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Everything posted by liquidmind
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It's not about cans or ponies. it's about a group of people in this forum, believing that what happens here represents the majority of all dayZ fans, and a group of people at /r/dayz who believe what happens there represents the majority. Instead of pointing fingers and telling the others what they are supposed to want, to fit in the own image of a bad boy, we might just try to listen to arguments of others, trying to understand what they are about. In my experience, most of the times, both parties find out that they actually want the same thing. The good thing is, we might get an improved method of working together out of it.. let's hope that the whole mess was at least good for something. 10.000 are a few and 200 are the majority?!? do you grasp the concepts of community and democracy? Is there reason to be concerned? I hope you understand that things exactly like those are the reason why so many people are pissed off. I'm following reddit and the forum for a while now, but no one there ever dared to talk about anyone in the forum or the dev team in the way many people here talk about the reddit-part of the community.
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Just wanted to add, that if during the "weeks of work" someone had bothered to ask any other part of the community outside of dayzmod-forum about their opinion (yes, they are a part of the community too) things might have gone differently, Currently there are 469 /r/dayz members, out of almost 50.000 online on reddit. Eventough the forum has about 1600 viewers, only about 240 of them are members of the forum. irgnoring those, isn't just "a couple" when deans beanz were suggested a few weeks ago, the overwhelming majority on reddit,disliked it for the reason of not wanting any funny development-eastereggs in dayZ. Funny cans were posted on reddit as well as here in the forum. No discussion about including them into the game were made tough. The major difference between vanilla dayz and the other mods has always been, that the private mods can do whatever they want, while the vanilla mod is supposed to be "developed by the community". Given that, most people were just upset that the release-log was posted so close to the release, that there was no time to express concerns with enough time to do something about it. I personally think the vast majority of the changes in this patch are awesome. I think no one had problems with those. Considering that these can-designs are around for only a few weeks and aren't connected in any way to the other changes that were made, putting them on hold until the next patch might have been the wiser move. But that aside, the fingerpointing and bitching on both sides is more than ridiculous. There is no right and wrong side, as both sides have proven to be as stupid about their own opinion, as the other side is about theirs. It's not even about arguments anymore, it's only about which side has a right to be pissed off.
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In general, I agree that not only the criticism of many, but also the way they expressed it, is way out of line and inappropriate. But putting it all down to jealousy is a bit cheap. Many people hold dayZ in high regards and feel protective about it, as if it were their own child. Many people were shocked by the cans and expressed that in usually very stupid and weak argued Comments. Saying all the critics are delusional and jealous isn't only missing the point, it's actively damaging the community by labeling people with a certain opinion as a lower class of stupid idiots no one should listen to. I don't need to be jealous of mZLY to be of the opinion, that mZLY yZLY is a stupid name for drink. If my nickname was mZLY, I'd even be pissed to be "honored" in such a lousy way. But I'm not him, so all I care is that "mountain green" is a name worthy of dayZ while mZLY yZLY isn't. I do like your work rhino and I hope you don't take any offense, but you don't do yourself or the community a favor by labeling people by made up criteria. In the end, we shouldn't forget that a lot of input and dedication is done by the community, even by those who don't know anything about coding. Everyone tries to do his part, as well as everyone enjoys the benefits of the mutual effort. Starting to weigh who did more and who deserves more benefits is not the mindset a community-project should have. Can we please start listening more to the opinions and fears of each other, trying to find out what's really about, instead of pointing fingers and blaming people all the time? It's like kindergarten here... just my few cents...
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I just wanted to point out that I don't believe anyone is upset about mods getting recognition in the game. Personally I felt as if the amount of new products was "forced" to include everyone who has a right to be honored, no matter if the idea for their product was good or not. Mountain Green, Dr. Wasteland, Mikhail Made Lemonade, are 3 drinks that I really really like. I understand using real products requires a license by the owner, so these are awesome replacements in my opinion. I believe we made some good experiences with community polls in the past. Collecting ideas for products, letting the community vote, would therefor be the way I would like to see it done. @ All Can-Designers: Please avoid funny references or Jokes. There is a difference between making a funny can for reddit and creating a product that probably up to a million people will hold in their virtual hands, several times a day. If you want to honor a mod on a can, make it in a way that doesn't provoke to be ridiculed.
