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Everything posted by valdark
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Rolling Changelog: Stable Branch: 0.32.114557
valdark replied to rocket's topic in News & Announcements
Because it would catch combat loggers unaware. -
Rolling Changelog: Stable Branch: 0.32.114557
valdark replied to rocket's topic in News & Announcements
That's the experimental server for our current live build. Cool thing is it seems to have been running non stop since it was put up. No body cleanup, no loot respawn. I did just find a pile of about 12 rotten fruit next to an ammo box and I have a partially filled med kit as well as a raincoat and hunter pants after hitting msta, dolina and Polana. Thinking I might actually find real food in gorka or Grishino if I don't starve on the way there. -
Rolling Changelog: Stable Branch: 0.32.114557
valdark replied to rocket's topic in News & Announcements
Probably silent updates like the anti teleport script was. -
Rolling Changelog: Stable Branch: 0.32.114557
valdark replied to rocket's topic in News & Announcements
Sounds perfect. -
Rolling Changelog: Stable Branch: 0.32.114557
valdark replied to rocket's topic in News & Announcements
Yeah I'd prefer a script that cleans up your previous body when it enters your network bubble. However I can see that check causing server issues especially with a lack of other body cleanup. -
Rolling Changelog: Stable Branch: 0.32.114557
valdark replied to rocket's topic in News & Announcements
Will bagception also prevent case/shirt/pantsception as well? -
Competition: Best DAYZ joke will be put onto a one-off hoodie and given to the winner
valdark replied to DAYZ Store's topic in DayZ Mod General Discussion
Front just the DayZ logo above heart. On the back a postcard "Wish you were here" written in cursive with a picture of Kamenka's suicide bridge and a pile of dead survivors at the bottom. -
The suggestion here is that the community devs test zombies moving at full speed indoors again. This was previously available within the mod but due to them clipping through walls and interior objects was removed. Now that those bugs have been removed for the most part has the return of full movement for indoor zed been tested at all? If not I would like to suggest that testing be done and considered for the next patch (not the one coming monday of course).
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I don't think that doors should be locked from zed but sandbags should hold them back as well as tank traps so that you'll have o put effort into keeping the zed at bay.
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I do understand that issues arose early on but I don't believe they've even tried re emplementing the running in doors since the community team resolved many of the issues with zombies and how they react to objects. So the suggestion is to just pop it back on in a test build and see how it runs. If it doesn't just let us know that and don't bring it to an official release.
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I sense sarcasm.
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This can already be done. Some servers allow it while others don't. You can't change the texture on your clothing but you can change your face and arms.
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Private Hive: Billy Mays Remembrance Foundation |Advanced Whitelist|Custom Loot/Buildings|24/7 Admins|IRC Support|
valdark replied to peep's topic in Mod Servers & Private Hives
I began playing in early November and after a couple hack attacks on the public hives I began searching for a private hive to call home. I tried several others and never found a fit until I joind BMRF #2. It's first person, no waypoint, no peripheral dot setup had me hooked. If that wasn't enough I had an intense experience on my second or third night of play. I was running lone wolf up north searching for vehicles and was on my way back into Berezino for parts. It was pitch black and I had no NVGs so I'm running through the woods by compass alone when I hear a chopper. Being not only alone but a purely non hostile player I promptly hit the dirt and watch the silhouette of a Huey fly directly overhead. Just as I'm getting up I hear an Mi-17 come in following the Huey. It however does not fly by. I'm laying prone looking back toward the sound and can just make out the edge of te dust cloud it is creating when I hear a loud whine followed by an explosion. Suddenly my little patch of forest is lit up like day. I'm loaded out with med gear and figure they must have hit a tree so I go in shouting this over direct. I circle the wreckage and don't see any bodies so I'm about to bug out when I see a chute above the tree line. I ask if he needs assistance once more. Getting no response I figure its time to go. I couldn't have been more right. Fire erupts from the south in steady bursts followed by a second set of shots from the north. Both sets are too close for comfort so I head east. As I do I here fire from the direction of the paratrooper and the fire from the south ceases. Then the paratrooper fires another burst and the fire from the north ceases. I am still bugging out saying "I'm not looking for any trouble man, I'll be on my way" when a third burst from our flying madman takes me down. All I hear as I die is "I don't want to hear it." I was hooked. -
The zed callouts don't seem to be working very well. Agroing a single zed doesn't seem to cause the full 80m agro. I don't know if this is because they deagro immediately if you aren't in LOS or if there are other factors. I will try and capture some video to show what I mean.
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Odd I did not have this problem when I carried 3 quivers.
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No they are definitely not agroing as far but as above your last post I think they agro to little even at close proximity. I know the ai has been a major wrench in your gears so I salute your ability to fix as much as you have on the pathing.
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Sorry *junk pile Not *loot pile
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Thanks for the direct reply. I'm really glad to hear that this is a part of the fine tuning process and that you aren't content with the current levels. I should have complemented you earlier on the reduced zig zagging and the fact that zed now have to go over objects or around them. Seeing one slow and creep over a loot pile was a very nice feeling. One thing of note is that although they zig zag less they still run a few meters away before coming back at you.
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I agree. I think the zed drifting toward players is supposed to counter the issue with snipers but with logging back on the table it pretty much negates any good the change might have done.
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I'm saddened. You finally had zed as a threat and now you made them easier than ever.
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BMRF: Chernarus / Namalsk / Active Admins / Automatic Whitelist
valdark replied to Ravenfoul's topic in Mod Servers & Private Hives
The best DayZ servers I've found. Great admin who take care of business quickly and efficiently. Also one of the few that offers an expert 1st person only experience.