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squidgyb

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Everything posted by squidgyb

  1. squidgyb

    Build 1.7.2 Rolling Update

    I've picked up a bizon from a heli crash site since 1.7.2, so, erm... Works ok for me...
  2. squidgyb

    Build 1.7.2 Rolling Update

    The UK mirror still appears to have the old files ;)
  3. squidgyb

    Build 1.7.2 Rolling Update

    It's been said a few posts up but... Mouse over the new backpack - mouse wheel to "Open xxx backpack" Double click on your current backpack in the inventory. Transfer your stuff to the backpack on the floor. Close inventory, mouse wheel to "Take xxx backpack" Job done :D
  4. Don't worry about nooblord, he's an unseasoned troll. Like a fish finger without any breadcrumbs, slimy and limp. And yes, I'm also very happy to see ARMA selling well - it's impressive to see it still at the top of the Steam charts.
  5. squidgyb

    Clear proof of wall hacks.

    I can't believe I've gone through the bother of hosting this, but: That, my firend, is a man with a gun.
  6. squidgyb

    Content request: Evil Wizard skin

    No idea if bear traps are a good idea yet, but a boobie trap? Sounds soft, warm and comforting, but assuredly deadly...
  7. squidgyb

    Helicopter crash sites

    ...and the trolls with the daftest opinions amuse me more than anything. Besides - in many of the cases of Alt-F4ing it's the bandits themselves who are using it as a tactic to avoid their own deaths should their ill-planned attack go wrong, not the innocent bystander as you seem to believe. I appreciate a good troll as much as the next man, but try not to paint your picture quite so black and white in future.
  8. squidgyb

    Try this! Head Tracking (FaceTrackNoIR)

    Also - if you're of a DIY bent - free track is a pretty decent alternative to trackIR. You'll need to break open a webcam and remove the IR filter and replace it with a visible light filter and make your own head tracking LEDs, but it should be more accurate than face tracking. Haven't used it myself with arma, but it always worked very well for flight/racing sims. E: read the first page and assumed no one had mentioned freetrack yet. Ninja'd.
  9. squidgyb

    To Rocket & the “Hardcore” crowd

    I also respect both sides of this rather black/white argument - BUT - at the end of the day it's Rocket's mod, and regardless of how many people would be drawn in by different play style options - he has no obligation to pander to ANY demographic but his own. He has openly stated that the mod is meant to be hardcore, and has no issues with alienating players. Coming from a background of rogue likes and games like eve online, I relish the challenge posed by dayz - I can definitely understand people's issues with difficulty, but at the end of the day we have as much right to "demand" that "our" game has specific features, as the DF fan base has a right to demand a useable GUI from Toady. E: don't get me wrong, suggestions and ideas are all good, it's the entitlement complex that a lot of this community seem to suffer from that gets under my skin.
  10. It all comes down to risk/reward - in towns the risk is high, and so is the reward, moreso for airfields and military bases. Forests are low risk, low reward.
  11. squidgyb

    Helicopter crash sites

    That's not whining, mate, that's a sigh of exasperation. Whether it's in the game or not, it's sad to see people abuse the mechanics to get out of sticky situations by Alt-F4ing. It would also be nice to see helicopter crash sites spawn more randomly, maybe with some in the middle of forests, with some knocked down trees etc around them. It's going to be difficult to create a truly random spawn for them though, without risking clipping/badly placed crash sites. Once this info is collated and out the sites will become much more hotly contested. I've yet to even find one myself - I think I've been sticking to the forests too much...
  12. squidgyb

    Helicopter crash sites

    That playstyle really pisses me off.
  13. squidgyb

    Pending Update: Build 1.7.2

    A mechanic I've been toying with in my mind could work here as well... "Shock" has littleuse in gameplay as we see it now, with only a 5 minute timer to get rid of it. I propose that we could use the familiar trope of a can of fizzy sugary drink after a traumatic experience, as a quick shot of sugar to the system. Being in shock, affecting weapon accuracy, could then be nullified by drinking a can (but not water) which gives another use for the many, many cans of drink we have floating around, thus rebalancing drinking and giving another use to cans, as well as the possibility of the decision being made to use your last can to stop the shakes, and having to find more fluids in the near future. The 5 minute timer should remain, as you can leave shock to wear off if you don't mind the decreased accuracy it brings. Leading on to... splints. Take a pile of wood, and a bandage - making a splint to hold your broken leg. Walking should now be possible, but running should be limited - if possible from a game engine standpoint, short bursts of running should induce shock (and necessitate a can to calm the shakes), while running for an extended period, ignoring audio warnings of groans of pain, should break the leg again.
  14. squidgyb