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When dayZ-Mod was released, it wasn't even an alpha, it was a tech-demo. I personally still see it as a tech-demo, and standalone, when it comes out, to be alpha. If you only want to play one dayz-game, not many. Just wait for standalone and do not play any mod for it ever. if you want as many different views as possible, play every mod you can get.. it only depends on what you expect.
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kinda hilarious.. we have a mod where the developer finds out, that making it the way everyone wants it to be, requires fundamental changes to the engine, so he starts the ungrateful task of rewriting the engine. But the community doesn't want to wait that long. So a couple of people decide to develop the mod further on their own time, parallel to the standalone being developed. Knowing that they can't fix everything, they work on what they can fix, including the community in decisions and respecting their wishes. And the community complains that the changes that are possible, are not the changes they want. And then, there are people who still wonder, why no one takes them seriously when they complain... un-fucking-believable... BE-update not being out in time, is of course something that could be improved in the future. People shouldn't get kicked for trying out new features. I think we all agree here. But apart from that, I think there is nothing to complain about. Considering how little time passed since 1.7.5.1 I'm even surprised about how much they actually accomplished to get into that patch.
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Consolidated Weapons/Equipment suggestions
liquidmind replied to rocket's topic in Mod Announcements & Info
Considering that Rocket already announced a western style map, it might be relevant one day. -
Considering how many people still believe, that SA will release as a polished, complete game, you can bet on that. But there are still some people out there, who know that they are waiting for an alpha release, that will be buggy as hell and have not even 10% of the content it's supposed to have in the eyes of many. But sure, there will be people complaining. Doesn't even matter that that's what rocket said all along. People hear what they want to hear, and blame you, if it doesn't happen. I'll probably mutate in some kind of a fanboy then... will be hard work....
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Waiting for standalone, i find myself browsing for videos searching for everything that contains dayZ and sort it by release-date. Doing that I noticed that there are about 10-20 new videos, advertising "working cheats for dayZ that don't get you banned" every day. Usually these videos have comments to be approved by the uploader and what is approved, is obviously faked positive feedback, as the patterns repeat from video to video. I tried to report the videos, but as there seems to be nothing wrong according to youtube with promoting the bypassing of security software, which by itself is not legal, there is no option that would fit here offered when reporting the videos. I am not a big fan of hacking, but considering that these guys want to make money by getting people to use their cheat-software, I cannot understand that everyone is focusing on the people that use the software, rather then the ones that make it for the sole purpose of using it in a online-only-game. So my question: is there anything one can do against that (except downvoting of those videos) that could make it more difficult for kids to get software like that, and therefor from becoming the a-holes scriptkiddies tend to become? thanks for any suggestions.
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When your Vision sells a million copies of Arma II, you have already proven your success and your vision suddenly becomes more interesting. As you compare DayZ with other games of the gaming-industry, it seems you misunderstood what dayZ is. DayZ is not a Blockbuster game. It's purpose is not to be the best selling game. It is to create a unique experience, no other game managed to create before.
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I just tested 1.7.5.1 yesterday and found that it is still possible to dupe certain things. I really hate using those bugs, but when they happen to me, I don't want to throw away the extra goodies either. It's a moral dilemma for me, I'd prefer not to be in, so please, get rid of those bugs. The ones that I come across the most often are lag-based dupes for tents and double-gutting of animals. As I understood it, the algorithm checks wether the operation is allowed, and adds it to a "to be processed"-stack. When all the "is this allowed" operations are done, they are processed. As it looks, if you manage to start to requests in a shorter time than it takes the server to process the stack, you can check the same tent twice for existing and therefor build it twice (deconstructing it again, giving you 2 tents) The same works with gutting animals, twice the amount of meat is in the carcass. I think, by restructuring the Stack, so that each operation has to be finished once it is started, before the next one can be processed would get rid of the problem. It would also work, if the "is this allowed" algorithm, somehow placed a flag or changed some values on the item, so when checking again, it knows that this tent is already in the process of being built. On my own 1.7.4.4. server, I built 3 bases out of 1 tent. I don't want to play like that anymore. I want those bugs gone, please. I know that I could achieve the same by just being strong and not doing it, but I am weak. I admit it... (I described the way of duping only vaguely on purpose, not to give a too detailed description for those who don't know the bugs yet and probably shouldn't know them anyways. I can give a detailled description of how to recreate those bugs tough, if any dev needs to know) Thank You!
