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sab

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Everything posted by sab

  1. sab

    Healthiness & Blood Regeneration

    I believe "Healing" is meant to indicate you're in the process to getting to full health, and "Healthy" indicates that you're at full and if you lose any blood, you'll start to regenerate it.
  2. sab

    Is a Hive necessary ?

    One thing I can think of off the top of my head is persistence across multiple servers. Why is this good, you ask? Well, in my opinion it allows you to get to know more people than what you would be able to on a private hive. Assuming that people that play on it like playing on it and it's full the majority of the time, it'll be the same people over and over again. Sure, you might get a few new players here and there, but I figure it would get almost stagnant after awhile. Another thing I think it brings to the table is the fact that if you find out you have friends that play DayZ, they wouldn't need to completely wipe their character just to play with you, or their friends, or your friends, etc. Sure wiping your gear once isn't all that big of a deal, but it's still something I find handy personally. There's also the question of "What if this server dies? What if it goes down for hours at a time?", might be unlikely scenarios, but very possible. You'd have to migrate to a new server, and assuming private hives will be mostly white-listed like they were in the mod, that can be a bit of a hassle. I just couldn't see DayZ as DayZ without the ability to hop to any server I want to just to play with a friend whenever I want to, or find a bunch of new players to the game (I doubt many new players to DayZ would jump straight to a white-listed private server) and maybe help them out/teach them some basic survival tips, etc. I've had some bad experiences with private hives in the mod (I realize that not all private hives are like this). One server we joined, it took about two days to get white-listed after jumping through a couple of hoops. My friends and I were excited, hoping to finally have a real "home server", but the second we started playing, choppers flew around and started laying down bullets into our freshly spawned bodies. Well, apparently the server owner had paid them with items to try and "scare" people out of the south... not to mention he would do free giveaways of NVGs and other high priority gear simply for someone that found him in Cherno. Like I said, I realize not all private hives are like this, but being able to create your own rules that bend the game in such a twisted way doesn't seem right. Not to say that the Public Hive is free from admin abuse, and I'm truly fine with Private Hives in general, they're just not for my friends and I. The only difference is if we started getting setup on a private hive (like we did) and find out later that it really isn't all that it cracked up to be, the option to maybe join a friend's server and play there instead of on the server we were originally on is great. I live in the West US and play with a couple friends from Australia and being able to go to different servers when one appears to be on the fritz is great, there's usually quite a few midway servers to choose from that allows for an even amount of ping between all of us. Sometimes they crash, sometimes they're down, even one of our 1st person servers we used to play on for whatever reason switched back to 3rd person. Had that been a private hive, we would have been screwed out of our loot. (Keep in mind that later on once storage and base building is implemented, having the option to transfer your items to a different server if the owner decides to go a different direction is helpful). Hope this helps. EDIT: I'd like to add that sometimes we don't always like to play on high pop servers where 40 or so people are roaming about because it can become laggy from time to time. If that's the case then it's easy enough to go to a different server with say 20 - 30 people. It probably doesn't make a huge difference, but we like having the option available to us.
  3. A friend of mine recently had some seriously bad Desync issues, started around the patch they added BattlEye. Turns out, BattlEye doesn't react well with certain anti-virus programs (my friend was using AVG at the time). He couldn't play AT ALL because of immense Desync he was getting. He got rid of AVG, and replaced it with MSE. His game is fine now... for the most part, not sure if this is the problem for everybody, but you might want to look into third party programs that you're running while you run DayZ, more specifically anti-virus and see if that's causing troubles. Hope this helps.
  4. sab

    m4 is really inaccurate.

