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Chambers (DayZ)

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Everything posted by Chambers (DayZ)

  1. Chambers (DayZ)

    Spawn Points or random?

    It's such a tease - "Here's a great spawn point, but since you spawned here, we wont let any equipment spawn around you. Just run for Stary Sobor and hope you can live long enough to go through a military tent or two.
  2. Chambers (DayZ)

    Spawned on coast

    It's not all bad. Use it to your advantage. Need something down south, like antibiotics, and you're way up north without a vehicle? Use the DayZ public transit system - unreliable, inaccurate, but better than running. It's a lame exploit that won't get you much, but it at least puts a positive spin on something that can really piss you off when your plans are wrecked by a random teleport because you couldn't connect to the server you wanted.
  3. Chambers (DayZ)

    Spawn Points or random?

    Also: Krutoy Cap Otmel Drakon (east of Elektro) Cap Golova Novy Sobor is a rare spawn, but it does happen.
  4. Chambers (DayZ)

    (Rocket) Why are we logging in on the coast

    If that's true - fantastic. Saves me the PITA of finding vehicles if I want to go south. It's the DayZ public transit system!
  5. Chambers (DayZ)

    Stuck in "Loading" screen!

    With the latest beta and mod, that server did work for me, and I got in quickly. However, once I got in, I seemed to be moved to the coast. I got artifacts at Balota - messed with my video settings, and it went away. All was great for about 15 minutes, then artifacts came back, but now, weirdly enough, every 3-5 minutes it would automatically switch to 'a reloading' screen and would come back after about 20 seconds. Not a great thing when you are moving about in a city, since the zeds still are moving all the while you are blanked at the reloading screen. That's never happened before.
  6. Chambers (DayZ)

    Hotfix Build 1.7.2.5 Rolling Update

    I was running 1.7.2.5 earlier today , and was fine. Later on that day, I was stuck at 'loading' on several servers. So I downgraded to 1.7.2.4. Still no luck. It turns out the beta was the problem, and removing the beta folder and reinstalling the beta fixed it. The only thing was, I spawned at the shore instead of my original location. I would suggest deleting the beta folder from your expansions folder, and deleting all the files on the addons folder in the @dayz folder. Install fresh version of the mod and beta, and you will spawn on the beach one last time, and you should be OK. Also - make sure your server matches the current beta. Everything else is pretty much out of your control and is DB related. This worked for me and several of my friends. YMMV.
  7. Indeed. The key here is choice. The uncertainty of a bandit status adds something to the experience, but here's a option: Humanity works as before, but with these changes: - If you hit the 'bandit' rank, whenever you spawn, you spawn with the bandit skin. - Spawns of other outfits are given a small % chance in residential buildings. - Bandits can change skins if new outfits are found. - Outfits cannot be stripped from dead survivors - that would just increase killings and the ease of changing makes the bandit skin 99% useless. Skins have to be found at spawn points or tents/vehicles. - Remember, one or two guys in a bandit skin may be just a target for those up for the challenge. A group bandits in bandit skins, however, is something to be damn wary of. This psychological aspect may foster a 'pack mentality' and actually change bandit group behavior in a way. The bandit skin may be a curse for the lone wolf, but an interesting tool for bandits operating in larger (4-5+) groups. But perhaps, one last addition - - If your humanity score drops to the lowest 5% possible (what were the limits before? +25000 to -25000? So any score below -23500) you cannot change your skin from the bandit skin (on your next respawn - no automatic changing of skins) until your humanity rises above the 5% limit. This keeps the bandit skin as a permanent mark for only the most ruthless, and addresses the issue of 'borderline' bandits who just crossed over to a bandit designation. I think this solution can be done with minimal coding (compared to an entirely new feature/mechanic as the humanity/bandit code is still in place AFIK, but deactivated) and minimal database work (Outfits added to database and spawn points set and files are already available for all people currently playing from the existing ArmA 2 files) Edit - I know many bandits will just run to their tents ASAP and be back to normal, but so what? Almost all of us do the same with our weapons and gear anyways once we have a tent. While they are running alone back to their camp, they are the target. They get a little bit of fear. Only the ones with the most blood on their hands are stuck with the bandit skin, and it will mean something again.
  8. Hero skins just makes the current situation with bandit skins more extreme. I'd rather see a wide variety of skins that don't act like a uniform across the whole 'server-verse' of DayZ. It would make staying on one or two servers much more meaningful. It would allow people to 'get to know the neighborhood,' and by learning what different groups or individuals do AND being able to identify them by their clothes after a while makes for a better, richer experience. The users make the story - give them the tools to do so!
  9. That's a lot of server load on the DB, and would increase loading time to download all skins for the players in the game, and download new skins once new players arrive. Something like that would be nice, but waaaay down the road. Making all existing skins that everyone already has available would be an interesting test for now though. I really want to see what happens and what unexpected things will come of it.
  10. If we had more skins to pick from, say anything non-military (other than the existing camo and ghillie) that is present in the regular Chernarus ArmA 2 game, most of these issues could be addressed. Now that skins are much more stable, it would be great to have more selection. We need to separate the 'forced bandit skin' issue from the 'choose bandit/other skin' issues. Adding more skins could make things much more interesting when meeting people. You could have warnings like 'watch out for the deadly group of old ladies on US 1194' or 'The Metalhead/rocker kids are terrorizing UK8, be careful' Give us the option to have more of an identity than just survivor/bandit, and maybe some of these issues can find a possible resolution by themselves.
  11. It would be great if the devs posted the humainty rankings maybe 1/week. Put it on a separate server to separate the load, or just release that week's list as a torrent. Would this really be a big deal to do? If making them all public is an issue, maybe you have to enter, say, the last 8 characters of you CD key and your (last used) profile name to verify identity, and it emails your humanity to you every week. I'd volunteer a my webserver to host the site if needed. Keep the actual data private or elsewhere, even from me, and I'd gladly give you the processor time.
  12. Since the skins are gone, I'm a lone wolf and I've only killed maybe 4 or 5 people (there's no way its more than 10) over the entire time I've been playing (since late May/early June). I have no idea if a skin/identifier is implemented that I'd be a bandit or not. I wish there was a way to check my humanity level. I don't need it in-game, or updated that often, and even though I know it doesn't 'mean' anything right now, it would be nice to check every now and then. Right now my only option is to find a friendly to ask what my heart rate is, and hope they don't lie. Screw that. Survivor finds Survivor = Survivors won't shoot. Survivors lose nothing. Survivors gain nothing. They do have a chance to gain something, though. Possibly trades, teaming up, shared intel, a slight increase in the faith of humanity, etc.
  13. Chambers (DayZ)