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DayZ Mod - Please get Rid of duping-bugs
liquidmind replied to liquidmind's topic in DayZ Mod Suggestions
This is true. Considering that SA-engine is some mix of Arma2, Arma3 and custom code, and rocket expressed his wishes, that someone should definitely make a port for Arma III once it's out, i just didn't want to use the word never. Let's say, if it ever comes to dayz mod, it will be long enough in the future, to make it worth tackling that problem now. That's also the reason I adressed that to the mod-creators. Thank you for the link. I'l probably send them a ticket, but need a github account first. I was aware that this isn't really "dayzmod-devteam-forum" but as a lot of mod-announcements are made here, I was hoping someone would see it anyhow. -
DayZ Mod - Please get Rid of duping-bugs
liquidmind replied to liquidmind's topic in DayZ Mod Suggestions
of course, it's some work, I know that. In previous builds, you could dupe cans by taking them out the same time (2 players) and there were a couple other duping bugs that have been removed. In standalone, all items will be objects, so I suppose we will have to look at entirely different bugs there. DayZ Mod probably wont have that for a while, so finding some way to get rid of that would help. Like i described in my earlier post, it seems to be a problem of "checking - adding to list - processing" that allows an additional command to be given in the meantime. How difficult it is in reality, is something only the devs will be able to tell us, but if there is a chance to implement, that you cannot queue the same operation more than once, it would get rid of most of the duping bugs I know of. It could be as simple, as adding a loop before adding to queue, that checks wether the same operation has already been added. But depending on how often that function is called, it may or may not affect performance. Rather than having weapons added or removed; weight implemented or a combatroll included, I'd see those problems solved, as they affect gameplay more than anything else, in my opinion. But thank you very much everyone for your feedback. DayZ is a community thing and what one guy alone wants doesn't really matter, right? ^^ -
Reddit - Jan 2013 - Q&A with Rocket
liquidmind replied to SmashT's topic in Mod Announcements & Info
that's what the "or fill in whatever you want to get the picture" part was about. You didn't expect me to really believe, anyone would want something else for christmas than a pet-zombie? do you? but there are so many things to feed to it, you just gotta leave that up to the owner. ;-) I know that video, and if it is of an help to you: This only works on private servers! I had a public server myself for a while, and the config-panel allows nothing like that. you can configure motd, servertime and a password to kick or ban players. That's it. Not even a map that would show you what's going on on the server or any detail on the players that are on. There are some hosters tough, that give that exact controlpanel pre-installed on private servers if you rent them there. I'd advice every gamer that doesn't like stuff like that, to look up what hosters allow that option and not to play on any servers they host. If I'd rent a password-protected private server for me and a few friends, I'd might think about adding some extra-options, but on any server that's connected to the hive, that admin-panel is just impossible. If you are the admin having that panel and you also play on your server, you are cheating. It is just not possible, that any player, given the chance, wouldn't look stuff up. be it only to see if the player cheated and by accident finding out where he hides. -
The current modifications are all on a basis, that would allow Standalone to implement all the other changes in the future. I don't think that they looked into those things so far. But I do agree. running has to be slower. 225m2 is 15x15km. 15km. usually walking is 3-6km/h; the fastest runner can go 37km/h (for 100m) but at a marathon, everything under 4hours is considered good. so lets say 10km/h as a good running speed. including encumberance realistic values would be: walking: 1-6km/h running: 5-10km/h sprinting (doubletap w) 15-25km/h for a maximum of 100m with maximum exhaustion afterwards. so at maximum speed, the 15km eastcoast would take: walking: 2,5 hours running: 1,5 hours A car at 30km/h would make the same distance in 30min; at 150km/h in 6 minutes. I think sprinting would be necessary to be added then, because you'd need some way to get a distance between you and zombies. It would also allow to sprint from cover to cover when necessary to avoid being sniped. But it should be so expensive to use, that you would never use it to get somewhere faster. 1-2min shaking, heavy breathing and 3 or 5 minutes until stamina is filled up again, would be the cheapest I'd go.
