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flevius
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Everything posted by flevius
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You are listening to the wrong people Rocket.
flevius replied to MrBloodworth's topic in DayZ Mod General Discussion
I played 1.7.1.1 briefly and I'm not loving it. I snuck up to a few buildings fairly far from a town and agroed a zed on the far side of a building out of line of sight, then backed away shooting zombies and still had them agroing when i was over 300 meters from the buildings. When one managed to get close enough to land a hit, I'd suddenly be spurting blood. I eventually got far enough away while killing the unending stream to stop agroing the new spawns. 6000 blood, 2 bandages, 1 painkillers, 3 m1911 clips, and 2 akm clips to approach a cluster of a few industrial buildings. The new monkey animation is sweet though! -
DayZ 1.7.1 Discussion - Others will be locked/deleted!
flevius replied to Tigerr13's topic in DayZ Mod General Discussion
oops, wrong thread. -
$50 easy. Maybe there could be a collector's edition with a paper map of cherno and a keychain or some shit for like $80. Buyable skins should either not exist or be just cosmetic stuff, nothing that gives an advantage like full camo.
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20 words or less: Spawning without a weapon
flevius replied to rocket's topic in DayZ Mod General Discussion
YES but 1st spawn should still get a gun. Don't punish newbies, game is hard enough to get started in. -
There's a server in the list called "Zargon's Server" that is limited to 6 players and is password protected. I don't know how to get the IP of the server. Right above it on the screenshot, you can see a server called "1337" which is also passworded/limited to 3 players.
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20 words or less: Super-Low Humanity Detection
flevius replied to rocket's topic in DayZ Mod General Discussion
Something like SWG dark side face changes, maybe more noticable to a high humanity survivor. Great mod Rocket love it! -
You start off with a full water bottle and 2 cans of beans. That's plenty of supplies to get you pretty far inland. I've only gone into electro once, and spent most of the time sneaking and crawling from other players rather than looting anything, and watching from a few blocks over the constant repeating shootout at the church lol. You'll actually gear up faster running around to the outlying towns and isolated barns and whatnot because you don't have to spend so much time evading bandits. The direct chat voice actually works now, and I've had success two out of three times when i suddenly came upon someone by saying "don't shoot, i'm friendly!" I suspect your success rate will be a lot lower in electro/cherno or at the airfield though.
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15 min of playing...over 2 hours of black misery
flevius replied to maleitch's topic in New Player Discussion
Doesn't help with the lighting problem, but you can suicide by hitting esc and choosing respawn. Far as lighting goes, I'm not really sure how big a difference it makes with the new beta patch, but servers have their own weather. You can look for a night server that has clear skies - before the latest patch a full moon and clear sky meant being able to see at least the shapes of things around you without messing with any video settings or anything, and out in the open you could see pretty clearly. I haven't played a night server that I could see ANYTHING without a flashlight since installing the beta patch though. -
Advanced Navigation without Tools
flevius replied to eyecikjou567_TEMP's topic in New Player Discussion
When you first spawn, you can often tell where you are by looking at the coast road and railroad. If you're on the south coast and the railroad is closer to the water than the road, you're west of Cherno. If the road is closer to the ocean, you're east of Cherno. -
Dynamic lighting has gone screwy
flevius replied to witherfield's topic in DayZ Mod General Discussion
I think some of the people saying it's fine may not have the beta patch installed. One of the really neat features of this game is the accurate night sky, and looking through binoculars at the moon pre-beta I could see that it had accurate maria and stuff on it, very neat. After installing the beta, the stars and moon look more like blurry blobs, and you basically can't see anything at night. During the day, the difference in brightness between a shaded area and a well lit area is enormous, much more than the shade provided by the spruce trees of a temperate forest would account for. Looking into a shaded area is like being indoors with the shades drawn and the lights turned off during the day. I don't know if there's anything the Dayz team can do about it since it's an Arma 2 patch, but they really overdid it and I hope they tone it down some. -
Kidnapping/ Slave Trafficking/ Cannibalism?
flevius replied to dalgcais's topic in DayZ Mod Suggestions
I like the idea of non-lethal weapons and temporary restraints. I play a survivor, and have never murdered anyone, but that means sneaking away from most encounters. I've been killed by bandits several times when i didn't have any particularly good gear. If the bandits are anything like me, their inventories are already almost full anyway. I'd rather be incapacitated and have them steal whatever they're going to steal and then leave me with the rest of my stuff than have to respawn. If I'm trying to loot a building and see someone else approaching, it would be nice to be able to get the drop on them and tie them up for a few minutes while i finish looting, rather than having to sneak away or kill them or risk being killed. I think Rocket inadvertently implemented a reason for bandits to hold survivors up rather than murder them when he put in the lootable skins. If a player is wearing the skin, you can't take it from their corpse. You have to have them take it off first. Other items could be added that work the same way to give bandits incentive to rob rather than kill. For the mechanics of how restraints should work, they should apply a temporary debuff that prevents someone from firing or throwing anything, and possibly a movement speed debuff. You could get up and try to walk away while still cuffed, but you wouldn't be able to defend yourself until the debuff wore off. The restraints should be non-reusable and fairly uncommon to limit griefing. Anyone captured and restrained could commit suicide to get out of the situation, but then they lose all their stuff. There could be a smaller humanity hit for using restraints/nonlethal weapons, and the debuff could be removed by another player with a hunting knife, or disappear on its own after a few minutes. As far as cannibalism and slavery go, I don't think they add enough to the game to be worthwhile. Food is already plentiful, and if you have the means to cook human flesh, you can easily get and cook animal meat instead, and cannibalism would get the game banned in some countries. Slavery would be hard to implement via mechanics, and the cost of submitting to the kidnapper's demands has to be less than the cost of suiciding and respawning or nobody but roleplayers will do it, and they can already roleplay it if they want.