    From personal observation out of using the M4, I've never had many problems with it, though it could be my attachment choices and potentially the quality of those attachments; whether or not those mechanics have been implemented yet, I don't know. I've zeroed to 700m (with ACOG) and have hit multiple people at that range, though when you're shooting at that range, I have noticed a tad bit of bullet spread, but not so much that it could be considered impossible to hit your target. Another day, I was in an intense firefight and one of our targets were up on a Berezino high rise, When I rounded the corner and saw him up there, I quickly guesstimated I would need to zero to 300 to make up for the height disadvantage, fired two shots (using the M68 RDS), both shots hit and he went down. I've engaged many others with the M4, and have decided I prefer it more so than the Mosin, while the Mosin is more accurate, it just cannot be used while clearing a building with maximum effectiveness. To be honest, the only point at which I have been unable to effectively hit my target was when I would round a corner and spray from the hip (which makes sense to me). I also have read some other people "testing" the attachments out somewhere on these forums, but I can't necessarily remember the results. If anyone is interested, my preferred M4 load-out: - Suppressor - Weapon Flashlight < - Doubt this makes a difference, but battery inside (in case I find myself playing on a night time server). - Bipod (ALWAYS DEPLOYED, even not while prone) < - I hear having them deployed while standing up/crouching makes you more inaccurate, but I haven't found this to be the case in a noticeable capacity. - T3N RDS/ACOG (I carry both and switch depending on the situation) Again, doubt this makes a difference, but I also store batteries in the RDS, which I'm guessing the functionality will be implemented later. - M4 Buttstock MP - M4 Handguard RIS - Coupled 30Rnd Stanag Mags On a side note, I have used the M68 Compact RDS, but I find that I have a bigger field of view with the T3N, which is why I prefer it. I've not noticed any accuracy difference from either sights, but I've been considering even taking the M68 and having all three optics for whatever I feel might get the job done. Of course, if I ever find a Pristine part, I'll trade it in to replace any quality, but normally I won't upgrade unless I'm going from Ruined to Badly Damage+ -OR- Damaged to Worn+. For optics I never bother using Damaged quality or under, except for the BUIS Iron Sights. I find I like these more as opposed to the default M4 iron sights because of the larger field of view, it reminds me of my favorite rifle, the SCAR. Then there is the other side of the coin, does the base of the weapon (the one that shows no information within the tooltip) actually become damaged? My friends believe that it might be true, having mechanical failures with some guns while others work totally fine, though I have not run into any issues like this myself. Hope this helps.
  5. sab

    No healing status.

    No idea how long it takes your stomach to fully clear, today I spent about 5 - 10 minutes running after filling up my stomach on water and it was good for another 15 - 20 drinks from a pump if that helps.
  6. sab

    No healing status.

    Today I took a couple of beatings from zombie hordes, passed out once and got to the point where I could barely see anything by how low my blood was at... pretty much the closest I've ever been to death on this game without actually dying. I was aiming for the Healing/Healthy status (I've gotten it before fairly easily, once you get used to it, it comes almost naturally) and I noticed that even though I'd eaten a pretty decent amount, the "Healing" status wasn't there. I went into a building, alt-tabbed shortly, re-entered, exited the building and sure enough, the color was returning. Seems like the "Healing" status was missing or appearing, disappearing then reappearing intermittently... not sure what was really going on there. Once I was back to full, the "Healthy" status reappeared and stayed there, however. Generally though, yes the status indicators (though normally just white writing without colored in boxes like food/water) should appear where your hungry/thirsty statuses normally appear. Seeing as what I went through today with the "Healing" status being a bit wonky, I wouldn't so much trust that, but the "Healthy" seemed to be alright. I guess looking for changers in colors coming back might be the most help, even if it does take awhile on the first form of "Healthy" status. Hope this helps.
  7. I used to be a big fan of 3rd person view throughout the entire mod and part of DayZ, but my friends and I decided to go with 1st person only servers. Haven't gone back to 3rd, and we haven't really had many troubles finding at least medium population servers. We switch between Australian & U.S. servers, and each time we play there's usually a couple full ones from each country, then there is a few more with usually have 20 - 30. Apart from that I can't say much in terms of other countries... I can understand your frustration, from time to time I open up a youtube video and when I see them playing in third person, half the time I'll just close out of the video right then and there. :P Personally, I think the 1st person part of the community is large enough to not always be lacking in well sized servers, and I've noticed a lot of people are trying it out only to find they enjoy it like I did. The mod was different in terms of this, where first person servers were almost completely vacant and you'd get lucky occasionally and get one. As for why it's in DayZ, that's the dev's decision so I can't say anything about that. Hope this helps.
  8. sab

