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Stay safe out there,
Your DayZ Team
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Everything posted by Survivor-Kyle
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Need Medical Assistance? We can help.
Survivor-Kyle replied to Dr Wasteland MD's topic in DayZ Mod General Discussion
Add me on steam, Dr Carebear MD, I may be able to help. -
Need Medical Assistance? We can help.
Survivor-Kyle replied to Dr Wasteland MD's topic in DayZ Mod General Discussion
Invite sent for Steam. I'm not too far from you, maybe we can meet in the middle. -
So you are bored and think the game needs something endgame or new...
Survivor-Kyle posted a topic in DayZ Mod General Discussion
Is this you? Do you feel that the game is too easy now? Are you bored? The solution is likely not additional gear' date=' or quests, or hoarding tons of stuff off map. You might be having an in-game existential crisis. You have fulfilled all your basic needs and now you want/need something more. [img']http://www.fdungan.com/loner1.gif Your knife, matches, and canteen fulfill the bottom level. Your weapons give you the next one. If you have a friend/clan who you play with, the 3rd level is also complete. Now you are entering the point where you have to look into your self for purpose. You could try to become the worst player in the game, infamous for the most kills/betrayals/thefts. But that mindset will likely undercut your social and security needs; plus you are probably tired of that lifestyle already anyway. That leaves helping others--which is a really TOUGH endgame goal. People do shoot you all the damn time. You will lose all that sweet gear. But at the end of the day, Rocket doesn't talk about the guy with the best gear in his interviews; he talks about Dr. Wasteland and his medics. People don't care/appreciate/respect just-another-bandit (or even the best bandit, for that matter). But the people here sure seem fond of the medics who risk everything, and ask for nothing, just to deliver a shot of morphine and a bit of blood. Maybe you can keep those medics alive for a bit longer. Maybe you can run an ambulance or a MASH hospital. My point in all of this is that if you find yourself bored, because killing other players gets repetitive after a while and the harshness of the wasteland has been tempered by high-level equipment, maybe it's time to build a sandcastle, or even help someone else build theirs. Even the hackers are growing tired of killing everyone; they've started building bases and spawning a cult. You don't have to be a medic, you don't have to found a trading company, you don't have to run a taxi or noobie guide service. But you have to do SOMETHING greater than yourself. Even if it's just an impromptu concert in the middle of Cherno (of all places). Otherwise this is just another PvP game (with a slow start and some annoying zombies). -
Huey is losing fuel?!
Survivor-Kyle replied to [email protected]'s topic in DayZ Mod General Discussion
Did you read the 1.7.2.4 patch notes? They are back. -
Crazy graphical glitches after updating to 1.7.2.4 and 95389
Survivor-Kyle replied to Ewan123's topic in DayZ Mod Troubleshooting
I've had this issue for a while now. I found 2 things to help: 1) Changing servers (only rarely works) 2) Change 3D texture resolution and/or HDR value. -
Oh man, my birthday is on Sunday and I see this sexxy list of updates (about to go live any moment now). It is impossible for this to be a coincidence. Thanks Rocket!
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Prediction: Life expectancy to fall sharply in 1.7.2.4 due to extended suicides
Survivor-Kyle replied to ZedsDeadBaby's topic in DayZ Mod General Discussion
IIRC, deaths do not count toward the life expectancy stat until they pass the 20min mark. If it takes more than 20 mins for you to kill yourself, maybe you should just keep playing any how. I think it's a good thing to force random starting locations; it helps encourage players to actually play each life separate. Less "Woops I died, let me just respawn until I am close and then get my gear back". -
Hahaha! I love it!
