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athrins
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Everything posted by athrins
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Has anyoen else been having these issues with tents?
athrins replied to frogman3's topic in DayZ Mod General Discussion
Second this. Lost maybe 4-5 tents the last 2 days, all of which I found legitimately through luck and from some other camps i raided. Most of the tents I wasn't happy about their placement and tried to repack and move it elsewhere, but I am 4/5 times unable to pick up the bag under the tree when packed up. ~3 tents were lost this way. The other 1-2 tents simply disappeared. Poof. Checked after server restart; nothing... second restart; nothing. One tent I accidentally clipped the edge of when on my bike and it flattened. Everything gone... The tent was so heavy that when it collapsed, it crushed all my weapons, ammo and clothing inside. But it was not heavy enough to resist a bicycle poking it in one of the corners at 0.01 km/h. Evil magic. -
Getting the tent menu to come up
athrins replied to [email protected]'s topic in DayZ Mod General Discussion
Well, the bigger problem for me is when I'm not happy about the tent's placement and want to redo. Partly because it'll pop back up after restart when I have taken it down, but mainly because when packed into its bag, I am almost never able to pick it up. 3 tents lost this way so far. -
Question about camping tent duration, need answer. Also poll.
athrins replied to BloodFreak's topic in DayZ Mod General Discussion
I don't want tents to be storage units in case you die. I want them to be reliable for setting up a camp while alive. If you die, you die, and your newly spawned identity shouldn't have any perks such as stored gear from your old identity. I just want them to be reliable :( I have no room for supplies because of all my back-up weapons. I also have way too many NVG's and so on. Good thing I didn't put them in my tent before it was wiped. -
This. Can't wait until it auto-updates, too.
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I also find more enjoyment in scouting for other's camps. However I suggest more running/driving around one server as that is actually legit. I do it all the time when I play and I find a lot of camps (less vehicles lately, though). <-To be fair, though, I play a lot of hours each day. Had I only spent ~3 hours a day playing, then I would likely be a lot less lucky with my finds. But when I do find camps, it's usually more or less a birthday party with NVG's, GPS's, camos, ghillies and top tier weapons. That is why I do it rather than go die at barracks or Stary. I'm done with those half-raids :P I play solo usually. Don't have to server-hop. Exploring--while slow--is a fun part of the game. Biggest downside is the map feels smaller and you lose the sensation of finding new locations after a while. Can't wait for underground structures and/or a bigger map. Also, about the ethical part of hopping: it's quite unfair to raid someones camp and moving to the next server. It eliminates the "resident's" ability to protect his camp or hunt the scavenger down. I experienced this the other day. I had raided a camp west of Kamenka (it had a lot of goodies and some car parts/fuel cans) and was peddling onwards, bearing NW, when a car comes from my opposite direction (probably the owner of the camp, considering the fuel cans, etc). Needless to say he quickly came to a halt and started unloading at me, while I zig-zag'ed as fast and hard as I could while the bullets where planted everywhere around my tyres. I escaped alive and without a single bullethole in me or my bike as his car was no match in the forests and plains to my bicycle. Thank the stars there is no stamina system implemented yet :P
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I agree. Realistically, the body does regenerate blood all the time. I don't think eating 5 steaks in a row to gain blood is very authentic. Just being alive and not starving should be enough to slowly regenerate. Really, though, I think the blood system should get an overlook. Right now it's not just meant to show how much blood your body contains, but how healthy you are. There should be some other system, maybe just text-based alerting you on the fly, like a message around the debug monitor saying for example: "Your skin feels overly sensitive, it hurts to eat and you are feeling colder and colder", "Your wound(s) are/is bleeding, and it must be stopped - Blood loss: Insignificant/Bearable/Impairing/Critical/Fatal" or "Your left arm hurts! Could be a fracture - You are unable to use it" -> "Your arm still hurts after injuring yourself x days ago, still unable to use it". or just the symptoms, like: -"Feeling cold" -"Lower left arm hurts constantly/when moving/when touched" -"Bleeding slowly/barely/rapidly" -"Feeling very/somewhat/a little/extremely/moderately weak and nauseous" -"Feet are hurting" Alternatively, there could be no UI at all except for "Currently wielding: x tool/weapon" already in place (maybe a little prettier font and more intuitive placement, please? It's your hands, after all), and in the gear menu there could be health indicators (maybe in addition to there being visual non-UI effects like flashing white/red on edges of screen for pain/bleeding, sound effects like coughing and moaning while performing certain moves, and controls misbehaving or suddenly limiting for blood loss, broken bones or muscle-strain, etc). One gear menu indicator for body temp, one for pain, one for exhaustion, one for blood level, one for the state of internal organs and one for misc. Some of these could be based on a 2D or 3D avatar model (toggle between viewing bones (fractures) / nervous system (pain) / internal organs (diseases and deep injuries) / muscles (exhaustion/strain)). Not as detailed as a doctor's examination or anything, but vague/detailed enough to resemble physical self-insight.