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At least the color of your underwear should be pre-configured ^^ Doesn't have to be camo pattern, but something a bit closer to what people would wear would be nice. I also don't like those shorts. I'd feel more comfortable If I'd wear regular boxers. Edit: considering how long it takes me sometimes, to choose what gear I keep and what I leave behind, 100s of cloth-items will fuck me up. I can already hear direct communication "should I wear the green or the blue shirt" "yeah i know, green is less visible, but blue one looks so nice" "you're right, green is probably better"....
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The new patch is great, but still too easy. M4ccoSD, m14, m9SD, NVG and GPS in one day without dying once... I was playing on a server with additional buildings tough, might have influenced that. Also, you can still dupe tents and double-gut animals if the server is laggy enough, which is a bad thing because I don't want to use it, but find myself doublclicking never the less...
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I almost pissed my pants when I fist saw matt running around in underwear and combat west... I bet that's going to be fashiontrend in chernarus for 2013 XD About the swamp, I'm a bit disappointed. For me it is too open space. In Stalker, you could run into a swamp, make 2 turns, and get rid of anyone following you. This swamp is so open, that I fear that snipers will see it as a trap. The Additional Island is great. We need more land! ^^ But would it be, maybe, possible, to add a airplane-carrier somewhere, if there is a model in the game? I could imagine it a great adventure if you had to go by bus or heli to look if there is any loot. considering that it's a small surface, it could be an extreme version of NWAF. AND i was really hoping to see a bit of the inventory system... but I can wait longer... hopefully
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Hacker Prevention - A Rather Simple Solution
liquidmind replied to person915's topic in DayZ Mod Suggestions
I'd personally say, we should wait how "make all decisions serverside and use steam anticheat" work out, before we make suggestions on how to improve it. But I think the most valuable way would be using the unique id that is planned to allow individual users a trusted status on a server, allowing them access to features provided by the server owner. But most of all things, a unique ID is required to identify paid licenses. This would allow admins to add a note to players who are suspected of cheating, but he cannot proove, and recognize them when they return with a changed name. It could be that players identify with ID:name, but only the name is shown to players and admins, while all restrictions apply to the ID. But I bet rocket thought about that more than all of us together :-) -
Consolidated Weapons/Equipment suggestions
liquidmind replied to rocket's topic in Mod Announcements & Info
Oh, those do make sense. lol. would require a huge swamp tough. those things are loud.... -
you don't happen to know what the salute key (backslash) is on european notebook keyboards, do you? I don't really have an extra key for that.
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Reddit - Jan 2013 - Q&A with Rocket
liquidmind replied to SmashT's topic in Mod Announcements & Info
The Arma engine is not really made for 60 fps. everything over 30 is considered good performance in dayZ Standalone will be optimized, but with increasing content, the expected performance is going to be about the same as dayz, but feeling more fluent. But there's a tutorial by JackFrags on Youtube, how to build your own steambox where he explains and recommends the individual components. You might watch that for some inspiration. He said graphics are the most important thing, he uses: 1GB XFX Radeon HD 7770 (but only uses dualcore cpu) "judging by the time it's taking to release it"? dayZ mod was released April 2012 autumn 2012 standalone plans came up end of 2012, release is pushed back, to rewrite engine, before releasing it. April 2013 - standalone should release, or we will probably have to wait till june until dean finishes his.. lets call it "researchtrip for high altitude snow maps". So if everything goes well, there has been 1 year between Mod and Standalone. They basically rewrote the engine, the map and the UI in under 6 month having two developers imprisoned in greece for most of the time. Compare that to any Blizzard-game released in the last 10 years... (more than 2 years between starcraft2-terran campaign and starcraft2-zerg campaign... is it even out yet?) It just feels that long, because you are waiting so hard. It's like when it's the day before christmas and you find out you will get a pet zombie. you just can't wait to unwrap him and feed him your sistes guineapig. Or insert whatever you would want to get the picture ;-) -
Consolidated Weapons/Equipment suggestions
liquidmind replied to rocket's topic in Mod Announcements & Info
I don't get the logic of that.. I'd say if there will be swamps, there shall be banjos! It's also clear that making your own alcohol that has a chance of causing blindness is going to be there.. no way around that.. swamps and alcohol induced blindness go hand in hand, everyone knows that. -
Actually, the developers are working on a game, based on stalker, that has "more survival aspects" as they say. It's called Survarium. new company but same people afaik. It will be a free to play MMOFPS. Beta is scheduled to be released end of 2013. (DayZ SA, Survarium, Last Season of Breaking Bad... january just over and I already know this year will have a lot of waiting in it....dammit...)
