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Everything posted by Dchil
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talking about Dayz but this made me laugh
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I hope it won't be 30usd, i could do 10usd but not 30 ATM
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Everyone has rode the hype train at some point. Some have gone 1 stop, some are just getting on. Others Have never left, rocket is our driver, smashT the conductor, and the rest of the staff the maintenance people who rarely are mentioned.
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Okay, i'm going with insane.
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So some guy that you know wouldn't be on the dev team (would have a staff name) speculates, due to one guy on said staff not bothering to update a certain thread, that it is happening today, you suddenly rush to steam and post gifs? We must be really desperate....or insane....
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Note that he is in Australia. Which means that it could be any time between 1:30 to 4:30pm over here. If he does other work other than being rocket's secretary that means he could be at work.
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Name change on the Dev server, indicates a possible new build. but it is offline according to game tracker, but game monitor says it has 6 people (it also says 2 but that hasn't updated in 9 days). http://www.gametracker.com/server_info/37.220.18.218:27016/ http://www.game-monitor.com/dayz_GameServer/37.220.18.218:27016/DayZ_Steam_Testing_Server_Rev._112189__only-.html
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Noooooooooooooooooooope.
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They have changed the name of the testing server. http://www.gametracker.com/server_info/37.220.18.218:27016/ Basically stops us from finding out how many times they change the build, but the name (developers only) suggests that they are near the end and this server will only be used for checking updates when alpha is out. or at least that is what i think.
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[SA] 20% chance that gun jams when firing below 50% weapon health
Dchil replied to pinapple900's topic in DayZ Mod Suggestions
Misfires are a type of jam, often called a failure to fire. A misfire is typically a round not going off first go or a hang fire (where the round takes some time to go off after a primer hit). Misfires rarely cause an explosion like in a cartoon, and the closest real life version of that is a double charge, which is mainly a mistake while rounds are being reloaded (another thing that should be added, Reloading spent rounds) and almost never happens with commercial or military ammo and if it did he manufacturer would have it's ass sued off. Also, inadvertent double post. -
[SA] 20% chance that gun jams when firing below 50% weapon health
Dchil replied to pinapple900's topic in DayZ Mod Suggestions
Rounds rarely go off due to brute force being applied anywhere other than the primer. They explode even less, in fact even when put in a fire they don't "explode" per say but go off normally most of the time. A hit to the magwell will a) destroy the mag, permanently. b) put a nice big hole in the magwell which will warp it beyond use and throw bits of metal into the receiver, which will have to be removed or it will kill the rest of the receiver with time. c) make it really hard to remove the destroyed mag due to warpage d) destroy some ammo, but 99% of the time not make the ammo blow up. -
Seems legit. Anyone want to predict pricing or are we just gonna wait and post "IT"S HAPPENING" gifs for the week?
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It hasn't released up to 10pm Monday Night. Cause that is the current time in Queensland Australia and steam ain't showing it. On another note, hoping it costs around $10AUD on release or i'm waiting till christmas for it.
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How is this meant to help us, it isn't out either!
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[SA] 20% chance that gun jams when firing below 50% weapon health
Dchil replied to pinapple900's topic in DayZ Mod Suggestions
A fully wet gun will run okay till it dries out, then it needs to be reoiled. You are f*cked if your ammo gets water in it cause then it won't fire till it dries out, which ain't happening anytime soon. Don't stick your gun in the dirt, any military will drill that into you and even then, if you keep flooding it with oil and it will keep running... to an extent. Ammo problem, may cause problems with feeding but blood will have to conjeal to be a problem (bits of flesh are another story and iirc that was the main problem in the hurt locker) which takes time. A direct hit to the receiver will probably warp the entire receiver, putting it completely out of action except in unusual cases. anywhere else vital to the gun will either render it useless or severely limit it's capability and safety. So it isn't a temporary thing unless you get a new receiver. -
In theory they could just fix the templates for the buildings (lots of buildings are copies of others) then just get the map guy/s to go back and replace the buildings with the improved ones. or if it is like many programs (i don't really know how they make their maps) where it keeps track of the files and modifies the resultant file to include the changes they could just mod the templates and the map will follow.
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[SA] 20% chance that gun jams when firing below 50% weapon health
Dchil replied to pinapple900's topic in DayZ Mod Suggestions
I think ammo should be more of a deciding factor than the condition of the weapon. This should be followed by the the condition of the magazine and then the receiver. The stock(if fitted), the hand guard, the optics and the barrel should have little if any effect on the possibility of jamming, but should effect accuracy. Unless the barrel is destroyed and even then the weapon should not be fired as it will be dangerous, unsafe and a waste of ammo as it won't hit the broad side of a barn from the inside if the bullet even leaves the barrel. Bad ammo is the leading cause of problems in semi auto weapons, followed by bad mags. Revolvers/non semi autos have less problems but they still happen and ammo still can cause them but major problems are more likely to kill their reliability, like broken extractors or worn parts. TL:DR? ammo should cause jams, then mags, then the reciever but nothing else really. all this is IMO. -
SA, proper Bolt, lever action and reloading animations.
Dchil replied to Aporis's topic in DayZ Mod Suggestions
I agree that proper animations for firearms should be implemented along with proper animations for other items. It is a question of how long it will take to do all the different animations for all the objects. It is really something that should be undertaken between updates and then added in next update, but not before an Alpha release which would mean delays. -
He is referring to an early glitch with the mod, which has now been fixed, where the zombies would glitch through walls. I don't remember the exact details but it had to do with the Ai not recognizing the walls and being able to hit through and move through them.
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He is KIWI (New Zealander). As an Ausralian i feel i have the duty to tell you that THEY ARE NOT THE SAME PLACE AT ALL!!!. NZ is close but there is a reason that Australia is a Continent with no other countries involved. NZ is some other continent (that i can't remember). Other wise, the "Alpher" is probably got to do with his kiwi accent.
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What do you mean? Is it happening? I NEED TO KNOW! edit, goddamn it double post.
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Lots of militaries did. Gotta make that heavy latrine digger do something other than dig holes, so they sharpened one side, put a saw blade on the other and then you had a fighting shovel that could cut down trees..
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You could poke with the end of the baseball bat or maybe hit, trench knife style, with the handle as a secondary function. Taking a page from the book of postal 2, the shovel should have both a "stabbing" and a "slashing" attack. The hatchet is just a hatchet so swing and turn it around to use the pointy/flat edge (depending on the type of axe) or the blade. That is what i'm thinking it should do.
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Pros and cons of certain aspects that may or may not be coming through. For example, which of the melee weapons (the shovel, the baseball bat or the Hatchet so far) do you think will be best and will they be better or worse than the crossbow which we are getting?
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Cue Inception..... or maybe another mod.