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At least he wasn't camping a loot spawn or a building, but yeah, not very immersive gameplay experience for him. For the owner of the camp, though: Darwinism working as intended--obvious location must be pretty obvious if a server hopper is scouting that exact location for camps.
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Not sure what the bugs were, but I think desync causing crashes was one of the reasons. Didn't the dev team say they were still disabled as of 1.7.2.0?
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Since we know a mix of physically healthy/unhealthy zeds are already being considered and we know the DayZ zeds aren't dead... what where we discussing again?
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Brilliant... Honestly, I really think so. Buuut... won't work because of the amount of complains there will be about losing money to griefers or bugs.
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DE10 - Server Thread <(^-^<) <(^-^)> (>^-^)>
athrins replied to caspar's topic in Mod Servers & Private Hives
That's weird. Aren't they working through the same mechanic as tents? Saving it after using, etc, and both disappearing temporarily after a restart. One would think both or neither would be wiped.. Thanks for the info. Edit: Until I know if this wipe was a one-time issue (this specific problem - other than that I'm prepared to lose it all considering the alpha-state) I'll camp out on SE 10 for the time being. I'd like to rely more on my camp. Running around with 3 NVG's, 2 GPS's, a camo-suit, 2 primary weapons and 2 secondaries is a little inconvenient :P Very little room for medical supplies, food, drink and ammo... Edit 2: If admin can tell me what is going on and why, I'll give you a pair of NVG. :) (Provided I don't die first) -
You were talking about specializing and character skills/traits. To me that sounded like distributing points in specialized areas. That is not Rocket's intent from what I gathered. But I misunderstood you. Just want to reiterate: He said he wants IRL skills to matter and your character to grow during its life (be it in strength or ability to handle a weapon). Your character won't magically become a Rocket scientist and be able to build a starship just because you put some points into it. <- Sorry, I just had to ridicule it because I find it amusing when people want these things added--not directed at you.
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That is an interesting idea. Auto-diary, which can also be read by others who find it on your corpse to make them feel a bit more.. emotional about having killed someone. This combined with perhaps a way to customize your character (appearance as well as backstory and name, etc) at a fresh respawn would create a strong sense of unique identity for every new spawn and you are likely to feel more attached. Bandits would also be more aware of what they are doing do a person when killing him/her (since they would also have to create a new identity when spawning).
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DE10 - Server Thread <(^-^<) <(^-^)> (>^-^)>
athrins replied to caspar's topic in Mod Servers & Private Hives
Do we know why tents are gone? Is there a fix? Is it because the server was running 1.7.2.2? Did vehicles disappear, too? I'm missing my bike, but maybe someone stole it (nearby Krasnostav inside a pine tree) -
His posts does not necessarily indicate XP points or anything like that. TBH I'm quite sure what he means is that you will for example get stronger and more durable the more you run around, lift heavy objects, etc. Maybe that was what you were trying to say from the start, but I read your post like "Rocket will implement an XP talent system, ala WoW", which is not the case, I'm sure.