    Pending Update: Build 1.7.2

    Indeed - in the same vein, I was on the way to meet a friend of mine - he had a knife/matches, I had a hatchet and I came across a boar. I killed it and waited for my friend but by the time he arrived the boar had de-spawned. would've been a nice bit of co-op gameplay but the mechanics got in the way :( Also, agreeing on the general consensus re. spawning with no weapon. though I should state that I haven't died yet since the update last week, so I can't comment from direct experience... but... in the last few runs I've made, I didn't fire a shot until I was 3/4 of the map north, and by then I'd upgraded my weapon several times. Sure, the people who want to run & gun in cherno don't have a weapon straight off, but it just means they have to adapt their early gameplay for a short while, and also makes the surrounding deer stands/loot spots along the coast a little more used, adding to the tension for everyone.
  15. squidgyb

    Pending Update: Build 1.7.2

    I know of no fixes for the colour-blind issue, and agree that could be a problem for some users - could do with an update to the icons in that case. As for text size - I believe there's an option under "Advanced" settings in the video options section (on the right iirc) where you can change the size of the UI - might need a restart to set it properly.
  16. squidgyb

    Pending Hotfix: Build 1.7.1.5

    Rocket, I want to respectfully request that you take a look at an idea I had for zombie aggro/stealth mechanic - owing to the signal to noise ratio on the suggestion sub-forum, I couldn't really tell if it would be spotted... I don't want to keep bumping it in the vain hope that you see it, but I'm painfully aware of taking up your time with something that may be already in the works, or is semi-implemented or even that you think it's a shite idea. http://dayzmod.com/forum/showthread.php?tid=15765&pid=143786#pid143786 I'm aware some of what I suggest may be impossible due to engine limitations, and it may well already be the basis on the way aggro works. Thanks dude, and keep up the good work :D
  17. squidgyb

    Zombie Aggro Realism

    Also, as a side note... get rid of that "twig break" in the ambient soundtrack. The number of times in the first week I dived prone and scanned around me every time I heard that sample is unbelievable. At least tie it to a wild boar or someone else within hearing distance. I could believe that it's *me* stepping on the twig, but it's even got a direction when used as an ambient noise. There should be *something* breaking that twig.
  18. squidgyb

    Required Kill Messages on Every Server

    NO - but agreeing with the second post - maybe player death messages being delayed by 60 seconds or so - I agree that you need to be able to confirm a kill for the OP's reasons, but at the same time it can be used to confirm a death which would otherwise go unnoticed/be a situation you might think twice about entering. Longer DC timer would be beneficial, as long as a workaround for dupes can be coded.
  19. squidgyb

    paradrops

    I like it - both the idea of the helicopter crash site being more dynamic, with a visual/auditory part of the heli flying over, possibly noises of engine trouble ending up with the crash/death of occupants and loot. Paradrops could be a Hercules/Chinook flying over dropping packages - these would be more of the humanitarian fare, medical supplies, food, survival gear, dropped randomly on the map.
  20. squidgyb

    RAPE - adding an other psychological element

    No. This is precisely the kind of feature that would garner hate from every corner of the internet, and if tabloids and the media got wind of it would become a shitstorm of protest, particularly as it's in a PVP environment. DayZ has already been covered briefly by the BBC for the *right* reasons, don't let them have a reason cover the game for exactly the wrong reasons.
  21. squidgyb

    Zombie Aggro Realism

    yeah, a concern of mine while thinking about this would be server/client lag due to calculations being done for the AI, and whether attributes can be linked to ambient light or time of day.
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