Forums Announcement
Read-Only Mode for Announcements & Changelogs
Dear Survivors, we'd like to inform you that this forum will transition to read-only mode. From now on, it will serve exclusively as a platform for official announcements and changelogs.
For all community discussions, debates, and engagement, we encourage you to join us on our social media platforms: Discord, Twitter/X, Facebook.
Thank you for being a valued part of our community. We look forward to connecting with you on our other channels!
Stay safe out there,
Your DayZ Team
-
Content Count
442 -
Joined
-
Last visited
Everything posted by liquidmind
-
Just wondering. Is there a chance to be infected from unknown cans or are they just like every other can? In real life I probably wouldn't eat them, but if until they develop taste-interface for games, I don't mind eating them ingame :-)
-
Is using teamspeak 'cheating'?
liquidmind replied to Maloney (DayZ)'s topic in DayZ Mod General Discussion
You have to make a difference between "using TS in general" and "using TS for DayZ". Most games do not contain any ingame-voice-chat. Using voice-chat there, is not affecting anything in the game. In dayZ what you can hear is very important. It gives you information about your world. Information is everything in DayZ. I am not a fan of labels. So I don't like to call it cheating. But putting labels aside. It is fair to say that a group communicating over TS3 alone, not communicating over the ingame-channels has an advantage over a group using only ingame-chat. Not only is their own communication hidden from everyone else, they still can hear and see the communication of others. So letting aside all labels and boxes: Would you have a problem, if you ran around with a group of survivors chatting only in direct-chat; if a group of bandits found you listening to that and killed you while only talking on TS themselves? if you can honestly say, that you don't mind other people using this advantage against you, you can honestly say, that you support TS and Skype for DayZ. As soon as you dislike them having an advantage over you, you have to think about wether using TS3 as a group is morally correct or not. -
It's funny how everyone tells a new player "you can choose to be a bandit or a hero" - "but everyone shoots me when I try to be a hero" - "yes, try being a bandit then" What logic is that? Currently the game is very unfriendly to new players. I only feel bad for the thread-starter. I play it for a while now and I know what it can be. But people starting now, probably don't see any reason why dayZ should be different from WarZ. Both are just buggy Zombie-deathmatch-games. Just that DayZ actually is not only that. People just started to play it like WarZ one day...
-
Question for fellow Admins - Combat Logging
liquidmind replied to splinter2k's topic in Mod Servers & Private Hives
I'm not a server-admin, but in forums it always worked very well to warn first, cooldown-ban as a second step and permanently ban on repeated offense. Usually if it's the 3rd offense, no one can argue that the ban was not legitimate. -
As we all know, from playing it like a singleplayer-game, without playerencounters to having an open-world COD, there are a lot of different styles to play the game. Undoubtedly, some of these styles affect other player more, others less. As being part of the group of players suffering the most, those who are happy when meeting another survivor, because they see all the different possibilities of interaction, I get a lot of time to think with the inspiring background of the "you have died" screen. I hate to die, but I do not want to fall to the low level of shooting everyone I encounter, just so they don't kill me. If I wanted to do so, I'd play a singleplayer-game, just because the chance that another player kills me there, is even smaller. So, do you think there is any chance, that a seperation of game-styles could be achieved, so that everyone can play the game the way he wants, without having frustrating experiences over and over again? As someone playing on no-pvp-servers a lot, I know that a lot of playes don't care about server-rules like those and some even see it as an invitation to go there and cause chaos, because they feel those are weak and need to be told a lesson. Are there any chances, that dedicated PVP/RPG/Realism-Servers could work or will there always be jerks messing up other peoples games? your thoughts?
