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Everything posted by h3l1x
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If I may add something. I'd like to see boats become dynamic. What I mean is that boats should get drifted away depending on the wind (which is already present in arma 2 as far as I know). So let's say you speed up against the wind, you move a bit slower, you go along the wind direction you go a bit faster. But except this, also securing your boat when leaving it ashore becomes an issue with this system. If you just leave the boat near the shore (as we do now) it should get carried away due to the wind/waves. Maybe you should find an anker for securing it midsea, or a heavy rope for securing it to a dock (although anker should work there too). I'm not trying to overcomplicate things, but I think that instead of having boats behaving like rocks it'd be much more realistic and fun watching them drift by themselves. Of course, this way sometimes they'd drift into the ocean, but that would also make it more fun if it was together with all the other suggestions in this thread. This system could also make finding boats much more rewarding because if it worked this way then constantly checking the spawn points would make no sense. They'd spawn and slowly drift away depending on the wind on the specific day, on the specific server. Just imagine being in a small fish boat and going towards an island when you spot a big boat drifting away. Is it empty? Are there people on board? Can I speed up so I can catch up to it? Of course, then there'd be a problem of how to stop it in order to get on it. Well maybe if there is a ladder, then if any player is in a specific radius of this ladder he could just scroll his mouse and get on board, or something like that. Or imagine being aboard a boat with low fuel, sailing somewhere and you run out of fuel. You start drifting away, helpless, and you don't know which way you'll end up. And of course smaller boats should get carried away much easier than big ones. The bigger the harder and so on. Just my 2c.
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Core temp, gpu-z, cpu-z, open hardware monitor, aida64. Personally I mostly use open hardware monitor. Just make sure especially for cpu temps that TjMax is reported correctly for your particular cpu. Also, tell your brother to completely disable shadows if he has the setting enabled and try to see if it keeps crashing. I play on a e8500 with a thermalright ultra 120 extreme and a 6950 2gb with unlocked shaders. DayZ used to crash every 20-30 minutes, with an error saying "Arma II has encountered an error" or something like that. Anyhow, it always used to do that, every 20-30 minutes, I didn't know what to do. So after playing with settings etc, as soon as I completely disabled shadows It has never crashed since then, and it's been a couple of months. It was not a matter of temps, it was something else. And yes, never use stock cpu heatsinks/fans (neither intel or amd) if you're gaming. Don't need to buy hyped mass oriented watercooling since you'll end up buying just a brandname and bling. A hyper 212 EVO will be fine, and as you can see here, no difference in performance compared to the corsair h60, although it costs less than half than the corsair option. So don't go for bling and don't listen to anyone telling you "omg out-of-the-box watercooling is so superb cause it's moar expensive than air heatsinks". Now, custom/diy loops wc is a different story but you also don't need it, it's more of a hobby/contest than a necessity (also much pricier and difficult to handle). Lastly, thermal paste does make a difference, so go for something good.
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Holy hand grenades also work nice on worms. Sorry for offtopic, couldn't resist.
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Need more info to answer. You have 2 pcs, on a home lan, on a router. They have different lan IPs (192.168.x.x) but share the same external (internet) IP. Each pc has it's own ARMA: OA key or do they share the same? If each pc has it's own key then theoretically you should be able to play simultaneously, even on the same server. I'm saying theoretically because apart from key/guid there's also the same IP matter, and I recall reading posts in this forum saying that two people in the same house, with the same external IP had problems getting online at the same server due to some servers not allowing duplicate IPs. They were getting kicked by BE etc. But I get this must have been fixed by now (I hope). Character progress is related to the guid/key, so if you only care about being able to play and save your progress without having your daughter killing you then yes, you can do that, IP doesn't have anything to do with that. Also if I may propose something, until you buy your daughter a new pc and another copy of ARMA: CO, you could just have two different profiles setup on your pc, your character playing in a specific private hive, and another profile for your daughter playing on a different private hive. This way you can have 2 separate instances of one character and character progression saves for each one (since private hives are autonomous). Or you could play on public hive and have your daughter restricted on private hives. Because just having two different profiles but keep on playing on the same hives (through each profile) will still ruin your progress. I hope I make sense.
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I'm pretty sure I've seen this suggestion a couple of times before. It's just that the whole suggestion section is kinda messy. Just want to add that there could also be some balance so it doesn't get too easy. For example, fishing at the shore would only get you small fish (shallow depth), fishing at a lake medium fish (medium depth),and fishing on a boat away from the shore the big ones (deep waters). And of course a big failchance on all of them. Let's say you'd need at least a couple of minutes to catch a fish, and lose your bait 4 out of 5 times approximately. Also chance to catch the fish but lose it, lose the hook along with the fish, etc. Shouldn't be as easy as find a rod>go to shore>get vast amounts of food. And now that I think about it, time of the day should be related to the failchance variables. Fishing at dawn and dusk should get you more fish than fishing any other time of day.