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Still not really along the design philosophy of this mod. Unrealistic progression is there to balance a game; something Rocket very clearly stated he does not intend to pursue. Your idea is therefore not an alternative to mine. My suggestion was to make death work more in the way it is intended: each time you spawn, you are a whole new person with no prior knowledge of the world you are in and there is no foreseeable repeatable path you can take every respawn to get gear.
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I'm not sure if you understood me. Just to reiterate: I was not talking about amount of time played or anything other than just when you respawn, you spawn in the next instance of the world. Sort of like a playlist but with the instances having cooldowns so you can't respawn repeatedly and rapidly and get back to playing an instance you recently left. Your alternative offers the same sort of concept and technical difficulties. Besides, instancing isn't really new, nor difficult to code (I think, I have no professional insight on this). Your idea, if I understood it correctly, is having the instances based on how long you played. You are also confusing instances with servers (nvm, I misread that part) and you are suggesting that these "servers" be different in what loot spawns to give a sense of progression? No offence, but I'm not liking it. It would mean that new players can't meet with older players and constant/lasting "progression" isn't anywhere near what Rocket wants for the mod, apart from that he wants us to build and change the world (organizing the environment, really).
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DE10 - Server Thread <(^-^<) <(^-^)> (>^-^)>
athrins replied to caspar's topic in Mod Servers & Private Hives
It seems all tents are gone since the last two updates. I put a tent up (several, actually, and in different locations) when the server was 1.7.2.0 and now it's all gone. Can others confirm? -
I want this too, as well as for tents.
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I think one of the things making death not so frightening is the fact that we can store our stuff or have friends pick it up for us until we run back. I think we should have locks and safes in the game to store our stuff in. When we die, our new character does not know the lock combination/password (best way to simulate a totally new character waking up on the beach), so even if you go to the location, you can't easily get to your old gear within it. Opening a locked safe could be done with advanced tools to not ruin the content and these tools is extremely hard to find (perhaps only in the barracks with the spawnrate of rangefinders, or so) and might be heavy objects that you can't just carry around (requiring a truck or a base camp to set it up in). Your old body should not be lootable by/visible to you. I have had a radically different idea as well, when it comes to respawning after death (I have not posted it, because not sure if good or not). This idea includes different instances of the world. Chernarus would have several instances (maybe instance cycles so you don't get lonely after a while, say 10 levels) which you progressively spawn into after each time you die. This would mean that you cannot get back to your friends after you die, unless they kill themselves, too. You can not avenge your killer. You cannot retrieve your, or your squad's items. You know nothing about what is going on in the world you spawn into (loot spawns should really be made more dynamic, and items should spawn outdoors - maybe all items dropped on the ground or somehow lost in the world should persist and never despawn until picked up? Would need easier way to locate objects on ground, though). With such a mechanic in place, everyone would consider dying to be a truly impactful event resulting in literally ceasing to exist as far as everyone else around you is concerned. Each instance would have a cooldown timer of a few hours which locks you out of that instance, to prevent chain-spawning to get back to your old world-instance. Suicide would also require actually hurting yourself fatally, with a gun or falling from a high building/mountain, etc. This mechanic also makes a noob-instance necessary for newcomers to get used to the game in. This instance would be severely limiting in what you can do in the long term, to discourage veterans from joining. Maybe this should be put in suggestions, after all..?
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It's not about crying about losing precious gear. It's more like: "Hmmm... I just set up a camp and am wearing 2 pairs of NVG's; should I choose the character-wiping update version or the one that will let me log back in where I logged off and keep everything I own?". Why would I not try to find out which version is the more stable in this position? EDIT: And I am still unclear about which version wipes your character. Could someone just press those 7 buttons telling me the version #? Thanks.
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Hilariously far from the design goal of this game.
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Last I played was 1.7.2.0, can I login with 1.7.2.3 and not lose my gear? I just worked a lot of hours on setting up camp and I'm for the first time in a long time I have stuff I wish to use before I die again...
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From how far away can you see them? What makes their eyesight different from yours? They are living people, too. Just dumber.
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This thread is quite useless considering how it doesn't fly with the design philosophy of this anti-game. Rocket is not interested in the magical zombies seen in most other media, but more the infected human type seen in 28 Days Later.