    De-sync of sorts with other players

    Yeah, I've gone through this a couple times with a friend of mine. He would log in, I'd see him moving perfectly fine, taking out his weapons, etc. He wouldn't be able to see me at all, and from what he said he couldn't even put anything in his hands. It seems to flare up from time to time, but most of the time it's fine for him. I'm pretty sure if he's updating for you in real time, then your desync levels are fine, it was the same way for us. I don't know much about connections and servers, but it seems like it has something to do with their connection, otherwise we wouldn't be able to see them either.
  9. Ever since I've started playing on first person servers (not trying to derail the topic into a point of view deal), I seem to get a lot less hostility. It could be just the time of day that I play, server that I play on, or something else completely unrelated. I should also add I've not run into many people that just shoot on sight outside of airfields, so I'm sure in game location has a lot to do with the type of people you'll run into. Personally my squad and I won't shoot on sight unless you appear hostile. I'd encourage you to not give up because of what seems to be a large amount of people shooting first and asking questions later. I can't say much because I don't know how you play, but possibly trying to be more careful and getting the upper hand so you can initiate the interaction might go a long way in controlling a non-hostile situation. I like to believe a lot of people that shoot right off the get go are more afraid of you than you are of them and just need to see your intentions before they have a chance to act on their own. Hope this helps. :)
  10. I've always liked this one http://www.youtube.com/watch?v=_KJcs9wk9hw I heard it from here originally.
  11. sab

    Buying question

    No, you would only have to pay for it once.
  12. sab

    Ground Clutter

    Not sure if this helps, but Configure -> Video -> Quality -> Objects does turn down details such as grass, however it also hinders your ability to see doors/through windows at further distances by distorting the textures. Then again, Video -> Rendering -> Alpha to Coverage has options regarding trees/grass. If you haven't checked these out already, I'd suggest doing so. :) Apart from that, I have no idea whether or not they plan to add a "ground clutter" option.
  13. sab

    Do you support "Killing on sight"?