-
How to balance all the different gamestyles?
liquidmind replied to liquidmind's topic in DayZ Mod Suggestions
I completely agree, that the different possible outcomes are, what makes DayZ what it is. As I experienced it, it doesn't really matter if you would give all your stuff away for free or if you would fight to the death when robbed, when a bullet to the head ends that. I don't mind dying because I didn't look out enough. I don't mind dying because I made a mistake. I mind dying, because some guy who has seen me run from 1000 or further needed to stalk me, one-shot-kill me and leave my body untouched. I know that lying in a popular spot with an enfield, waiting for a survivor to come by, is the single best way to get gear in the game. It's easy. doesn't require any skill as you can aim for quite a while before shooting. In my opinion, the only reason that is even possible, is that there is far to much ammo in the game and weapons can be found too easy, without ever degrading. At the moment, the game punishes those who see the game more realistic than it is, but it favors those, who want to have a quick deathmatch. One of the other main problems is, that any player can join a server to go crazy for a few hours, rename himself and go somewhere else, not to have to face the consequences of his actions ever. Something that would never happen in a real survival situation. But as a conclusion, having a password-protected server for myself and a few friends seems to be the only option i will have. At least if The environment isn't as dangerous as I hope it to be. I certainly hope that in SA more people will die due to malnutrition, injury and disease than to bulletwounds. Edit: just to be clear: I want the player interactions to be as important as everyone else does. I just set the bar a lot higher than simple "watch your back or you get KOSd".. If you don't have to think wether it's a good idea to waste the bullet or wether you might need the other player for something in the future, it isn't player-interaction at all. It's just a bit more complex Deathmatching. Put loot into Battlefield and you have about the same. -
Most people don't know, that there is only one *** out there. But a lot of Scripts that were made, using that one tool. So hackers are almost non-existent in dayZ. Scriptkiddies are using scripts made by hackers. I think it's more difficult to get some of the mods running, than to get a well-written script to run. There is not much intelligence needed.
-
How to balance all the different gamestyles?
liquidmind replied to liquidmind's topic in DayZ Mod Suggestions
I agree that those types of gameplay do work together. I wouldn't mind being attacked by others or being robbed. I just think to get a bullet in the back of my head, without having anything stolen from the body, doesn't give anything to my killer and only destroys my game. Still, I understand that this is the type of game others want to play. They want to be afraid of another player coming by. they want the adrenalin-rush when they attack. I don't want to take that from them. But they can't possibly enjoy shooting someone who doesn't even move, as much as I don't enjoy getting shot while being friendly. If I'm robbed, so be it. If he talks to me and tells me to go away, I will. But if I get shot to the head, without any chance to do anything about it, it really destroys my game. I'm almost 30. I don't need to prove my strength anymore. Puberties emotions and hormons, no longer dominate my life. And I think that I have the same right to play an enjoyable game without having some teenies who just had their first errection telling me that I'm a noob and that they are just l33t killing-machines, who have to go to bed now because tomorrow they have to go to school. (sry. getting a bit pissed off by being boner-bandited all time) Edit: As a clarification. If you could only play one server, I completely agree that any limitation would be wrong. But as long as people can server-hop, there cannot possibly be any community on a server without a single player being able to come in and cause chaos. But I am still hoping for SA, and if the problems I see persist there, I'll just have the password-protected Private-server-option... I'd just prefer to play with other people, other than locking my server from the public, just so the assholes I don't want on my server stay out. -
Don't Put Clearings Around Heli Crashes
liquidmind replied to Bororm's topic in DayZ Mod Suggestions
The crash site was the only lootspot where people actually missed good stuff if they didn't look properly. In standalone, that will be expanded to all the other lootspots. In the mod, all the other lootspots are extended to the crashsite? doesn't make sense. I suppose the dev-team gets a lot of whining all the time, but seriously. Not being able to find loot easy enough? You can be at full gear in a day. Gear to hard to find is really the last problem there is. I wouldn't hate it when it's there, but I see no point in having it. -
Holding a key to raise weapon? Your thoughts
liquidmind replied to Clumzy (DayZ)'s topic in DayZ Mod Suggestions
Even if they macro around it, their weapon is visibly up all the time. Players that don't engage, have it visibly down. If you see someone running around with his weapon in aim all the time, it's a lot more information than it is now. I would not mind if there was no cross-hair and I had to aim all the time shooting. -
Holding a key to raise weapon? Your thoughts
liquidmind replied to Clumzy (DayZ)'s topic in DayZ Mod Suggestions
It basically depends on how you see the game. If your view of the game is, aiming to shoot another player, I understand why you dislike it. If your view of the game is looting and casual player encounters, you'd have to like it, because you'd have to know that the always-raised weapon makes it very difficult to trust someone at the moment. And other than the Cod-fanbase in dayZ, rocket as well as a solid base of the players, want a survival game. Not a first person shooter. In the Aspects of Standalone being supposed to finally be that, not a military simulation, having to raise your weapon like you would have to in real life, is a very interesting option. I personally hope, that the second batch of high-powered weapons like m4 and ak will take it's time after SA comes out. So I get the time to play the game, before all the bonerbandits come back again... -
I think it would be nice if there was a tool to do so, rope with a hook or something like that, to help you get up. But if you are filled up with gear, pulling your weight + gear + loot up the wall might not be so easy. If you wanted to climb over a wall, there should be a max weight you can carry to do so. I'd even like to have to take down the backpack and push it through a gap before crawling through, because I don't like that it just glitches through the wall. In real life, not carrying a lot of stuff with you, increases your mobility. I see no reason why this should not be the case in standalone too.
