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h3l1x

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Everything posted by h3l1x

  1. h3l1x

    DayZ Animals

    Yet, apparently you can also survive feeding on rats. It has been done before in big famines, sieges, etc.
  2. h3l1x

    Something To Make People Team Up

    You may be fine with wolves, but variety didn't hurt anyone. You may be also fine with only boars in the woods, but wouldn't it better if there were also deers and other big animals? As to your quote, you do realize that is one incident which supposedly happened in 1922, right? Not much of a proof wolves are dangerous to humans. As with any other wild animal, wolves will not attack a human, unless injured/provoked/threatened, defending their pups/territory, or they are starving to death and it's the only source of food they can find. For all you know he could have started it. Anyhow, I can also find online references of people dying of mosquito attacks, bee attacks, dolphin attacks, domestic dog attacks, even domestic cats killing human babies. That doesn't prove all these animals are ferocious killers devouring humans on sight now, does it? But since we're discussing a game here, let me explain how I would implement said wild animals. Let's say you're in the forest and you come across a deer/boar/wolf/whatever. Imagive there's a radius around every animal, 100 meters for example. If you enter that radius there's a 50-50 chance the animal 1) charges you 2) runs away. If there's another guy with you (2 people) then there's 40% chance it charges the one closer to it, and 60% chance it runs away. If there are 3 people, then 30-70. Now if there are two boars/wolves/etc and its just you on the other side, the situation changes, 60% chance to charge you (for both of them), 40% to run away. And goes on like that. Percentages/numbers are indicative, I didn't put much thought in it, just wanted to explain the mechanics.
  3. h3l1x

    Something To Make People Team Up

    I didn't suggest to turn Chernarus into Africa. I just said a couple of wild exotic animals could be roaming these two sights (circus and zoo) since it'd be perfectly normal for them to appear there. Also concerning bears, how about dancing bears? Or for the brave ones, bear cavalry.
  4. h3l1x

    Something To Make People Team Up

    In anyone is interested, I've posted on another thread one way of having dangerous animals ingame even if they are not native in chernarus. Post is right here, and for the lazy ones it was a thread about buildings and sights we'd like to see added in chernarus. So I suggested a travelling circus and a zoo. Both could have lions, tigers, bears roaming around looking for food. Btw, I'm against bosses of any kind, I'd just like PVE to extend beyond zeds and weather conditions, including above animals, wild boars, wolves, wild dogs in packs etc.
  5. I see what you mean, but as stated in the title of this thread, it's supposed to be about the easiest to implement vehicle locking system. It's not targeted at the SA but at the mod. And handcuffs' keys are much easier to implement since all keys will be the same, and all handcuffs the same. It will be as another tool. Vehicle keys would need a much more complicated system, each key tied to a specific vehicle. This road is a no go for the mod and it would need many months till it gets implemented into the SA (which will have no vehicles at all when it comes out). I too would prefer an actual key system in the mod instead of what I'm suggesting here, but I'm trying to be realistic and find something that works, and it actually has chances to be added in the mod. Not to mention another problem with real keys I thought of right now. Say keys do get added in the mod as normal objects you can put in your inventory. Let's say you have 3 keys, each taking up one slot in your inventory. You are losing 3 slots (keep that in mind). Or better yet, let's say the devs are awesome and implement a stacking system (like flares or glowsticks) where you can add keys to a keychain which only takes up one slot in your inventory. Now you're losing only one slot. All of the keys you are carrying are tied to specific vehicles on a specific server you found said keys. What if next day you join another public hive server? You end up with a bunch of useless keys in your inventory taking up space. And then you'll find keys on this server too, so after a month you'll end up with a dozen keys, each one tied to a vehicle on a different server. Seems very broken doesn't it? And then take into account that each server reboots every 5-6 hours usually and many vehicles get lost/bugged this way. You'd end up carrying useless keys tied to nonexistent vehicles. Can you see now why keys are so hard to implement? On the other hand, what I'm suggesting is viable. Each database gets stored locally on the server, so on each server you can have claimed vehicles without having to carry 50 keys in your inventory across servers. Also, when a vehicle is lost or destroyed, the database entry gets automatically deleted, so no useless keys in your inventory.
  6. Do you have any IP blacklist or any security program using such a feature? For example, many antivirus progs use ip blacklists, mbam surely does and quite aggressively - while filtering servers in dayz commander it blocks numerous entries, peerblock, spybot adds lots of entries in hosts file, and many others. Check if something like that blocks the IP of the server you are trying to join. For starters you should try pinging said server.
  7. Guys, try reading OP again. Also read IT07's linked post in first line. What I'm suggesting does not include keys. It's a different approach since implementing an actual key system would be much more difficult than this. I also mentioned it in my answers to creature and bludy.
  8. h3l1x