    In my case, it's never always a yes/no answer to questions like "Is KoS fine?". It'll always be entirely relative to the situation, how I'm feeling, and how my squad is feeling. It's mostly up to our instincts and quick processing/reaction time. I'll give a few examples: A couple days ago, a friend and I were moving around Berezino when we came across a guy who was fairly well geared with a Mosin. He didn't appear to be threatening (he was full sprinting toward us with no gun in hand) so my friend decided to talk to him while I trained my M4 on his head. We had no intention of killing him because of the way he reacted to the situation, and as a sign of good faith my friend put his weapon away. Even though I was covering my friend the entire time, it was a fairly civil meet... neither of us had anything the other wanted to trade for, so we went our separate ways. Another moment, we ran into what appeared to be definitely a hostile group of two guys with Mosins. It ended up turning into an hour long firefight after we engaged... I'll give the guys credit, they weren't half bad and they stuck it out without combat logging, even when they were in a tight situation. (They managed to kill two of my squad mates while I entered the building they were in at the time.) The guy knew I was at the bottom of the ladder, but he just refused to log off and waited there for at least 20 minutes before coming down. Deep respect. The point is, we engaged simply because we recognized them as a threat (which they definitely were). I realize it's hard to read body movement to a point, but generally you can get at least a small idea of how another person is probably going to react to your presence. About a week ago I was playing alone and I met a guy in Guba, or rather I spotted him looting the town when I was in another building. I flanked him, aimed my gun at his head and shouted over voice chat. "Hey you, get down on the ground. Don't pull out a weapon or I will shoot you, do you understand me?" or something along those lines. The guy quickly turned around and pulled out a fire axe (This was the first sign of suspicious behavior, I'm guessing he thought I was right behind him, when in fact I was outside of the house aiming at him through a large window). Once he saw me, he quickly put his axe away and put his hands up. Keep in mind, the entire time there was no voice chat coming from his end (The second sign of suspicious behavior). Not two seconds after he put his hands up, I spotted movement in my peripheral vision... there was another guy in town in a building across the street (Third sign of suspicious behavior). Immediately at that point, I assumed he was asking a friend to help him kill me. I put three rounds into the guys head, flanked his friend in a bar, brought my gun up and shot him 5 - 8 times in the back while he was trying to look for me in the direction of his dead friend. I had no intention of robbing them, they simply just forced my hand. Didn't even loot a single thing off their bodies... And finally, I ran into a young sprout at the NEAF one day, he had a gun but the second I told him to get down on the ground, I could tell he was afraid of me. After attempting to question him a bit, I decided he wasn't much of a threat and I let him go, and of course I watch people for a good while after I've let them go their own way. He ended up walking 50 meters then logged off, I guess he assumed I'd shoot him in the back. Simply put, I'm always watching what people are doing when I either spot them or interact with them. Are they carrying their gun often at a ready stance? Do they have their weapon on their back? Are they talking back in voice? Is there any other threats in the immediate area? In the mod, most KoSing was done for fun. In DayZ, most KoSing is because if we don't, they will, however we at least try to put some effort into interacting provided the situation deems it possible. That being said, I find it far more enjoyable than just killing people the instant you see them... actually having to put thought into it, for me personally, is incredibly rewarding. Not to say that I won't kill people if I immediately deem them a threat within reason. My votes were: No - In my eyes, KoSing just to KoS without putting any thought into it kind of ruins the experience for both myself and the people that are getting mowed down. Killing people is easy, having to decide whether they're worth the kill through a series of invisible complex check lists, not entirely. Keep in mind this is all the while trying to gauge their actions and determine through gut instincts while not letting your guard down just to get shot. If someone raises a gun to me, they're getting put down, among other situations. Sometimes they don't even need to have a gun, for example a fresh spawn charging me with fists will get put down. Yes - Bandits are incredibly important to DayZ, not just the robbing and kidnapping kind, but the KoS kind as well, but I think it would be good to ask yourself "If everyone ALWAYS KoS'd on DayZ, would it be any fun?" Sure, for some yeah, but really at that point it would just turn into something that doesn't really seem like DayZ, just another one of those games. Like everything, it requires balance... (I dislike the whole Battlefield/Call of Duty references, don't even really know where those came from to begin with). No - This one is more or less difficult to answer for me, seeing as sometimes I like to play as a bandit, other times not so much. I'm more of a neutral person switching between Bandit and Survivor (I haven't really tried giving the hero/helpful survivor type play style a go yet, maybe in due time).
  14. sab

    How was your first death?

    Spawned in, ran the coast a little bit full of excitement to be able to loot from most buildings, found two story old fishing shack like the one on Skalisty Island. I climbed up the ladder, didn't find any loot up there so I walked out through the window which was probably a 5 - 10 foot drop. Landed, tried to walk and got "You are dead." So sudden and so final, it was really shocking compared to the mod. I avoid taking any fast ways out of a building now.
  15. sab

    Fullscreen Windowed?

    I don't find myself alt+tabbing often, but would be definitely nice to have either way.
  16. sab

    Do you combat log?

    Recently my friends and I made a type of unofficial pact, we stay in a fight until either we're dead, they're dead, or they run (provided the opposition instigates it, and even then we'd probably still give chase). I'm glad we did, because we've had such great moments (not just intense squad battles, but interacting with others under a friendly mindset) Before I wasn't really a serious combat logger, I would just log off if I saw someone (this is assuming they haven't seen me), i.e. find a nice bush, run over, hide and avoid them if I didn't feel like I wanted to get in a battle at the time. If I was already being shot at I stayed in the fight until there was either no shooting for a couple minutes or one of us was dead. Suffice to say, looking back, it's a silly reason to have ever wanted to do so to begin with, I guess if you combat log you just need to make that decision to not do it and experience DayZ for what it really is. Coming from a past combat logger. I'd advise not doing it, not only because you would hate it if someone logged out on you when you had the upper hand, but because that's when you really start to see DayZ for what it really is, and as a plus you'll stop getting attached to your gear.
  17. sab

    Rolling Update Rev. 0.30.113953

    Wasn't sure if someone had posted this already or where to post, figured this thread would be appropriate. Hicks' Recent Tweet
  18. sab

    The only solution for DayZ: Simulation.

