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Everything posted by TheLastEmp
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Competition: Best DAYZ joke will be put onto a one-off hoodie and given to the winner
TheLastEmp replied to DAYZ Store's topic in DayZ Mod General Discussion
10,000* ...But I like this one a lot... In a mod ripe for ridicule and absurdity, the hatchet really does take the cake... -
Honestly, and I'm not making this up, I've never had a player attempt to kill me after helping them out (bloodbag, food, etc...) I dunno If I just get lucky or what... I feel like, at this point, so many coastal bambis are desperate for some friendly interaction that they are too excited to be interacting with a friendly player to make an attempt at murdering. I know if it were me, and someone cut me free and offered me redemption against my assailants, I would treat that player as a friendly from that point forward. No questions asked.
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Most of the suggestions for reducing KoS
TheLastEmp replied to Antjenks's topic in DayZ Mod General Discussion
Zombo, that was an awfully long post of his... and I don't believe it was directed exclusively at you (narcissism?). And I don't believe you took the time to read it carefully and think about what he was saying... You are, in fact, both arguing about different aspects of the same topic. I get what you're saying... KoS is "less risk" than trying to engage with a friendly. Fine. That's obviously true. Ander was pointing out (to many people who posted about this, not just you) that there are an endless number of ways you can increase your chances of surviving a friendly (potentially friendly) encounter. Obviously (as he stated) dying is part of the game. You can't really avoid it. But you can do a whole hell of a lot to minimize the risk significantly. Yes, the person you're trying to engage with may have some buddies in teamspeak hiding in wait to ambush you... but that just adds to the risk, excitement, danger and fun of the game (at least for me). Personally, I love getting ambushed. When someone else is being the aggressor and I manage to take them out (or better yet, multiple "them") I end up with a fuckin massive rush of adrenalin. And maybe an erection... -
Competition: Best DAYZ joke will be put onto a one-off hoodie and given to the winner
TheLastEmp replied to DAYZ Store's topic in DayZ Mod General Discussion
I Still think: "Cover me! I'm reloading!!" With a picture of an axe, is one of the best ones I've seen So many good ones! -
Most of the suggestions for reducing KoS
TheLastEmp replied to Antjenks's topic in DayZ Mod General Discussion
Took the words right out of my mouth Ander. Well said. It's times like these when I wish I could give out more than one can of beans for a post. -
Most of the suggestions for reducing KoS
TheLastEmp replied to Antjenks's topic in DayZ Mod General Discussion
Good post Reg. I think looking at the way the other mods have evolved and the way people play on them is fundamentally important to understanding the cooperative/kos nature of gameplay. I've had significantly better luck meeting cooperative players on servers that are more difficult or servers that are whitelisted at the very least. It seems to me like the majority (though definitely not all... I know there's a lot of good bandits out there too) of players who want to KoS, just look for any server with as many vehicles and added bases and weapons as possible. They're not playing for the survival experience at all. So, when SA is released and they don't have a choice in the matter, I do think there will be a lot of bambi-bandits, who will immediately get bored and move on to something else... Could be totally wrong, but I think the differences in play-styles on each of the mods/servers is very telling of peoples habits and motives. -
Fraggle. I love you. Don't ever leave us please.
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New player - i7 3770k & GTX 670 SLI, totally unplayable!
TheLastEmp replied to zee_'s topic in DayZ Mod Troubleshooting
^This^ 100% SLI just isn't the ideal way to play games in my experience. Most aren't optimized to make use of two GPUs I guess... You could just take one out... One GTX 670 is plenty to run DayZ at 40+ FPS on high or very high -
You can find out everything else if you want to take the time. It's worth it imo. In response - Melee is not core gameplay... melee doesn't exist at all in ARMA... reworking that has been a pain in the ass for the devs and they're still currently working on it. Dragging people around? yes. But the devs have gone above and beyond that in making an interesting mechanic for surrendering and restraining players for different amounts of time based on what they're being handcuffed with. Taking a dump on your chest a joke intended to emphasize two things: 1. The ambitious level of realism the devs want to bring to DayZ. 2. How seriously they've incorporated disease into every aspect of the game. I really don't think you're stopping to appreciate just how much the devs have accomplished in a comparatively short amount of time with a small team, working on an engine that was never designed for what they're attempting to do.
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There's so much more than that it's not even funny... Nor is it worth my time to go over everything. All I can say is, you're shorting yourself if you write it off without ever having played it. Edit: Just as a quick example. I hope I run in to you in-game sometime so that I can knock you out with a baseball bat, zip-tie your hands together and wait for you to wake up so that I can take a dump on your chest and watch you contract a disease...
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For the most effective loot spawning - 1. Get yourself to within 200 yards, but not closer than 30 yards, to the building you want to loot. 2. Hide somewhere within that range for a minimum of 10 minutes. 3. Loot everything from the building, whether you want it or not. Repeat the process until you have whatever it is you need. If you're not within 200 yards or closer than 30, no loot will spawn. If you log out, loot will despawn. It takes a random number of minutes between 1 and 10 for a % of the loot spawns in a building to appear. Wait 3 minutes, might not be any loot, wait 10 minutes, and some loot is guaranteed. Let's say its a building with 4 potential loot spawns. wait for 10 minutes. 2 of the loot piles have spawned. You can go back to the 30-200 yard range and wait and the other two loot piles will spawn as well. Once loot has spawned in a pile, loot will be unable to respawn there until you remove everything from that building. Edit: I believe the only thing that's changed with 1.7.7 is the % chance for a loot pile to spawn once the random 1-10 minute counter has run down.