    Cannibalism

    And meat can poison you, make you sick, kill you eventually. And I'm not talking about meat gone bad or infected with something. Ever heard of protein poisoning? Read the whole page for more info.
  9. ^ Not getting exactly what you mean, but I think you're talking about an actual key system. As I already mentioned in OP, implementing this feature seems -at least to me- much more difficult and time consuming for the devs than the system I'm proposing. And that is the reason I made this thread in the first place, to provide an easier (from developing point of view) alternative system for vehicle owning/locking/stealing.
  10. h3l1x

    Water bottles

    And the same applies to raw/cooked meat. Raw has a chance of making you sick, cooked is fine - also gives more blood than raw.
  11. h3l1x

    Zombie player control

    And you'll end up having squads/clans half of them playing survivors with rifles, other half viral zombies, communicating via TS3 chasing/ambushing specific targets. Big no. Not to mention all the zed trolling to take place if something like that ever gets added.
  12. Well it appears you missed the "Share thoughts, ideas, questions (after reading whole post)" part. Let me explain. True, but that would also be a real life scenario. If one scavenged all day long for vehicles then he'd have more keys than someone that just camps on a hill. Also anyone with a hatchet/makarov (or any other medium capable of breaking a window), and a toolbox would be able to steal and use said vehicles easily. Again, anyone is going to be able to steal/hotwire any claimed vehicle, it's not a permanent ownership system, it just adds some realism when it comes to finding/stealing vehicles. Agreed, this could also work (eg when you die vehicle becomes unlocked automatically). But I think it'd be better if it stayed locked just for the added difficulty. Maybe there's a middle road solution. If you die inside the vehicle (or within a specific proximity eg 100 meters, it becomes unlocked), thus simulating keys left in/near vehicle. But if you have a claimed/locked vehicle in Berezino and you die in Cherno, then it wouldn't be realistic if that car got magically unlocked, would it? Not to mention, when driving with buddies, one would use the abandon/unlock action so others would be able to enter. And if he got out to scout for example, he'd use the claim/lock action again. These actions are not supposed to be permanent. Locking a car has nothing to do with proximity, does it? If I lock my car and then move to Peru, it'll still stay locked. Till someone smashes the window, hotwires it and drives away. Get my point now? It's just a alternative suggestion to the use of actual vehicle keys, something much more complicated to implement that I don't see coming to the mod. If you have a better suggestion, one that provides vehicle locking, vehicle stealing, and all the other aspects mentioned in my post feel free to share.
  13. h3l1x

    A minor, but interesting, firearm suggestion.

    That's what she said :lol:
  14. h3l1x

    A minor, but interesting, firearm suggestion.

    Well, that wasn't what I meant. Let me elaborate. Yes, all these features are probably going to be added to the SA in time, but still said system would require setting up specific parameters and values for said feature. For example, firing 9mm rounds in a .40cal pistol would be less dangerous than firing .50cal in a shotgun (as many of the above posters explained). So it needs research, and too much different tweaks in order to appear realistic and not just a simplified "I can use all smaller cals in my gun and I always got the same way of putting them in (duct tape), the same chances it jams, the same chances it blows up, etc" feature. You get my point now? It's too specific and so many factors are involved in order to be implemented in a nice way. It's almost redoing everything. Velocities, accuracy, bullet drop, with extra parameters involved (all kinds of fail and misfire).
  15. h3l1x

    A minor, but interesting, firearm suggestion.

    It may sound like a nice idea but it seems to me too complicated to be implemented (specific range of calibers for specific range of firearms, crafting setup, accuracy penalty, failchance, gun jam, gun degradation, gun blowing up/injuring/killing you).
  16. h3l1x

    My experience with Frankie.