    I have to admit, I'm impressed with the amount of specifics you went into. Normally I would've taken one look at the length of the post and decided it wasn't worth it, seeing as most suggestions about topics in general have been the same thing over and over again. I've always been fairly passionate about vehicles, including helicopters, and I'd definitely been looking forward to a far more advanced medical system than what was in the mod as I followed DayZ. I'm glad someone is considering options for the future, even though it may be awhile until we see any of it, as I find it refreshing. Vehicles First off, your vehicle suggestion was great, I agree with it, however I did have a concern. You mentioned having vehicles as "quite common", but of course they would have more or less badly damaged/ruined parts. I don't know how I would feel about having vehicles as a very common find just so you can pick and choose which one you like best. I agree they should be more common if you were to implement such a system, but I feel if possible, that it might be a good idea to maybe have spare parts in broken down wrecks. For example, you can now open the doors/trunk of most car wrecks, why not say the hood to find parts in the future? To clarify, my concern would be that finding an actual car that doesn't have a completely totaled engine (to the point where it would be pointless to replace parts on it), might be too common. Of course there is always room for tweaking and I apologize if I made an incorrect assumption regarding the amount of cars you had in mind. Essentially I believe that on top of the increased difficulty from the part system that you suggested, maybe make actual repairable cars uncommon, but not rare. Just a rough idea, but potentially 2 cars per small towns, maybe 4 - 5+ per major city. Not so much that you run into them every five seconds, but not too little that it's like the mod in terms of finding a repairable vehicle. Being able to find parts in static car wrecks would, in my opinion help balance it out. On a side note, as I was reading your post regarding having to diagnose the car problem, excellent suggestion. I like it. The thought that immediately popped into my head that I felt I might be able to add onto it (assuming this is accurate to the region of Chernarus and the vehicles they drive): dashboard lights. Honestly, I don't know much about their cars, but if I had to take a guess I figure they would have something like this in one form or another. Something that notifies/alerts them to the presence of the problem, and something that may even help you diagnose the problem. Apart from that, obvious signs like stuttering, backfiring, engine failure, horrible gear grinding noises, etc, could be used to help in that diagnosis process as well. Helicopters I felt you pretty much covered this well and I agree again. I've never played Take on Helicopters, but throughout the mod I was the pilot for our squad nine times out of ten. I always felt it was lacking/too easy to get a hang of. Helicopters should, in my opinion, be complex machines to operate, not something you just hop in, press "Q" and take off. I'm not saying it should be an intense process that is grueling to learn, but I'd like to at least put some thought into it. I did watch the video and I could see something as simple as that working well, in turn adding on to the amount of satisfaction you would get from working so hard to repair it. I joked with my friend a little bit and mentioned that once I got the start-up process down, I could write it on a piece of paper (in-game) and we could store it somewhere inside the helicopter (he had made a suggestion regarding in-vehicle storage here if you were interested) in case one of the other squad members wanted to give flying a try when I'm not around. Medicine Stuff As I said above in my post, I'd been looking forward to a far more advanced medical system for a long time. I'm going to keep this reply short, seeing as I don't think I'm necessarily qualified to say what would be realistic/authentic or not. Suffice to say, I liked your suggestion regarding advancing the medical systems and personally don't feel it would become tedious. My only concern would be, whenever I'd die to another player, I was almost always filled with lead to an excruciating point. I feel having to remove 20 - 30 bullets from my body would be a bit... overkill, I guess. Though to be fair, at that point I doubt I'd survive long enough to go through the surgery, so in a way it works itself out. :P Again, definitely looking forward to seeing what they will do with the medical system and I apologize for any incorrect assumptions. EDIT: Pretty much just deleted at least 1,000 words worth of reply on accident, and the auto save function failed me so I'm going to make the rest as short as possible. Hunting + Gathering I agree, definitely would like to see hunting as a huge part of this game. My friends and I would enjoy living off the land from time to time. Making a bonfire in in the middle of camp as an ominous storm visibly approaches from the horizon. Maybe use the fire and a spit to roast meat we just hunted via bow or hunting rifle, we'd also use the propane lighters/cookers just to get an immersive feel in that aspect. I would like to see dangerous animals: boars, bears, wolves, like you suggested, maybe even snakes. It would be nice to have some dangerous aspects to the wilderness apart from getting lost and dying of starvation/dehydration, hypothermia (don't think that's implemented yet assuming it's planned), falling off a cliff and whatever else you could think of. I think I remember Rocket mentioning something about it either being difficult or impossible, however. I wouldn't quote me on that though. Anyone up for spear or net fishing? Hell, just making your own fishing pole out of some sticks and wiring would be great. Definitely looking forward to seeing DayZ's future in this category. Temperatures I noticed you mentioned under construction a suggestion for temperature. I'm guessing most are aware of this, including you, that the mod had temperatures in it, albeit a fairly basic system. That being said I imagine they'll be adding it later on down the road. I've noticed that when I pick up raincoats, it says "Wet" (ironic) under the condition, I also picked up a hat earlier today that said "Damp" in the same spot. I'm guessing these might be placeholders for a potential planned temperature system. I'd definitely be glad to see clothing actually affecting your body