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I think that except the name, also settings, controls, and every bit of configuration wil change. I remember making a new profile and although I have music disabled, as soon as I created it there was background music. So if you want to use a new profile or two profiles you'll have to reconfigure everything (for the new profile). Someone correct me if I'm wrong.
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So in order to carry 3 antibiotic pills you'd need 3 main inventory slots? When at the same time you need 1 slot for a canteen of water and 2 slots for a wood pile? Doesn't make much sense. And that's why I think the best approach is the flares/glowsticks system. Carry up to a specific number (say 10) in a single slot and lose one with each use.
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Life imitates hollywood.
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So, I've put some thought into it and here is my complete proposal. First of all we have to take into consideration that we are talking about 2 different instances of objects. Main inventory items (antibiotics, painkillers) and toolbelt objects (matches). For the main inventory items I'm pretty sure it's not that hard to use the same code/system that flares or glowsticks use, having let's say an X amount and using one at a time. The problem lies with toolbelt objects, which as far as I understand work differently than main inventory items (I could be wrong though). So my suggestion is to remove matches from toolbelt, and place them into the main inventory, so they can also behave like flares and glowsticks. And replace their slot in the toolbelt area with a quite rare (much rarer than matches) firesteel/firestriker (random video of usage) which doesn't have limited uses and also is a true tool, thus fitting excellenty there. This way we'll have 2 ways to make a fire, matches that we need to save and use with caution, and the firestriker as a high tier tool (think of gps). Of course matches should be multiplied in the loottables since they're already kinda rare. Another difference should be the fact that you wouldn't be able to light a fire under rain with matches, but you would with the firestriker. Also adding the option to light a fire with a flare should be implemented, since it's completely logical. To recap, 3 ways of making fire. 1) Flares = easy to find, take place in your main inventory, only 10 per slot/pack (even better they could be tuned down to 5 per slot), work under rain too. 2) Matches = hard to find, take place in your main inventory, 50 -give or take- per slot/box, don't work under rain and also failchance, don't know at what percentage but about 1 in 5-10 matches should break/not light up. 3) Firestriker = hardest to find, takes space in your toolbelt inventory, unlimited uses, works under rain.
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Concept art anyone?
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It's going to be a very nice birthday clusterfuck massacre indeed. Name: DayZ Chernarus|GITS|Number 1 Server **FIXED**(SAME HIVE)PVP| 950 Vehicles 100 HELI'S, AS50's, EXTRA Current Players: 56 / 70 Average (past month): 54
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This concept is right, and should also be implemented on other things too, such as matchboxes, painkillers, and any other consumable which comes in boxes. But I guess it's pretty hard to add something like that for the time being. Also if it were to be implemented then all loottables would need to be redone to keep balance ingame.
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Sounds legit. On the other hand, my instinct tells me..
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There are two options when in comes to server choosing. Public hive and private hives. If you play on a public hive server, your progress gets saved on all public servers, so the next day you could join another public server and continue from the point you logged off. If you play on a private hive, your progress only gets saved on this particular server, and if you join another server the next day you'll start again from scratch. Private hives usually have extra content, tweaks, more features, whitelists, and are supposed to have less hackers. Although I haven't seen a hacker for the last months and I only play on public hive servers. You can use dayzcommander to filter servers easily and to also keep your arma/mods updated hassle free.
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Truth be told I could use a massage too, even if I didn't understand it. Don't care though if the masseur wore a special doctor jacket or not.
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Take your question here and you'll get your answer.
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Anyone interested in going back to 1.7.6.1?
