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Everything posted by mercules
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So that means civilian crafted camo of similar design won't be possible? For woods ball I took an old light cotton duster I had. It was black so I hung it on a hanger in the shower, got out the bleach and a spray bottle, and bleached it out in stripes. We were playing on warm winter days so I didn't bother with the green dye but left it white/grey/black. Next up I found pine garland and plastic red oak(wanted something to stand up to paintballs and washing) leaves and even a few branches with wire in them you could bend into shapes. With that hanging off the coat and a branch with leaves sticking out to break up my shoulderline, and a little bit of similar overlay work on my mask I shot someone point blank in the goggles from something like 10 feet away and they had looked right at me several times. Break up the shape of the garment with appropriate colored stripes, add local leaves and grasses by wiring them on, and you have a functional ghilie suit. It takes a bit of prep time, but you could even do it in the field fairly well.
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Right now the spawn points are only in populated areas. In the Epoch mod they spawn in the wilderness too and the Devs not only want zombies to spawn in the wilderness, but also want to have zombies randomly wander the map including zombie hordes doing so. Note, I am not for safe zones but I want to point out that at some time in the future there will likely be NO safe place from zombies.
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This....
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I hope not, but the only way Epoch could do "Bases" or other secured structures was to make all of the servers private an not interconnected like the hive. I've come to actually prefer the system to the hive as I can have one type of character on server X and a different on Y. X might be geared up for PVP interaction and Y might be my laid back surviving character. I might have X on the West side of the map where my friends last logged out and only play X when they are around, and Y is over on the East side but moves all over because my friends don't have characters on that server I need to hang around.
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Apparently you need to re-watch them. Three Mad Max movies, all about post apocalypse, all three have societies in them with rules, and heroes. Mad Max - he is a police officer forced into circumstances that bring him into a clash with a road gang. He protects people and lives by a code of honor. Road Warrior - Despite being a hardass he again finds himself working with an organized society against The Humungus' gang. He fights for those weaker than him and aids them. Mad Max:Beyond Thunderdome - Just the name tells the story. Barter town is a society with laws and trade. One of the features of Barter Town is the Thunderdome which is also partly it's legal forum and a way to settle disputes with combat. Max makes a deal to kill the Blaster part of Masterblaster so that Aunty Entity can run the town but stops at the last moment when he sees Blaster is simple minded. He has a heroic moral compass. He is then banished and ends up helping a group of abandoned children. He gets them free and away and they live a better life "beyond thunderdome" and it's barbaric ways. The Road - Father and son strike out on a journey to survive. Along the way they see just how horrible mankind can be. However because of their fear of that horror The Man dies and The Son almost dies because they are afraid of The Family at the end with the dog. Their jaded nature prevents the father from accepting help(they hide in the bunker instead) and almost stops the son from doing the same, but luckily he is still young enough to have some naivety and trust and so meets a family that welcomes him.
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We wish. It's been done and tried in the mod. The issue is that if the "clan/guild" is too large then they are basically securing the sight from themselves as they are the majority of the players on that server. If they are too small they have no hope of maintaining it except during certain active times. No one is going to log in for a shift from 2AM to 4 AM their time and stand guard duty to be certain no one breaks into their "Safe Zone". Actions lead to the words being applied to you. If I rob player X to him I'm a bandit. If I give player Y some antibiotics they needed to get healthy then to them I am a hero. I shoot players.. I just don't do it randomly. I consider myself hero as I am more likely to let someone pass by than to shoot them BUUUUUUUUT, I have shot people who were not aware of where I was simply because I judged their actions to likely be overtly hostile to me. I will happily help out other though. I am this way in the mod as well. I had a vehicle I had found and someone in Side Chat mentioned breaking their legs again and not having any more painkillers. I offered to run some across the map to them knowing full well it could be a trick to ambush me. Hero, right? Same server I shot a little bird out of the sky unprovoked. Why? because a group with that much mobility is a genuine threat to everyone else on the server. Now they will have to fix it up again after it responds. I didn't bother killing the pilot. Bandit, right? So I get your point, but even so I lean more towards helpful than harmful. I have a feeling their whole, "I want to have a barricade system." will go away or else the way the hive works will have to radically change.
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One of the 10 or so SA playing sessions where he was answering questions. Much like where a lot of the information about vehicles and future medical or nutrition systems info has come from. I'm at work so I can't listen to 18+ hours of them and find the specific one and timestamp for you.