    Picnic at Prud Lake!

    I'm in - so, before the massacre starts, let's have a few games, such as: - Pin the 7.62mm x 51mm round to the forehead of the fist guy who starts putting barbed wire everywhere - self explanatory - ATV Pinata - one guys drives the ATV in circles, 10 others chase him with axes. Driver wins if he flips it, loses if the axes kill him and allow them to get all the sweet, ballistic candy hidden inside the ATV - Dance, Motherfucker, Dance! - 5 people shoot semi-auto rounds at one lucky volunteer's feet, and prizes are given to the ones who last the longest without getting their legs broken. - Grenade Race! (AKA Hot Potato) - 2 fun-loving contestants stand 25m apart, and toss a live grenade back and forth until... well, the grenade doesn't come back. - Incoming M203 HE round eating contest - anyone who eats more than one (i.e., headshot) and survives, is banned from the server as a hacker. - Weenie Roast! - The guy who hides at a distance and won't man up and face death like a man gets beaten to death with crowbars, and his body is surrounded by fires. But, maybe, just maybe, we can have a nice picnic like they do in (give it a few seconds).
  14. Chambers (DayZ)

    Tents Wipe Out

    Went through several different servers early this morning, and every tent I knew the location of (both mine and several others I had found) were gone. Now a good deal of those were probably overdue for automatic wiping, I know mine were, but all of them? Seems strange. If there was a server cleanup wipe done by the hive admins, that's cool. However, it would be good to know if it was part of a regular cleanup activity (through a post made afterwards, of course) or an actual bug/glitch.
  15. I've got two tents and would be up for a trade. My decently outfitted character just died yesterday, so now I have shit gear, and am going back through the re-acquisition adventure, I'd be interested.
  16. Chambers (DayZ)

    Sniper problem solved!! I think?

    Regarding penetration - Just do some youtube searches for 7.62 penetration test or 5.56 vs 7.62 and you can see what kind of penetration these assault round have. I didn't include larger rounds, because well, if you can carry it, odds are that round is going through it. The idea of making old-style kite shields out of layered scrap metal does have merit if the metal is thicker than 3/8", as they might give even a AK a problem for a short while if we're talking about non-armor piercing rounds, and would offer decent protection against most smaller rounds. But the weight, size and mobility is the real problem. Too small and they'll go for your legs. To large and you wont be moving fast, if at all. ArmA II could handle the programming necessary, but do you really want to replace your primary with a shield, and only be able to slowly walk? Maybe in a group, with 3 or 4 shield guys offering protection to 3 or 4 other guys, but is it worth it to add it to the game?
  17. Chambers (DayZ)

    Sniper problem solved!! I think?