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Consolidated Weapons/Equipment suggestions
liquidmind replied to rocket's topic in Mod Announcements & Info
Considering Weapons, what I'd like to see is realism. Like most people already said, those weapons that are found most often in reality, have to be found most often in the game too. I'd like to see very distant military bases with NPCs on guard (Like DayZ Origins Mod), where you can get the most hightech guns and ammo if you manage to get into their stash. But if you have those, you will always have to worry about getting ammo for it again when you shoot. I could imagine, that the outer tower guards could have a DMR with 2-3 mags, while a sniper on a central tower could have a As50 or m107. It should be a level of difficulty, where defeating a 6-guards patrol around the outer perimiters and scoring a few fullauto AK, maybe an AKM or even 3rd gen NVG and GPS, should be considered a huge success for a well trained team. Actually getting into their central stash being almost impossible if you don't operate as several coordinated teams in perfection. The Effort you'd have to put into getting those guns, and the limited amount of ammo avaliable, combined with the limited inventoryspace, would make it a very difficult decision wether to stick with your semi-auto ak-74 or scoped hunting rifle, or going after a gun that gives you full-auto you hardly ever use or a sniper that you hardly ever find any ammo for, risking all the gear you have on you, maybe on your whole team. When I play DayZ today, and I spawn fresh, I try to get a hatchet close to the coastline, run up to the center-west area where the supermarkets are in smaller towns to get backpack, basic rifle, handgun and other gear and continue to stary or NWA to get my higher military gear. Everything going according to plan I'm at a good military gear in less than an hour. That's something that has to change. Military gear has to be something rare. If you see someone having a uniform (found in military complex) or military guns, you should be able to tell by that, that he survived the most dangerous threats the game has to offer and came back alive and you better don't mess with him. Tools: I'd like to see more alternatives in tools. 40pcs matches/20px waterproof matches/Zippo, refillable/ maybe throwaway lighter with random lifetime when found; but definetly the firesplint (requires knife to make fire) Binoculars should have a chance of glass breaking when you fall or get shot. Also you should have to look through them to see if they are working or not, like in reality. NVGs should come in Gen1 to Gen3. Gen1 beeing very noisy and blury, but can be found in outdoor and sport stores; Gen2, little bit blurier than current nvg, that might be found in a military or gun store and Gen3 (the best) that are only extremely rare and only found in military bases. Hatchets should come as Woodcutters Axe, Fireman Axe, Combat Axe; Machete (I too hate that hatchet in the woodblock: it's not freaking excalibur. I want to take it out!!!) All having the ability to cut wood, but with different weight, damage per hit and other properties. f.e. the woodcutters axe and combat axe should be able to put in a "axe-bag" you put on your belt. The Firemans Axe should do the most damage (fewest hits needed to destroy something, cut something) but be the heaviest and should be considered a primary weapon. smaller axes should be considered a secondary weapon. (And of Course, if you cut wood it should make a sound!!!) Gear Rocket mentioned, that certain items might give you additional inventory-space. (like pants with pockets) I would like to see the option of adding additional bags in general. f.e. a bag for hatchet, handgun, knife, mag, grenade, ... on your belt. different spots on the body where you can attach items. (knife in boots f.e.) If you dont't have an extra bag for it, you have to carry it in your regular inventory. Some bags might take up only a specific item, others every item. Some should be considered Inventory (knife in boot or on shoulderstrap; pistol in holster), others a backpack (additional bags, ammoboxes, medical kit, etc.) As you are able to put your gun over your shoulder, you should be able to choose between using two main weapons, a main weapon and an extra bag or one big bag, but no mainweapon. Medics could carry a medics-bag that allows more medicine to be stored than other bags. Teams could specialize. Intentions could be read from that. (ghilliesuit, no backpack, probably not going to come for medical aid; Player with medical bag and Silenced M9 probably will, if it's not a trick) In General I'd like the choice of equipement to be reflected in the characters appearance in the world. If you decide to go PK with a medics-costume, you should have all the