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Join the FreeLoaders! I am organizing a team of players who are interested in making a positive impact in the Wasteland of DayZ. We will be working very closely with the RMG and Dr. Wasteland medical teams. We will also (hopefully) have strong ties to the Freeside Trading Co. The idea here is to reduce medic response times by removing the need for long/dangerous trips to the coast. Meanwhile we will be helping new players out by arming them with high-end wares that are found more commonly in the North. What does a FreeLoader do? Our mission is to move medical supplies inland from the coasts and weapons/ammo South to new players. Distribution will be handled by 3rd parties (unless you want to hand stuff out too, that's fine with me). How will it work? We will work in teams and use a series of tents to hand off gear. Basically, you pick a part of the map that you like to play and I'll work out the hand-off/exchange with other team members. Sounds like a lot of work... Not really. Members will stock transfer points as they pass them. If you are heading North anyway, why not run a load of meds while you are at it? What does it pay? Officially, nothing but the warm fuzzy feeling that you get when you help other people out. That said, in the process of running gear we'll make lots of friends. Plus, you get first stab at the stuff (since you will be among the first people who see it). Gratitude and friends can be worth quite a bit out there. Won't this just put weapons in the hands of new players bandits, and make the coast a blood bath again? Maybe. We won't know until we try :)
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Can we make is so that infection lingers on a player's body after death? Allow players who interact with the body to possibly contract the infection from the corpse. Don't make it automatically infect others who come near, just keep the same infection risk for other players that a live (but infected) player has. The other night I was delivering some antibiotics to a player and we both got murdered. I was thinking that it'd be cool if the bandit needed the antibiotics, and that got me thinking that it would be cool if the infected player (who he killed) could possibly pass the bug along. Currently infection only bothers players who play in a tight group. This would allow it to spread to lone wolves, passing survivors, and bandit groups. Do not increase antibiotic spawn rates, let people cough it out for a while.
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I'd recommend looking at the fort friendly threads and trying to see if you can improve on their successes. Bandit infiltration and ghosting seem to be the biggest problems.
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Fort Gotham (Currently inactive!)
Survivor-Kyle replied to Gotham's topic in DayZ Mod General Discussion
I still think that fortifying a barn makes more sense. The roof keeps snipers out. -
List of unreliable people/traitors.
Survivor-Kyle replied to chaossound's topic in DayZ Mod General Discussion
If you link to the thread where the meet up was arranged, it SHOULD update the user's name in that thread, even if they change it later. -
Am I using DC correctly?
Survivor-Kyle replied to Jamierulez4ever's topic in DayZ Mod General Discussion
Sometimes DC seems to malfunction. I had a guy who I met on a medic run who I was unable to communicate with. Neither he nor I could hear/see communications from the other. Mission was still a success, I just wish I could have told him to keep his own blood bag, because I had plenty. -
Guys, I think there is plenty of wounded to go around. We don't need a medic war on our hands. It'd be terrible, everyone shooting each other and then dashing across the field to bandage/morphine/painkiller/blood bag the guy you just shot. Only to have his buddy shoot you and then dash out to save the day. Think of the wasted resources!
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Fort Friendly - Social Experiment
Survivor-Kyle replied to Steins's topic in DayZ Mod General Discussion
Keep in mind that you will always have bandit infiltraters. We (the good guys) win not by killing all the bad guys (because that will never happen), but rather by remaining friendly and open for business. Every survivor you help is a victory for us. Every second that you operate fort friendly, the message that not everyone is hostile spreads to more players. -
I hope you compensate for your small duck..
Survivor-Kyle replied to - Valkyrie -'s topic in DayZ Mod General Discussion
Why are you posting this in the Survivor HQ? Wouldn't it be an even more effective flaming-shit-storm in the Bandit Campfire? -
Ural Civilian with items, Im leaving it to your hands
Survivor-Kyle replied to Obvious's topic in DayZ Mod General Discussion
Well if I had a useable ping on that server I'd be all over it. -
Always. Internet girls are always hot.
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I found my endgame - after 3 days of playing.
Survivor-Kyle replied to Element47's topic in DayZ Mod General Discussion
Cleared out some space. Shoot me a friend request over Steam. -
Willing to trade Silenced MP5 for a Ghillie suit.
Survivor-Kyle replied to paradox155's topic in DayZ Mod General Discussion
Alternately, you can arrange the trade through a broker like FreeSide or Zub Trading. They provide protection and (as close to as possible) trade assurances. Meeting a stranger in a field is a good way to die. -
That is exactly what exists right now. You have FreeSide, Zub, and other trade organizations, there are multiple factions who fight it out (clans), while Medics do their best to patch up the civilians (non-affiliates players). Not everyone is a bandit, you just never see threads bitching about the guy who saw me in the woods but chose not to engage.
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You can. Start a faction. Missionaccomplished.gif
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I found my endgame - after 3 days of playing.
Survivor-Kyle replied to Element47's topic in DayZ Mod General Discussion
LIES!!! >:( -
Take what you need, not what you can.
Survivor-Kyle replied to [email protected]'s topic in DayZ Mod General Discussion
086 072 Dallas2 is mine. The tent is a little hard to see, but it's there. Just wander on out there and help yourself. :D