temperature as well. (Warm clothes allowing you to stay out longer from many heat sources, or wet clothes making you colder and requiring to dry out). For The Rest I'm not a very creative person, so I'm just going to avoid suggesting anything in these areas and trust the dev's judgement. I agree, however, that zombies should be a very formidable force, and that construction should be a big part of DayZ. Of course, most of these features you suggested/discussed probably won't be implemented for awhile, more important issues at hand and what not. All The Simulation Talk Assuming DayZ is ultimately a survival simulator, I think it's safe to say that it could be considered a grouping of more watered down simulators that ultimately make up the reality behind survival, let me explain the best I can. (I'll use ZedsDeadBaby's post as a reference). As an example, say you were playing a military simulator. Being completely realistic, like a real simulator should be, it would probably have you taking care of almost every detail, like loading one bullet into a magazine at a time, wiping your scope off if dirt or any other particles that get on it, very in-depth gun maintenance, sighting in (not to be confused with zeroing), etc. What DayZ does is it essentially takes the basic parts of the simulator, and turns them into simple actions. I can't say for sure how they'll handle gun maintenance, but a very understandable example would be putting say, 30 bullets into a magazine at once instead of one by one, which you can still do if you so desired. Likewise, with the medical ideas that SalamanderAnder suggested, he's not saying you're going to go into their body and find the bullet, grab it, then pull it out like you would in an actual Bullet Removal Simulator. Instead, from what I understand, he wants an authentic approach to medical care that in my opinion is of an acceptable level. Removing a bullet seems like a huge part of getting shot, not just bandaging the wound and never having to deal with it again. As a third example, I imagine starting up a helicopter and flying it is a lot more complex than what Take on Helicopters depicts. All of these "minor" categories: firearms, hunger/thirst, vehicles/helicopters, medical, hunting + gathering, could be increased in complexity to such a degree that it would be ridiculous to try and even learn how to do them, but with a bit of simplicity and balance applied to each and every one, each feature might not seem like a big deal alone, but combined actually make up a great survival simulator. All of that being said, I realize most of my post was not really useful, the majority was me just agreeing and adding my opinion here and there. Just glad to see someone putting so much effort into suggestions that I haven't seen much talk about before, I figured I'd work at a half-decent response.
  19. In the mod, my friends and I mostly just KoS'd from the get go. No idea why, we just did. We avoided killing fresh spawns, but rarely engaged in conversation with them. A few times we would actually talk to/interact with and help them. At one point we even played as a type of vigilante group in Cherno taking down armed opponents that were shooting at others that were either fresh spawns or trying to avoid them in general. Now that DayZ has been out, we started with what we were doing originally in the mod, killing anyone that looked like they weren't fresh spawns in and around Balota. Went up north a couple of times, but some of us decided it wasn't really worth it until more content is released in the future. We aren't really into the whole handcuffing people, robbing them of everything they have and then feeding them harmful things. Most people we tried to handcuff instantly logged off before we had a chance to grab them anyways. Lately we've been just rushing into the Balota Airfield as fresh spawns being friendly with others, playing around and talking to anyone we can, only using our fists or randomly acquired melee weapons and firearms to kill people that are clearly acting hostile or suspicious. I have to say it's pretty fun at this stage in the alpha. Well... my entire post has been kind of off track. Often times starting way back in the early mod days I'd run into people that would just shoot me right off the bat, whether I tried to avoid them or talk to them. Got irritating after awhile, even if I wasn't killed, mostly because I never really wanted to fully blast people away immediately... depends on the way they treat people I suppose. Just started shooting anyone that looked like they were out for blood. In the end, I think my group and I will probably take a friendlier approach to DayZ, while not entirely forsaking banditry. I don't really consider KoS to be banditry exactly, but it has it's place within the bandit life from time to time. I guess ultimately how we play will depend on how we feel at that particular moment as a group. Often times we'll even set out to play as bandits, but after someone interacts with us in an unusual way (being friendly, acting crazy, saying funny things, etc.) we'll decide to be very nice to said person and often times we'll let the events unfold from there. An example of this is one time we were about to sweep the Balota airfield for tangos, it was two others and myself. One was providing sniper cover and the other moved up ahead to the air control tower. My friend met some guys up there that were armed (originally the plan would have been to neutralize them), but it ended up being a sort of party at the top there. Unfortunately I had a guy get the jump on me and we ended up killing each other, but my friend at the air control tower had gathered about six people in total (random fresh spawns would wander up there and they would sort of join the rag tag crew). In the end, one of the fresh spawns went ballistic and chopped them up, our sniper cover ended up neutralizing the axe murderer, ran down and saved my friend's life. One of the best moments all of us had in DayZ (even though I was dead I still enjoyed listening to what was going on). Sorry if this post is a tad bit off-topic. I guess my version of a closing statement would be that from my point of view it can definitely be worth letting events play out and keeping an open mind to any situation you come across in DayZ. Often times I've set out to do something, and instead of just following through with my goal (often times neutralizing targets), they turned out to provide a fairly rewarding experience that I could have never seen coming.
  20. sab

