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Stay safe out there,
Your DayZ Team
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Everything posted by hoik
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Holding a key to raise weapon? Your thoughts
hoik replied to Clumzy (DayZ)'s topic in DayZ Mod Suggestions
I think by making the gun lowered by default, and by making the player have to actively engage a aggressive stance, it gives players a means by which they can form a quick opinion on what another players intentions may be. With this proposed system you will know that if you see a player with their weapon raised they are fully aware of what they are doing, they are being actively aggressive. Where as if you toggle stances you are in effect being passively aggressive (if that makes sense :P ). -
Clearly, a brain fart with fingers. Mystery solved!
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ROCKET. Playing with friends question (Standalone)
hoik replied to djshauny1's topic in DayZ Mod General Discussion
My suggestion, have 'fun' on the way to meeting up with your friends. Also, getting killed at the last minute is fun! -
... who's riding a velocipede.
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Community Food and Drink Textures!
hoik replied to [email protected]'s topic in DayZ Mod Suggestions
Thanks Sausage King, I was hoping that you might be so kind! It looks good in game - but does the texture seem a bit stretched when its on the model (It seems compressed on the bottom and stretched on the top)? Maybe fiddle with the UV map? Yes, this is a excellent idea! -
That fully/un-expected 'crack' of a bullet passing by your ear still gets me. I would have to say that for maximum theatrics night time is the way to go - the blacker the better :) . This is a pic of me looking back over electro after a frantic escape from zeds and other people - that was not my flare...
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Community Food and Drink Textures!
hoik replied to [email protected]'s topic in DayZ Mod Suggestions
Ok, heres something I rustled up: -
There is not a band wagon I will not jump on!
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one thing that bugs me about pvp whiners..
hoik replied to Rifle Eyez's topic in DayZ Mod General Discussion
Yes of course, there is no way to give players value and meaning to others through empathy in a game - with guns... and no rules... we know what we do really has no dramatic conciquence. If you look at this from a gamey perspective there is only one thing that all players value - loot. So you take the loot associate its values (quantity/quality) directly to players lives and then, maybe, you can given players lives in a game like dayz value.. or link their lives with hive/server resets... or both. -
one thing that bugs me about pvp whiners..
hoik replied to Rifle Eyez's topic in DayZ Mod General Discussion
Personally I would really like it if the bigger picture was taken into account - I think in some ways the new disease mechanic is aimed at doing this. As for excessive PvP having one inevitable end I agree, I've floated several ideas on how to bring the picture to DayZ: - Global Causality - A way to make children/procreation core to long term survival - Giving players intrinsic value through loot (another take on global causality). These are all quite indepth propositions that I realise would need alot of work. But from what I understand about how loot and zombies will be implemented in the SA, I think they could actually be implemented (by someone with the know how :P). -
Perma-identity. Nickname is permanent. Nickname as face. Cover face - conceal nickname.
hoik replied to DZR_Mikhail's topic in DayZ Mod Suggestions
I mentioned this in a similar thread - instead of having a single name that is unique to you GUID, have the players select a surname that is unique to their GUID. This satisfies the need for a perminent, persistant form of identification and frees up the players to change their first name as often as they like. You could also identify "familys" or clans by their last name. Eg: Hetstaine Steaklover (Steaklover would be your perminent ID) For me this would be the best compromise. It has the benifit of letting players have the whatever first name they want (players can also have the same first name), as well as addressing my pet annoyance which is the unavoidable fact that we reincarnate every time we die - It gives a reason (in game) why we act so simular to our previous character, because we are relatives/decendants rather than reincarnations. -
I agree, I watched a brief update about DayZ on a Australian gaming show called Good Game. All they mentioned was the private/modded hives and how much they loved the ones with 200+ vehcles and more military bases/loot. Then in the next breath said they can't wait for the SA - I think there is a bit of a disconnect.