disadvantages of a medic. You want to be fast and silent? take off all the heavy gear. You want to be supersoldier? wear a bulletproof vest and use up all your inventory for Weapons and ammo. It should really be a strategical decision wether to take that extra bag or other item or leave it. If you have a left and a right holster for your handgun, you should be able to carry two secondary weapons. Otherwise adding two bags to the side of your body would increase the items you can carry, doesn't provide a place to put your handgun. (beeing able to put it in your pants, gangsterstyle, having a risk of dropping out when running, is probably too much) It would be awesome tough, if you could pack one backpack into another backpack (maybe using up 30% of the inventory space the backpack itself provides, simulating it beeing empty and folded) Backpacks should also come in all colors and be upgraded with camo-net or rain-coat in different colors to make it less visible and providing some basic camo when you put a backpack somewhere as the most basic form of a stash. (just putting stuff somewhere on the ground, not having it disappear would be the really nice to have too. Also: please make garbage-bin accessible and flush them on server-restart. Just because the Zombie-Apocalypse struck, doesn't mean the environment suddenly doesn't need our attention anymore :-D Modern military backpacks usually offer the option to combine several bags. Maybe having a big backpack that can hold 2 smaller collectors bags could be implemented. You could leave your 24 slot backpack below a tree, hidden. take off the small 8-slot pouch and attach it to your vest and go looting a village. If you're shot, you know that your main gear is hidden somewhere and you can get it back later, having only lost time and what you had on your body. Some backpacks could add a "drop backpack" item into the menu, that allows quickly dispatching your backpack to be faster and harder to see. Of course, the Amount of Items you can carry should be determined by their size, but the overall weight should affect your movementspeed and rate of exhaustion. Restraints: I personally love the idea of restraints! there should be handcuffs and plastic cuffs; handcuffs are hard to open by force but reusable when opened with a key. plastic cuffs are onetime usable only and can only be opened with a knife (or something similar sharp). There could also be prison-transporters having those hand+feet cuffs, for the psychopath with special needs. Just one thing, why is everyone talking about handcuffing "one person"? I think it would be hilarious if you could cuff a person to a radiator, tree, fence, carbumper,.... But even more hilarious if you could handcuff to people together, rendering them incapable of moving away from each other for more than .5m, basically having to try to coordinate their movements via direct-channel, to ensure they don't trip over and break an arm or leg or something. In general, restraining people would give rise to the possibility of taking hostages. I just think that it is necessary, that a person with cuffs on can still run around, but also be carried around like a knocked out player. Giving the hostage the ability to resist being pulled around, requiring a second player to aid in "showing the hostage the right way" or just knock him out and drag him like an actual knocked out player. In Short: the feature allows so much metagaming with so little functionality required, it is a must-have! NPCs: Like mentioned previously, I really think NPCs are the step that have to be tackled after character, base build and vehicle are done. Being able to hire a NPC, giving him gear and letting him patrol around the camp, man a watchtower, etc. to protect your camp; Having Merchant NPCs and Black-market Traders; having Military bases protected by soldiers; possibly transports through the map. I just really do hope, that the SA-Changes to the Engine, don't prevent the possibility of ever introducing NPCs, as all their code has been removed for performance... Having Said that, comes the realization that I really need to work on writing shorter replies... Also, When dogs are implemented, can I please have a pet-monkey? pretty-please?!? If not, I'd also be happy to put a zombie on a leash, making him carry my backpack. either that, or the petmonkey, both awesome! gratitude to those who read through it, apologies to those who regret that. Edit: another one last thing: I want to be able to commit suicide. When there's a sniper outside, I'm bleeding and low on ammo, I want to be able to take my own damn life, so he can't! A neat primary or secondary to the head animation would be nice, but if "player died (suicide)" was displayed, I'd be happy too. (If there ever is a katana implemented, a custom animation is obvious tough!)