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Buildings... Loot tends to be spawned in buildings. ;)
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Three things that completely ruin the DayZ experience...
mercules replied to Daricles's topic in New Player Discussion
If you think there is any "winning" in DayZ you are playing the wrong game. No one wins. In the end something always kills you. Your mission, should you chose to except it, is to not let it happen for as long as you can. The concept behind the game, and the focus of the development team, is not an experience where you run around killing people just because, but and experience where you see how many risks you can take and STILL survive. Thus the "survival" part of the game. There are literally hundreds of good games that offer the other experience. -
Well, I can't tell if you are fully geared or not, just from your appearance. I've seen plenty of people in combat gear lacking a screwdriver/knife/can opener and any type of food other than canned that were basically one step from starving. The "help" pages tell you to eat all the food you run across right then and there unless you are overfull. Well, I've run into people who did so and then logged into a server later unable to find food. They got tagged by a zombie and were not full enough to heal and appreciated the food. Since loot is random you won't always find what you need when you need it. As for information things like, "I just came from Kamino and there were a lot of gunshots." can get someone looking for some action headed over there or someone avoiding trouble to circle around it. Sometimes it might be something like, "I just came from X and it was empty so don't waste time going there." The one help/need you are missing is the information that I am in the area, saw you without you seeing me, and could have killed you but didn't. This doesn't mean you can trust the person who did that, but it does mean they are probably less likely to kill you for no reason and hey, maybe you and they can work together.
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No, it isn't. Do some research before you spout nonsense. http://massively.joystiq.com/2008/09/28/eve-evolved-eve-onlines-server-model/ Just because they track which area you are in and shuttle you to the server hosting that area of the map, doesn't mean it is one giant server. It can be done, and is being done, but it is also the most expensive way to run gaming servers in history with tons of issues that will never be properly resolved. When 800+ people all decide to move to ONE location it crashes the servers hosting that location.
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Who has stated when asked that yes he would like to have player's lives mean something, not just their gear? Hmmmmmmmm....
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Please add slow (Romero-style) zombies as a server option.
mercules replied to rudiger650's topic in Suggestions
Rage Zombies This has been tried, a lot. The issue is that such zombies are not a threat, ever. Unless you are incredibly dumb and make a huge mistake you zip around them and ignore them. The ONLY way they are dangerous is in hordes so huge you can't avoid them. The game can't handle that amount of zombies. It lags the servers. That is why you see them using viral zombies that are alive and fast instead of weird undead zombies. Fast zombies can be a threat even if there are a few of them. Slow zombies are not unless you are dumb or there are too many to escape. Fewer zombies - better server performance = better gameplay. If you want zombies to be nothing but background just go play a game that doesn't have zombies. -
Shall we reiterate for the ignorant? Epoch DOES NOT HAVE SAFE ZONES. Some server owners have put in code to create safe zones around the traders or other areas but out of the box generic and enjoyable Epoch does not have safe zones. Are we clear now? Do we understand that Epoch is much like vanilla DayZ Mod BUT that server owners go and put in easy mode additions all over the place just like Private server hosts often do with Vanilla DayZ Mod? Okay, back to topic at hand. I have played on servers with safe zones. The admins often find they don't work. In many cases they will have to add additional rules like banning people who abuse the invulnerability of safe zones to pop in and out of the zone while shooting people. All kinds of issues arise. Soon they have to add in anti-stealing additions since now you can't shoot someone who walks up and rummages through your backpack but then that means you can't easily trade with friends(in the mod putting something on the ground is asking it to be deleted immediately) and people will do things like try and steal your vehicles as you can't get out of the safe zone on foot in time to shoot them before they zip away... it just gets annoying. What I did on my Epoch server to deal with people stating others were camping traders was to add in a few AI guards of the appropriate type. Neutral traders had no guards. The "friendly" traders shot anyone below -2500 humanity. The bandit trader shot anyone with humanity above -5000. The Hero trader shot anyone below 2500. The AI wasn't that hard to kill, but not seeing them at the trader meant someone had come along and killed them and was a warning for people to avoid the area as someone is probably camping it. Unskilled PVPers would sometimes die to the AI so the traders were, "Safe" in a semi realistic manner without a magical dome that shuts off weapons and damage.
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Three things that completely ruin the DayZ experience...
mercules replied to Daricles's topic in New Player Discussion
Ehem... you are incorrect in stating that respawing loot will stop server hopping for loot. I thought that was obvious what I was stating you were incorrect about from how I explained how respawing loot will not stop server hopping for loot. Oddly enough the marketing tag is also the DESIGN CONCEPT for the game. You will see more and more systems dedicated to that design concept and not ones that are dedicated to strictly "Hop in and play PVP for a few hours". The devs are making a survival horror game, not a deathmatch game. ;) Part of the survival horror is that other players will try to kill you, but that is not the focus of the game. If it was we wouldn't need antibiotics, splints, different types of food, craftable backpacks, non-military clothing... and more. -
You are being rather obtuse so no it isn't clear. See, you are confusing that "need" word with the word "want". They do not mean the same thing. You want tents, you in no way need them. Tents were fairly awful. They were easy to see, easy to destroy, and buggy as heck when storing things. I used to set 2-3 up in an area where someone might set up a base and then about 200m away dig in my stashes in a better concealed place. Throw some semi garbage in the tents and the occasional find like antibiotics and check them every so often to see what the traffic is. People would loot the tents and not find the stashes for the most part. I, for one, am hoping they use tents for purposes other than just storage or storage and give us other options for persistent storage.