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DayZ featuring on "Good Game" tonight 8:30 - ABC2
hoik posted a topic in DayZ Mod General Discussion
For the Australians out there, I just saw on my EPG that Good Game will have a segment talking about DayZ - should be interesting! EDIT: Aired on the 12/03/13 -
DayZ featuring on "Good Game" tonight 8:30 - ABC2
hoik replied to hoik's topic in DayZ Mod General Discussion
Yeah, it wasn't that interesting IMO. They mainly talked about the rise of private and custom hives and especially about how hives with a lot of vehicles change the pace of the game. They really didn't have much to say about the development of the SA. Oh well, it might peek the intrest of those who are living under rocks and haven't yet joined the fold :). -
is there any real friendly survivors out there anymore
hoik replied to CorrosiveDragon's topic in DayZ Mod General Discussion
Friendlies are hard to come across, but when you do have a friendly encounter it can really make DayZ into something special. One of my best random encounters was at night and as a new spawn. I had run into another hatchet wielding new spawn a bit west of Balota and it was a pitch black night. I usually don't play when the nights are so dark, but this guy seemed willing so we pressed on - within ten minutes we had both managed to take severe damage from zeds - I had taken a hit from Mike Tyson and couldn't see straight. The guy seemed a bit green in some aspects, especially navigation, so I set out to lead us both to the hospital in cherno - for me it was a harrowing journey through the dark, my health flashing red, using the torch in short flashes, tip-toeing past zombies, all while the screen was bairly disernable because of the blurr. So I can just imagine what it would have been like for this relative bambi, following a total stranger through the utter darkness. Finally we made it to the hospital and droped some chem lights. But this seemed to have been enough to let the near by zeds see us because suddenly we were agroing zeds left and right. In that tiny well of green given off by the chem light, back to back, we fought them off. I got hit once, then twice, then I was down for the count... but by some miracle I wasn't dead, only uncontious. It was a agonisingly slow count down (it must have been at least 60 seconds) all the while this guy was standing over my body swinging his hatchet like a mad man protecting me and calling to me, asking if i was still alive. Waking up after the 'hour glass' was one of the best moments I have ever experienced in a game - I wanted to hug him (There should be a hug animation!). We healed each other, but then got split up ten minutes later while running from some zeds. I felt the love that night! That said I have been bushwhacked many many more times than I have been befriended. You should be very cautious of everybody - but always keep a open mind. Because IMO random friendlies are as vital to Dayz as random bandits/ -
Electro at night...
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Flamethrowers, Darlek's, rainbow pythons - totally unfazed!! lol.
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Consolidated Weapons/Equipment suggestions
hoik replied to rocket's topic in Mod Announcements & Info
Freudian nip... -
Unfazed... DayZ has made dean one hard mother F***er. EDIT: I use tinypic.com - upload your image there and then copy paste the link.
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I do get where you are coming from, the crossbow is already quite a awkward weapon with quite a large 'cons' list compared to its 'pros' - having reusable ammo is definatly one of its main 'pros' and introducing the chance for them to break does make the weapon that little bit more nerfed - what I don't agree with is you're claims that Devs are "making this mod worse". This is overstating things a bit. They are making changes to a mod that is in Alpha - you are the devs guinea pig (and a squeeky one at that :P) and these changes may make you change up you're tactics. If these changes are found to be detrimental im sure they will change the changes... I can gaurentee you this is not the final version of the crossbow mechanics.
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hahaha - no. This genuinely freaks me out.
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Then why did it say: "you cannot retrieve this arrow because it is broken" (paraphrasing). It wasn't a glitch or a my inability to retrieve the bolt. Your right though, I havent experienced a missfire. EDIT: Proof (enough :) ):
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CD key theft - notice about suspicious PMs
hoik replied to taco241's topic in DayZ Mod General Discussion
Rigamortis... -
Wait, so is the issue with bolts having a chance of breaking or with AS50 being OP? Anyone who uses the crossbow will appreciate the improvements in bolt retrieval, quivers and the chance for bolts to break, inspite of whatever the given reasons for implementing these changes were. This no doubt took a hell of alot more time and effort than simply disabling/removing a weapon from a spawn table. The crossbow is a one shot kill, but I never considered it OP (because of the unsertanty of hitting your target as well as its very limited range) but now with quivers it is possible to carry a hell of alot of bolts. If they were all 100% retreivable then I guess that could be considered OP. I agree with the removal of the AS50, but to say that the Devs are "making this mod worse" because they are adding new features to the game instead of removing the AS50 seems a bit hysterical. The devs are adding to and improving the game, and it is a work in progress.
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1 error before and 1 error after connecting to a server
hoik replied to gergo4961's topic in DayZ Mod Troubleshooting
Well I lost my ArmA 2 disc as well, though I still have the case and CD key. I use a ISO I made to install it but I have never seen that verification message, so I have no idea what that is about :( . What I do get though is a mass of errors when I try to play OA beta after I update to the latest version, it is totally broken - I also have similar errors with dayZ, though it doesn't seem to have any effect on me actually playing dayz. From what I have read I think the problem may lay with updating from a low version of the beta straight to the latest one - I have also read there are specific updates for BMA and PMC, if you have them, that might help get rid of some errors. Hope this helps in some way, I haven't tried resolving the problem myself because A: Im lazy and B: the errors don't seem to actually effect my game (except for OA: beta, but I can still play the non beta version), but I think investigating how you update the beta could be a good place to start.