    What did you do in Dayz today?

    A real life friend of mine and myself ran around Balota Airfield as fresh spawns punching hostiles to death and talking to random fresh spawns/couple of armed guys. Made a couple of friends, traded ammo for food (we didn't have a chance to loot food), and even had one of the guys we met protect us from other armed hostiles at greater distances. After an hour and a half of surviving off scraps from friendly looters, the mosin guy we had met got into a firefight and died. My friend and I charged into the air control tower with our fists, punched the guy that killed him (he had a mosin) until he was dead. I picked up his mosin and proceeded to kill one of the other guys that had helped him kill our friend, while my real life friend ran around punching the other two until they finally caught up to me and punched me to death. It was a very confusing fight, but we avenged our fallen comrade at least. In the end I think we had too much fun just goofing off.
  21. sab

    Ruined Ammo

    Interesting, I tried it the other day and it didn't seem to work. Thanks for correcting me.
  22. sab

    Ruined Ammo

    So far from what I've noticed, ruined ammo cannot be combined with any other durability of ammo. Things like ruined canteens cannot be filled at pumps either. I imagine there's more things planned later on. EDIT: Apparently you can fill ruined canteens.
  23. The entire time I played the mod (couple years) and the majority of my time on DayZ has been spent in 3rd person. It started mostly because of the clunky feeling of ArmA 2's first person view, but with DayZ I've been switching back and forth more. Someone (can't remember who or where) posted a video on these forums by Dslyecxi that changed my mind entirely about 1st/3rd person view. http://www.youtube.com/watch?v=v7zoVIsIT2A If you're interested. That being said, used to be a big 3rd person user, now more interested in 1st person only servers and the immersion it'll bring along with it. :)
  24. sab

    Do we get the beta?

    A couple of my friends and myself only had to pay for ArmA 3 once (we bought it during the alpha) through Steam. I say this because you might need to get a refund or something.
  25. Hicks mentioned there was some database maintenance going on for the hour. https://twitter.com/Hicks_206/status/416766843005591552
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