    Yeah, like someone depraved enough to start a zombie brothel will stop at zombies as sex prisoners. I want DayZ to be many things, but recreating scenes from Deliverance or The Bunny Game is not one of them. Although removing the 'respawn' button and being able to have captured prisoners who can't switch servers somehow once placed in the prison may have merit. It would create a virtuous goal for non-bandit survivors to free imprisoned players. But oh, man, the wailing and screaming of 'I bought ArmA 2 and all I got was a prison cell' might not make it worth it. DayZ: Jailbreak
  18. Chambers (DayZ)

    Sniper problem solved!! I think?

    Oh, god no. forget I said anything. I was just thinking that once we have fortifications, having a good food supply would be nice too. However, raiding a fortification to steal/destroy a group's livestock would be a cool thing to see. I wonder how many cows you could take out with some HE grenades?
  19. Chambers (DayZ)

    Sniper problem solved!! I think?

    The leash idea is... well, it's an idea, but I'm not really feeling it. However, it gives me the idea of being able to lead a bunch of zeds into the back of a Ural or truck may be kinda cool. Maybe make some 'special deliveries' to encamped/hidden people, perhaps. Passenger gets out, runs around back, selects 'open gate' (for example, of course the optiion is not there now) at the back of the truck and runs like hell, the truck takes off, and the Zeds all fall out in one angry pile. It would seem like a lot of coding for a small benefit, but what if you co do that to cows/goats/chickens too? Rustle them up, and take them back to your fortified base (like the fortifications they say are coming in future updates). If you had morethan one animal, maybe after a week (cause I'm not waiting a year in game, protecting a couple dumb cows, just to get a third cow old enough to eat), another of the same animal spawns when the server starts. Also, Zeds should be killing animals that are in-town (chickens) or close to buildings.
  20. Chambers (DayZ)

    Where'd you hide the animals, rocket?

    I've had decent luck all over the map thoughout the various updates over the last couple months. Granted, I do come aross areas that are barren, but I can ususally come across one within 5-10 minutes. One reason may be that I am seeing rabbits spawn far more frequently since 1.7.2 - don't have your character run so much, and it's easier to notice them. Run 50-75 meters in the woods, then stop. Look around, run another 50-75 meters through the woods, then stop and check again. I find more in the mornings than in mid-day , but that may be just me. Those rabbits, though. Damn you zig-zagging hopping little bastards. You run, then stop, taunt me, and run again just as I get you in my sights. Every MP5SD bullet is precious, and you, you little bastards are making me waste them. I love it. The rabbit animations and reactions are fantastic. It's the best shooting gallery/firearm training method in DayZ. After a few dozen rabbits for dinner, my aiming speed and tracking accuracy has incread at least 25%, which has incread my headshot rate as well. - note - Yeah, scopes make it easier, but where's the fun in that? besides, I like the benefits of silent hunting.
  21. Chambers (DayZ)

    Zombies can't swim

    They may want to, but their rage is writing a check that their staggering, awkward motor skills would not be able to cash.
  22. Chambers (DayZ)

    Sound Dangers?

    Remember there is no power so most alarms will not work. However, I like the idea of large metal doors creating a lot of sound. Not so much regular doors, as one would logically try to open them quietly,but maybe a 5% chance for a loud noise when opening regular doors. Flares in buildings (mostly residential) could trigger a battery-powered fire alarm, perhaps. Walking through a pile of tin cans, bottles, or even larger vehicle parts should be just as noisy as throwing a can - crouching and crawling should not cause sound.
  23. Chambers (DayZ)

    Zombies can't swim

    Zeds should have an increasing chance of death by drowning while in the water. Most should die in the first minute or two of swimming, but every now and then, there's one that has enough mental capacity/body coordination to keep going. This could be done without hogging the server by doing one calculation when a Zed enters the water - a continuous rate of damage while swimming. The monkey Zeds take a higher rate of damage while swimming, so they die sooner. But each Zed has a small chance of taking either no damage or just a small amount once they start swimming. The Zeds don't stop coming if you shoot them, why should a fear of water get in the way of their murderous rage? The Zeds should jump right in and start swimming after you without a care in the world. However, drowned Zeds should not add to your kill count. So for kicks or as a distraction tactic, get yourself an Enfield, go into a big town, fire off a few rounds, and be the Pied Piper of Zeds.
  24. Chambers (DayZ)

    outfits + outfits + outfits

  25. Chambers (DayZ)

    Slower mechanics when heavy loaded.

    reply deleted. Not related to OP's issue.
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