same as any other waist-high obstacle. To set up: 1) Have the barbed wire in your active inventory. 2) Look down at the ground 3) Mouse-wheel until you select something akin to "Set Up Barbed Wire." It'll be obvious. Select it. 4) ??? 5) Scream in terror and unload your magazine as the zeds clip right through. To take down: 1) Ensure that you won't get nom'd or ventilated while taking down the wire. 2) Check again. 3) Stare at one of the fence posts, wiggling and squirming like a beached fish until it gives you the "Remove Barbed Wire" prompt. It'll be equally obvious. 4) Mouse-wheel until that option is highlighted and select it. 5) ??? 6) It was a trap. Have a nice death. ~ Ferrard