h3l1x replied to Writhe (DayZ)'s topic in DayZ Mod General Discussion
How about posting all your ideas and complaints in a thorough post at the suggestions' thread in order to make the next patch much better than trying to get people to play an older version? Have you seen the rolling changelog for 1.7.7.2? The new gear ui? The melee quickswitch? The various network optimizations? Are you sure that's what you'd describe by "add all this bullshit into the game, without fixing some of the real problems with the game"? Devs also have jobs, and dayz is a dynamic thing which keeps evolving/testing new ideas and features. Obviously with testing comes trial and error. So if you don't like something, get active on the suggestions' thread and help the community, don't turn your back at it. Also, surviving is supposed to be hard. Infection and super rare antibiotics is not the best way to achieve that, I concur, but it is a step forward, till new/better zombie animations can be made, until better zed spawning is available, and zombies are finally a real threat without the need of insta-infection in play. -
Of course you can have just one ram module instead of two/three/four. You'll just won't be using the dual channel architecture which is like a 10% gain in memory performance. Depends on the clocks/timings. But if we're talking about identical clocks/timings then yes, 2x8 are much better than 2x4. Also better for the future, the more ram you have, the less need to add more ram in a year or two etc. Just make sure that all modules are same brand, same timings, same power specs. So if you can afford it, get 2x8 modules in a bundle. If you can't, get 1x8, and start putting aside some money to buy an identical module in the next months.
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So what do you think DayZ should be defined as?
h3l1x replied to khaenz's topic in DayZ Mod General Discussion
I consider dayz to be a rough sandbox post apocalyptic simulator. Rough because a simulator of this kind should have crafting, more pve challenges (weather, animals, time, etc). But if you add the human element into the equation -meaning the playerbase- you end up with a mixture of a rough sandbox post apocalyptic simulator with trolling, scripters, pay to win servers, 1000 vehicles, dmr, coyote starting gear servers and the whole cod mentality (camping on cherno hill sniping bambies). So the problem for me doesn't lie in the game itself (minus the absence of the things I said earlier) but with the players/server admins. Any game as "free" and "open" as dayz mod can turn into a cod clone with zombies. It's not the game, it's the people. And to make myself clear, I think bandits are essential in this game, there has to be that uncertainty, that fear, that human factor which always surprises you (either in a good or bad way), but not to a point where cod lovers inhabit the towns and survival lovers inhabit the woods. Anyhow, it's a complicated matter, where to draw this line of freedom which most people seem to need in order not to act as douchebags, but at the same time keep the game full of options and this freedom where eveyone can act as he likes and play as he wants. -
Computer Freezes/crashes during gameplay
h3l1x replied to gillario's topic in DayZ Mod Troubleshooting
Overheating would be my first guess too. Download a couple of progs, coretemp, gpuz, cpuz, openhardwaremonitor (my personal preference), and keep an eye on temps, both cpu and gpu. Did it get suddenly hot where you live? Is there a heat wave? That could explain why it used to work fine but now it's not. Also try playing with the pc case open and having a large fan blowing into it, to see if it'll keep crashing. -
The StandAlone version of dayz, which is work in progress. It's not a mod, it's a standalone game.For more info go here.
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Melee Weapon Quick Switch Help/Advice
h3l1x replied to r4z0r49's topic in DayZ Mod General Discussion
Animation version all the way. No way instaswitch. But make sure it's actually quicker than <open gear, drop main weapon, remove hatchet from toolbelt, close gear>. Cause if it's not then it defeats the purpose of the action.Can't wait for this feature, the new gear ui and the optimizations, go r4z0r. -
1.7.7.2 last update before standalone?
h3l1x replied to DropBearChick's topic in DayZ Mod General Discussion
Last update ever? Says who? There's a bunch of people who will keep playing the mod after the SA gets out. Remember it'll be an alpha version, no vehicles, bugs, etc. Also as far as I understand progression of the mod doesn't stop when SA becomes available, either in alpha, beta or whatever version. -
Thanks for replying. I know about the necessity for steam in this stage (server browsing/anticheat/updates), that's why I asked for a future release once we're out of the beta stage. I mean, still we're in pre-alpha, so going with the already there all-in-one release platform makes sense, since there's no time for developing all these from scratch. But once the game matures and gets out of beta, couldn't they work on all these so it doesn't depend that much on steam? Or is this just my wishful thinking?
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Nice to hear a dev blog is on the way. Been some time. And a question. Does anyone know, or can provide me with a link/post/quote concerning release platforms in general? What I mean is, I just don't like steam, and I'm trying to avoid using it for as long as I can. I know when SA comes out it'll be exclusively sold on steam, but I wonder whether there's a let's say "retail" release scheduled for the future. Has this even been discussed at all? Also if there's been talk on this, does anyone know if keys are going to be interchangeable? For example, SA alpha comes out, I buy it on steam, use it via steam (meh) until the project matures, retail (as in steamless) version comes out a year later, and I can use said steam key in order to install retail version, thus not having to buy SA twice, not having to miss the whole alpha/beta stage, and also being able to play the game without steam. Please only reply if you can answer my question, and don't criticize me for not liking steam. I know it's useful in many ways (for both users and devs) and have nice sales, but I still don't like/need it.