-
I'd say you can learn most functions through playing DayZ. But especially if you want to get to know the different types of Weapons, Ammo and Vehicles, Starting Arma 2 and going into a Showcase-Mission is highly recommended. But if you don't want your friends to hate you, don't try to fly a heli in dayZ before you successfully started and landed one several times in the arma showcase or training mission. Reacquiring a new one there, is a lot easier than it is in dayZ. If your friends spent 3 hours fixing it up, you crashing it into a tree, wont be appreciated.
-
DayZ modding stand still? whats up? "dayZ clones" have better features? why?
liquidmind replied to timedance's topic in DayZ Mod General Discussion
The biggest part of the game is the engine. It decides what is possible and what isn't, how the performance will turn out and other stuff. The mods take weapons/vehicles/buildings that are locked, unlock them, and put them into the original dayZ; they adapt an existing map for the use with dayZ or they extend the original dayZ code by their own functionality or borrowed code from other arma 2 mods. Some of them were basically patchworks of several mods. Putting them together still requires time, work and know how, but it is not comparable in the slightest bit, with disassembling and rebuilding the whole engine, skeleton, weaponsystem etc. tl;dr: Because SA-Developers do things, Mod-Developers can only dream of. Changing the Engine. -
Holding a key to raise weapon? Your thoughts
liquidmind replied to Clumzy (DayZ)'s topic in DayZ Mod Suggestions
I think the discussion is: Oh yes: so people can get out of conflicts without firign easier. vs. Oh no. I don't want to hold the button all the time, because I aim to kill all the time. I personally like the idea. We have to see how it is implemented, but whoever had a day at the shooting-range with an assault-rifle should know that holding that bitch up for hours is just impossible. Even for a light rifle. -
As long as melee was better, I'd say a knife. A good, reliable knife. stab some zombies, cut some meat. knife. At least that's the first thing I'd grab in a real scenario...
-
My first instinct was the same. my second was wether that would give a reliable value one could work with. But considering that I was not alone in my initial thought, there probably is something about it :-)
-
DayZ Standalone - Viewing and Object Distance *Removed*
liquidmind replied to zhrooms's topic in DayZ Mod General Discussion
a) The rendering-distance in SA will be a lot farther. Trees on mountains in the background f.e. will be visible. B) The rendering-distance will be set server-side, by the server-owner. conclusion: don't panic, they know what they are doing. -
Items are damaged, when Items are damaged. If you get shot to the head. Items on your head will be affected. If you get shot to the chest, your body-wear and armor will be affected. But having all items degrade upon death.. that's just a stupid idea. Doesn't fit the game.
