luke.ringler@yahoo.com
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Zombie Spawn (1.7.5.1)
luke.ringler@yahoo.com replied to luke.ringler@yahoo.com's topic in DayZ Mod General Discussion
I must say Im relieved that this is not "working as intended". I suppose I should move, or reference this thread in the Bug Reporting section. Hopefully they get it fixed. I believe it should still at least be possible to temporarily clear an area. Especially a small one. Thanks for the reply. -
Let's get this out of the way: No, I do not believe the game is "too hard" since the patch. It certainly is more difficult, but it was needed and is a step in the right direction (barring some frustrating zombie mechanic bugs). However, I have a question about the new zombie spawn rules/mechanics. I've searched the patch notes and forums, but havent really found an answer. Immediately after the patch, I logged in near Cherno. Near-fresh spawn on a new private hive (GSC, check it out). Did my usual, semi-sneaking through town. Got the grocery store in sight and sprinted through the door, knowing full well I'd aggro 2 or 3 zombies. Sure enough, they come swaggering in the front door and, as per the old routine, I pop em each in the head. This is where I learned that shooting a gun in a city is no longer a good idea. I dont recall how many zombies came running to the door, but I know I ran out of ammo and there was still a HUGE wave in-coming. I then read the patch notes and learned that zombies were no longer deaf. And, when u aggro one, he calls his buddy 80m away. The problem I thought was that a zombie would add a buddy 80m away. Then THAT zombie would add a buddy 80m away, so on and so on. But, this isnt even the real issue I have. Fast forward a bit. Im running through the wilderness and come upon two buildings, both enterable. One is a warehouse type. The one with the metal stairs that go up to a cat-walk, and around the building to a little office-type room. The other building is just a small storage shed. I scout it out and spot 3 zombies. Typical spawn I think, for only 2 buildings (the next closest building is at least 400m away). I manage to aggro a zombie on my way in the warehouse. I head inside and the three of them shortly lose interest. As Im waiting or them to wander further away, I notice a 4th zombie outside. No biggie I think. But this is where things get wtf-ish. I continue to wait and, a few seconds later, I notice a 5th zombie I hadnt seen before. Im kneeling, perfectly still other than moving my head side to side. Then, as Im staring across at the doorway to the small storage shed, two zombies appear out of thin air. They wait a second then start limping toward the warehouse where the other zombies are circling. About 30 seconds later, another zombie spawns in the same doorway and begins on the same path. Now Im up to 8 zombies. Mind you, other than initially aggro-ing the first 3 briefly, I havent moved. Another 2 spawn, then another, and another. I sat motionless and timed it. Every 20-40 seconds a zombie (sometimes 2) would spawn in that doorway. I sat long enough to count 23 zombies. Yes...23 friggin zombies...for 1 player and 2 structures out in the middle of nowhere. I wonder how many would have spawned if I hadnt logged out? My question is: Is this a new feature of the patch. Will a literal endless wave of zombies continue to spawn as long as a player is within x distance of a specific spawn trigger? Is it no longer possible to, at least temporarily, clear a certain area of zombies? I prefer Dayz to be more difficult than it was. Beans to ya guys. But a non-stop, infinite amount of zombies spawning at a remote area with only 2 buildings within 400 meters? Not so sure about that.
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Does the combat-timer work [1.7.5.1] ?
luke.ringler@yahoo.com replied to _Anubis_ (DayZ)'s topic in DayZ Mod General Discussion
It's still broken at the moment. Or they intentionally screwed it up. Even if you're not in combat, you have to hit escape and stare at the abort button for 60 seconds before you can finally log out. It was working rather well in the previous patch. Hopefully they'll get it hot-fixed soon. Though they might be a bit busy trying to sort out the zombie spawn bugs they currently have first. -
New 80M aggro radius.
luke.ringler@yahoo.com replied to chaossound's topic in DayZ Mod General Discussion
It's probably a good idea to stick with a server running the previous version. This new patch really needs some tweaking to make it enjoyable -
GriM's Salvage & Supply Co.
luke.ringler@yahoo.com replied to stychiz's topic in Clan / Group Recruitment
Been playing on this server the last few days. Already met some real decent guys and the admin(s) seem to be on top of things. Definitely a good private hive server to be a part of. -
{OFG} Old Fart Gaming looking for aged blood.
luke.ringler@yahoo.com replied to Chewy102's topic in Clan / Group Recruitment
Lol, indeed. Dayz Commander has two download options for Taviana. I had simply installed the wrong one. -
{OFG} Old Fart Gaming looking for aged blood.
luke.ringler@yahoo.com replied to Chewy102's topic in Clan / Group Recruitment
Tried joining the Taviana server. Unfortunately, seems you guys are running an outdated Dayz version and I cant roll-back that far. ...disregard. Im just an idiot -
Main hive anarchy
luke.ringler@yahoo.com replied to bad_mojo (DayZ)'s topic in DayZ Mod General Discussion
Pretty much nailed it. -
Main hive anarchy
luke.ringler@yahoo.com replied to bad_mojo (DayZ)'s topic in DayZ Mod General Discussion
I was under the impression that private hives were no better. I won't put names out there, but I recall several "clans" had private hives. They were decent at keeping hackers out. Unfortunately the clan members themselves, the server admin(s), were the worst offenders for spawning hacked gear. I could be wrong. Just never interpreted private hives as a better option unless you personally know and trust the admins -
Noob questions
luke.ringler@yahoo.com replied to luke.ringler@yahoo.com's topic in New Player Discussion
Excellent. Thanks for the replies, and the help! -
Ok, Im not really a noob. Just took a long break. First question: Is it worth gathering/storing vehicles and tents? Or do they still vanish and respawn at their original places when the server does a reset? Seeing as how every server I've played on does standard resets nearly every day, it would be rather pointless. Then again, how are these you-tubers doing it? Second question: Using Dayz Commander, how do you go about searching for a specific server by IP? If not possible, how do you go about doing it with the in-game server browser. Thanks in advance, Cheers
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What is "Whitelisted/Whitelisting"?
luke.ringler@yahoo.com replied to marine52187's topic in New Player Discussion
Im just coming back from a long break myself. Couldnt stand the rampant hacking. Finally get the game installed an working properly. Within an hour of starting...the entire server was teleported out in the ocean and killed by a hacker. If someone would kindly point me in the right direction for getting on the whitelist for a few servers, Id greatly appreciate it. -
Install problems
luke.ringler@yahoo.com replied to luke.ringler@yahoo.com's topic in DayZ Mod Troubleshooting
Yeah I had added the line. Messed around with Commander a bit. Once I selected game type, the servers started showing. Got it fixed. Thanks for the help! ,,,now lets discuss where I can find a server without hackers... :/ -
Install problems
luke.ringler@yahoo.com replied to luke.ringler@yahoo.com's topic in DayZ Mod Troubleshooting
I turned Windows Firewall off completely. Commander still doesnt show any servers. When I tried to run the game directly, I fired up Normal OA -
Install problems
luke.ringler@yahoo.com replied to luke.ringler@yahoo.com's topic in DayZ Mod Troubleshooting
In the bottom right of the server page (through the game directly, DayzCommander servers are still non-existant) , it says I have version 1.62 and that I need 1.62.95248