    Please do keep sharing. Not. Also how is this relevant to DayZ? DayZ general discussion is about anything having to do with DayZ. You stalking some interwebz diva famous persona isn't really relevant, is it? You should've posted it in off-topic section of the forums. Oh wait, you shouldn't have posted it at all. All these pointless threads make the forums a mess.
  17. Never did buy/use a specific "left-handed" anything. Therefore, adapting (in case you don't get it that means "learning to use stuff that are not made to be used by you and coming up with ways to overcome this problem) both in practical and mental ways. Your argument is invalid, nice attempt though :P Ah, I've used left side hockey sticks, but that's it. Also many right handed people use them as it's a matter of preference/playstyle. So doesn't really count.
  18. As a matter of fact, left handed people would adapt better in a post apocalyptic scenario, exactly because we have to learn to adapt to a right handed world as soon as we start going to school (children's safety scissors anyone?), and in a scenario like this quick adaptation is the most important factor. Also we're cooler, minority and such :P Not to mention diy and scavenging skills you develop over time, especially if you're a pc gamer. Tracking obsolete good quality gaming mice, modding keyboards and such. I'm telling you, we're ready for the zeds.
  19. h3l1x

    Hardcore Server - Poll

    Crosshairs on or off?
  20. Both (crafting and new gear UI along with weapon quickswitch) are included in 1.7.8 dayz patch to be released next week :P Taking into consideration that it will be a very rough (eg buggy) alpha version without vehicles (and many other features, which will be added in time), I don't think it's a nice idea to "make" people buy it, especially if they are not hardcore DayZ fans (those tend to ignore bugs and problems). For all you know, you may get bored with it in a month and go back to the mod. Personally the only viable/stable argument I can think of is the fact that buying it while in alpha will cost you less than buying it as a retail game. So you could save some bucks. But then again, even buying it as a retail game, I'm pretty sure it'll be included in big steam sales and such. So not much of an argument afterall. It seems the only true argument is the "buy it as soon as possible so you can help the progress of the development" one.
  21. Well done for starting this thread and trying to organize FPV only players. If only more people on these forums tried to help like you do. On the other hand though, I hate seeing pay-to-win servers being advertised as the last resort. IMO every server that rewards you for donating even one single dollar needs to get zero attention from the community. Pay to win is a very dirty road and surely not the kind of gamestyle DayZ deserves. But still, you bothered to do all this research and posting in order to help people, so get some beans.
  22. This stands for public domain books too? I guess God or Johannes Gutenberg :P
  23. h3l1x

    The "Hardcore" base

    So, I only play on vanilla public hive servers (and a vanilla private hive without crosshairs I discovered recently), lone wolf and such (no bloodbagging, no mates with vehicles covering my ass and taking me back to my corpse so I can loot it), I really hate crosshairs and I want more public hive servers with that feature disabled, but I still like using 3rd person view. And also I'm in for more realistic/hard features. And I never KOS, I just like to stalk people and have fun watching them while they don't know I'm there (which is much harder than killing everyone you meet just in case they try to kill you first). In which category do I fall in? 1st person view only people would call me a casual player, all others a hardcore one. My point is, the lines are really subjective and everyone interprets them by his own playstyle/standards.
  24. h3l1x

    FPS boosts?

    DayZ is a really strange beast. When I first bought it used to crash every 20-30 minutes like it had an internal timer telling it to crash. Then playing with options (for a couple of days) I found out that with disabled shadows it doesn't crash at all. Also, on some servers I get 60 FPS (vsync on), on others 30-40 and a lot of stuttering. And in cities it gets worse. As you can see there is no average min and max since it's really server dependent with massive difference across servers. I can join one server and consider it unplayable, I can join another one and play with average 50 FPS. Mind you, I'm playing on an older system (core 2 duo e8500 @ 3.16 with a 2gb 6950 sapphire reference gpu with unlocked shaders) and I'm still getting 60 FPS on some servers on high settings (but all extras disabled, AA, AF, HDR, shadows, postprocessing). Making assumptions about tha SA has no point. The only thing I'm pretty sure about it, is that it'll be more consistent when it comes to system requirements. Or at least I hope it'll be.
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