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Three things that completely ruin the DayZ experience...
mercules replied to Daricles's topic in New Player Discussion
Weeeeeeeeeellllllll, that could be because the game defines itself as, and I quote, "Welcome to the world of DayZ- a gritty, authentic, open-world survival horror hybrid-MMO game, in which players follow a single goal: to survive in the harsh post-apocalyptic landscape as long as they can." There are games where you can get to respawn literally hundreds of times a night. One wonders if those might better fit your idea of success. ;) PVP is a portion of DayZ, it isn't the all inclusive point. ;) I have NO problem being shot, it's part of the game. But when players play the game with the minset that they are going to die in 10 minutes anyway so they might as well charge around punching people from the start it loses some of it's "sandbox" nature. Nope! Incorrect!. Even in the mod people would hop servers to find loot. Here is why. When you loot an are you pick up everything good and leave the trash. You circle around and come back after a respawn, most of the time the trash is still there so only the places that spawned good things the first time around could spawn something new. Until everyone clears out of the area for a significant amount of time or someone moves the trash nothing good will spawn in that area. So people hop to another server and clear that out until only trash is filling the loot spawn spots then move on again. The HIVE is to blame for this and ghosting. If they would come up with a better hive system or one that doesn't reward you for changing servers, that would resolve the issue. I'll just drop this here again: "DAYZ is a gritty, authentic, open-world survival horror hybrid-MMO game, in which players follow a single goal: to survive in the harsh post-apocalyptic landscape as long as they can." -
Nobody has told him he is "wrong" for playing that way. What we have been telling him is that he is probably missing out on some opprotunities to meet others who are NOT hostile by just automatically assuming they are hostile. Having played the mod for years many of us are past the, "OMG they want my stuffs!" phase and realize that DayZ is not about gathering guns, but about playing in a sandbox with other people and seeing what results from it. Hmmmmmm... I think you might maybe, possibly, in some small way be sarcastic here.... but the jury is still out. ;) Look. My point is really simple and should be simple to grasp. If I spot you I can avoid the whole damn area and leave. I could also just pop you in the head before you ever see me. The other possibility is I can approach you. If I do so by announcing my presence in advance and from your front it is likely I am going to die. If I get the drop on you I have a chance to interact(hopefully) before you start blasting and hopefully I don't have to kill you. If you are in the area I am in though... I CAN'T IGNORE YOU. One way or another I have to deal with you and it will be on my terms if I can help it. If you can't grasp that then enjoy all your trips to the coast and I hope they don't make you too bitter, but down that route lies simply shooting everyone on sight and a whole lot of boredom. Those of us who have been here for years have been there, done that, got the t-shirt and the shot glass, and moved on to other things.
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With muggers... no... but you have NO clue as to the intention of the person asking you to lower your weapon. As I have stated I have given people things they could use and needed at gunpoint before.
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HOW MANY TIMES MUST IT BE SAID???? There are not a huge carpark full of shiny pristine SUVs in Epoch. Some server owners put tons of vehicles in and overstock the traders. Open private servers and you will have the exact same "100000000000000000000+ vehicles" SOME hosts add to their Epoch server.
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This is why more than gear needs to mean something in DayZ SA. Being still alive but without gear should mean you are not the same as a newspawn.
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Well, by not surrendering you are pretty much ensuring 100% of the time you will have a gunfight and likely die. The 99% of the time that someone will kill you is also not very accurate. If they approached close enough to threaten you so you could hear them, then they most likely already had multiple chances to kill you. So... what do you potentially gain by not surrendering when someone has the drop on you? A Respawn. What do you potentially gain by surrendering when someone has the drop on you? A worst and interesting story at best maybe a new ally or at least a trade of goods/information.
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Meeting one player does not equal encountering one player. You wouldn't believe how many times I spot people, hunker down, and let them wander away. Depending on the server set up you can dynamically change what resources they have. You might have multiple processors running either multiple game servers or one game server and with a blade system you could simply slot in a couple more blades when you bump up to 100 player servers, then pull them again when you drop back down to 40 players to use them somewhere else.
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Because people act like the OP, including you. It's a self fulfilling prophesy. People shoot on sight. So to make sure we don't get shot but can still approach them we approach them unseen and from a position of advantage. They then assume we have ill intentions because we don't walk up to them in the open where they would immediately assume we didn't see them, and shoot us, or that we are about to shoot them, and shoot us. If someone has the drop on you like that and you try to gun your way out anyway your chances of survival are pretty low, they are read to fire and you have to acquire a target, aim, and fire. If you freeze and lower you weapon then put it away they might not mean you harm or they might relax and give you an opening.
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Yeah, if I wanted you dead, got close enough to surprise you and for you to hear me say that, I could have killed multiple times at that point. So I would guess I have already shown that my intentions are not to kill you. If I go to handcuff you or anything else that would be the time to trigger the, "I guess I'll try and make them kill me." As I stated I once gave a guy a can opener at gunpoint. He thanked me and we parted company.