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It seems ridiculous to compare DayZ SA to 7 days to die.... Totally different games... ...It also seems ridiculous to me to claim that "better games have been made from scratch" I'm assuming this means you've played through a fully developed DayZ standalone?? That's really the only way you could compare it to something else. SA will be incredibly detailed and have many more mechanics implemented, especially when it comes to player interaction. And this is only what I've been able to deduce from the devblogs on the current state of the game... They are really doing some groundbreaking things with the development of the SA and I think that anyone who doesn't recognize that hasn't been following the development closely enough and probably shouldn't be criticizing it.
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Most of the suggestions for reducing KoS
TheLastEmp replied to Antjenks's topic in DayZ Mod General Discussion
This is a really nice video from Nick Bunyun discussing the KoS issues on DayZ. It's relatively short and entertaining enough that I felt it might add something to the discussion. -
'Merica :D
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its a version mismatch error. The version of Origins you have on your computer is not the same version of origins on the server you tried to join. Should just be a matter of finding the right server or updating the mod to the most recent version. Might have to manually download the newest origins Mod. ALSO Just thought of this. I once installed origins manually (as opposed to through DayZCommander) and it changed the file path when it installed... essentially the filepath changed from C: ARMAII/Mods/origins -to- C:ARMAII/ARMAII/Mods/origins... (I know these filepath's are nowhere near correct, forgive me, I'm at work) Just make sure you don't have an extra folder added in somewhere...
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I will restrain myself from being a grammar Nazi on this one... The only mistakes the DayZ devs have made was giving a release date at all... it is absolutely commonplace for development to be a long and arduous process. With every mechanic they try to implement a whole slew of unforeseen critical error and bugs will develop. Often times, entire games get scrapped and reworked from the ground up after a year or two of work has already been put in. It would be impossible for them to have begun optimization at this stage in development. The problem is that the devs are ambitious and under resourced. They have lots of brilliant ideas and game mechanics they want to add in to the game, but the whole thing is a massive balancing act... patience really is a virtue. Edit: It would be impossible for them to have begun optimization at this stage in development.
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Most of the suggestions for reducing KoS
TheLastEmp replied to Antjenks's topic in DayZ Mod General Discussion
^This^ Abso- fucking- lutely -
It simply isn't possible to optimize a game and boost framerates for everyone until the majority of the in-game mechanics/objects/textures/whatever are implemented. The whole development process would take twice as long if they took the time to optimize in the middle of pre-alpha development... It just isn't feasible.
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not necessarily... as he suggested, a basic set of AI controls could be imposed, leaving the character in-game for a minute or two after they combat-log/get disconnected. My network node is oversold and every day after I get home from work I get about 30 to 60 minutes of slower and slower internet until I end up pinging over 1000 and get kicked. After that my internet is screwed until about 1am :/ I'm moving in a few months, but if SA comes out before then I'd hate to have my character killed every afternoon because of my internet.
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I'd love to see what the spread was like from that... my guess is that even within 100 yards not many, if any of those shots would've landed on target... In DayZ however, a majority of those would've landed home at 400+ yards.... Edit: you can see the barrel moving quite a lot, I think that video only proves my point... anything over 100 yards and none of those shots would've landed (okay maybe one or two...)
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Interesting, I didn't know it had been nerfed so significantly... I haven't had a DMR in vanilla DayZ in a while... I was fine with the dmg where it was, I just felt is was too accurate and had too low recoil for what it was intended to be.
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I mean, for a single shot, sure. but when I can straight up spam the trigger and land 3 of 4 shots in under a second at 500+ yards... That's not even close to realistic... The only rifle I've ever fired which responds the way the DMR does is a .22... If you're advocating for realistic damage, then whatever, that's cool and I certainly appreciate things being as difficult as possible. But when you compare the mechanics and responsiveness and accuracy and damage of the DMR to every other gun, it isn't realistic or balanced. Edit: Even while sitting down with a bi-pod, I can't get my .306 back on target anywhere near as quickly as you can with a DMR... while standing...
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Yeah, I feel like ARMA is pretty much limited to Domination, Wasteland, and DayZ. I've had quite a bit of fun playing Domination...
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Fraggle, when you were taken hostage in the dev blog last week, were there actually zipties being used or was it just the animation? I'm wondering if you were able to try the mechanic to "break free of restraints". I'm very intrigued by that mechanic.
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I think you may right on that one Skat3. If they do completely remove it, there will be something similar in its place, a semi-auto scoped rifle, just with less damage and less accuracy at range. I think their goal has been to use more geographically appropriate weapons... I guess we'll have to wait and see... we're stuck with the M4 for at least a little while :P