-
Rocket: Console version almost certain
liquidmind replied to Marvel (DayZ)'s topic in DayZ Mod General Discussion
"there will be a console version" doesn't mean "there will be a version that runs both, pc and console" Rocket once said that it is very unlikely that he would be part of the team porting it to a console, if it ever happened. I'd imagine they give the PC-Code to another team who then Ports it to the console. would probably suck, but I play the pc-version anyways :-) -
If you don't force people to stay logged in, they combat-log. Being close to someone else, prevents you from logging out. so if they keep you on a spot, guarded, you can't log out anyways. no matter if you are tied or not. But if you can struggle to prevent them from holding you, run fast (as you have no gear on you) and maybe even get a small adrenaline boost, you might escape your captors, run the "get out of cuffs" animation, that makes you free yourself and log out when away far enough. Even if the escape doesn't work, at worst they shoot you. They could do the same now. 1 guy shoots you, the other guy patches you back up. You stay in combat and can't log.. Nothing you couldn't do right now would be added, but I think a lot of good could come from it, regarding players paranoia. I think he ment seeing the inventory that's on the body. There is no way to see what a player has on him, without killing him first. So the reward for killing someone is high. Being able to at least see the inventory of a player, would give a reason to rob. He couldn't just say "no, I don't have NVGs, GPS,... ", you could check for yourself and force him to give it to you.
-
Is using teamspeak 'cheating'?
liquidmind replied to Maloney (DayZ)'s topic in DayZ Mod General Discussion
Having read through the last page of comments, I get the impression, that the major "advantage" most people are talking here about is "knows people" and "doesn't know people" As a fact, a group of 3 or 4 friends, playing together, knowing each other, having communication outside of the game, even when not playing, have a lot higher chance of survival in DayZ than a Solo-Player without a Mic. But that's game mechanics. There are clans out there one could join if he wanted to play in a group all the time. My personal concern is only regarding one specific advantage: Not being heard by others, while ingame-communication is. If I raid nwaf with a guy I met randomly, and we aggro all of NWAF because he tells me that there is an AK in the last room of barracks, And another group comes in, chatting freely without any zombie knowing they are there, it is an advantage that is not intended by the game mechanics. I for myself think that cheating always requires intent. Something you weren't aware of, could not have been prevented and therefor cannot be cheating. TS is very common in almost any online game and many people use it as their standard means of communication with their friends, as they are almost all the time playing something. There is no intent of them cheating. They just talked to their friends, like they always do, told them about that great game dayZ and they joined it. Nothing unusual. But never the less, if you ever gloated to your friends about being right behind that stupid sniper and are about to shoot him, you already cheated on that sniper being able to hear you. -
Skilled Vs Unskilled bandits
liquidmind replied to stonewall1350's topic in DayZ Mod General Discussion
The Skill is, what determines the preference of Playstyle. Someone who can own everyone, doesn't troll. Because he wants to show that he is not just a troll. @Topic: KoS is not bandit at all. KoS is a trait of a scared survivor. Bandits aren't scared. A bandit should only attack a player to get his gear. A great bandit, knows the right time and place to attack. An awesome bandit also knows, that a player that just finished raiding has more loot, than a player that just started. A ladybug never eats all of the aphids, so it doesn't deplete its foodsource. If you KoS, you are more stupid than a ladybug and should not consider yourself an honorable bandit. In the end, everything in the game has to be seen in aspects of survival. Killing everyone you see will deplete your ressources as a bandit, so on the long run, you fail. just my few beans. Edit: "Killing" is not the goal of a bandit. Bandits aquire property by robbing. not stealing, not looting corpses. Robbing! Using threat of violence in a direct confrontation to get another players gear. If your goal is to kill players, you are either an assassin, if you work contracts only, or a maniac on a killings-spree. The only Group that 's only goal it is to kill as many players as possible, are Zombies. -
Sure, those whisky-drinking, M16-shooting Russians love themselves a nice fly in their squirrel-suit. didn't you know :-)
-
Loving it! I have to admit, I even love the environmental effects, modified sounds and the starting of leaves blowing around a lot more than the effects for snipers per se. If combined with the weather-system in general, we could even tell wether it's going to rain soon or not. Just one Question: As the clouds move West to East, it would suggest the winds close to the ground are going East to West all the time too. If implemented, will the wind-direction always match the cloud-direction or will they work separately?