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alleycat
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Everything posted by alleycat
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A simple and effective fix for night time gamma "cheating"
alleycat replied to alleycat's topic in General Discussion
Are devs considering adressing night time? The game looks very nice during sunset and it really sucks that players avoid night time -
Either we get faster zombies or they can catch players by becoming relatively faster (player getting slower after some running), because as I said, in a game where you can run into any direction for kilometers it is not possible to get cornered. So leave the romero fundamentalism and the zombie survival guide fundamentalism out. I dont even care if the zombies are infected or undead. If you can outrun them in an open world game, the game will fail as a zombie survival game. Ever noticed how successful zombie games either have to use fast zombies (l4d2) or huge numbers (rising dead 2) to create interesting gameplay? And why games that keep it real usually fail? We can not have a few thousand on screen like in rising dead 2 in dayz, and even if we had them, the game world is too open. So either zombies get faster by any method (sprinting or stamina outrunning) or they will lose their appeal as a threat and get lowered to a minor annoyance that pushes players out of towns. I want sheer terror when going near a town, not some polite door man gently asking me to leave.
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Kill Trophy Thread Info You can post your kills in this. Rules - Take a screenshot with you next to the corpse and a second one showing you accessing the corpse inventory - Add timestamp and other details if you want, backstory, weapon used, distance, server Example: 25.1.2014 16:00 CET Location: Balota Victim name: The man with the green painted shoulder stock Distance: 70m Hits: 2 hits Eulogy: may the loot god rest his soul
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In case no one noticed, the developers silently increased zombie numbers in last patch.
alleycat posted a topic in General Discussion
In case no one noticed, the developers silently increased zombie numbers in last patch. I spawned in solnichny and while looking for loot, I tripped zombie alarm and was chased by one zombie, eventually running past a few more, and after a few minutes there was 9 individual zombies chasing me. Then I went to dubky and observed a supermarket from the hills. 4 zombies guarding just the market. Then I went to balota, 5 zombies near the air tower. It was awesome -
Food munching sounds are way too loud. I was able to hear people munch 30 or so meters away.
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I have not opened this topic to brag about my own kills but to have a place where people can post their kills and backstories that go along with it.
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If you cant comprehend the stupidity of not having an option to respawn when the leg is broken you should not be reading forums.
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The new .357 firing sound sucks. The old one had definition and depth, the new one just sucks, sounds like from a weapon with a far longer barrel 0/10 total suck Also it was the only weapon sound in dayz so far that did not suck.
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Just noticed that the old sound is still in. The game appears to randomly use 2 different firing sounds.
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Here is a fix I would like to propose to fix characters getting reset every time there is maintenance or someone in rocket HQ trips over a cable. I might be talking out of my tush here, here is what I think is happening: 1. Player connects. 2. Server asks main database for player information -If the player data is retrieved, game server takes that and loads the player and his gear -If the player is dead he will spawn as a new player (now this is where the problem happens I think) -If the server fails to get data from the database it simply defaults to assuming the player is new and spawns him as new. Then the server keeps saving the player data periodically and sending that stuff to the main database, effectively ruining some players day because his shit got reset. So it looks like a failure to get data from hive/HQ/database. The game should have a failsafe so that when the hive cant be reached, it should drop the connection/show an error instead of simply overwriting the player with a blank new spawn status.
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Thats what the governor would say
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I dont trust the governor
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How is that going to fix it?
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But what if the server only failed to read data from the hive at some point, but then establishes a working connection, and starts sending player data (of that newly spawned player?) Do you get what I mean? 1. Server fails to get data from hive, places new spawn. 2. When it attemps to save the player data (and actually gets through this time) it overwrites the old non wiped character with the new spawn one. That is why there should be a failsafe to prevent the server from saving player data if it failed to get data from the hive
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Servers with connection issues to central hive
alleycat replied to rocket's topic in News & Announcements
Why dont you add a failsafe to prevent lost servers from overwriting characters? I wrote this in a topic: Here is a fix I would like to propose to fix characters getting reset every time there is maintenance or someone in rocket HQ trips over a cable. I might be talking out of my tush here, here is what I think is happening: 1. Player connects. 2. Server asks main database for player information -If the player data is retrieved, game server takes that and loads the player and his gear -If the player is dead he will spawn as a new player (now this is where the problem happens I think) -If the server fails to get data from the database it simply defaults to assuming the player is new and spawns him as new. Then the server keeps saving the player data periodically and sending that stuff to the main database, effectively ruining some players day because his shit got reset. So it looks like a failure to get data from hive/HQ/database. The game should have a failsafe so that when the hive cant be reached, it should drop the connection/show an error instead of simply overwriting the player with a blank new spawn status. -
It was great before the last patch, and now it sucks. And it was a different sound.
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especially considering every other fps game today has at least decent weapon sounds.
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Server hopping for loot is necessary because loot does not respawn. This means if you are a new spawn you have to run like an idiot for an hour to find loot
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Being a new spawn player on a populated server is pointless right now.
alleycat posted a topic in General Discussion
Being a new spawn player on a populated server is pointless right now. Every area close to the spawns is looted and it will take at least an hour to get basic loot (backpacks, food, axe) and several hours to get a pistol or rifle. And I am not wasting precious gaming time knowing the only things that I will find statistically are of no use in player interaction (shooting). Obviously the hardcore fundamentalists will argue that this is the way it is supposed to be played, survival etc. However the game is missing important parts that are needed for exciting survival: -Loot respawning -More Zombies -More interaction with other players (which sadly is only firearms right now) Without these, survival as a new spawn on a populated server right now is just tedious. Not dangerous or exciting or tense. Just tedious. Powerwalk several kilometers and risk losing it all if you get too close to the places that spawn guns. I know it is alpha but at least loot respawning should get focus because any player who does not have an evening to throw away to find a can of food after traveling a few kilometers will do the smart thing and simply go to an empty server and gear up. -
Being a new spawn player on a populated server is pointless right now.
alleycat replied to alleycat's topic in General Discussion
as explained, the game consists of shooting other players right now. And huge travel time is only filler -
Being a new spawn player on a populated server is pointless right now.
alleycat replied to alleycat's topic in General Discussion
3-7km walk -
Being a new spawn player on a populated server is pointless right now.
alleycat replied to alleycat's topic in General Discussion
As of now, after a server start, the areas around spawns rapidly deterioriate in terms of loot and excitement, while the player herds move towards places that spawn guns. And unless that changes, ie there is loot respawn, every single respawn will mean repititive power walking for at least 3 km to get anywhere near high probability weapon loot -
It is ancient tradition in bohemia interactive to have the crappiest weapon sounds. It was true for all arma games.
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Being a new spawn player on a populated server is pointless right now.
alleycat replied to alleycat's topic in General Discussion
The current situation is that there is an expanding crater of pure void and no loot radiating from berezino. Like the zone in the stalker games, except instead of excitement you get 100% powerwalking -
http://cloud-4.steampowered.com/ugc/721993905112026251/57572733F565E3DB76F1D04BFD8C8B51BBE4F820/ The game needs name tags. So that players can tell who they are talking to. It should show another player's name within 10m if you aim at the face, and if you are within 50m, depending on range, the name would appear garbled. (the above screenshot shows an example I coded for when I want to ID players in my TVT games in arma3) Like so within 10m Jimmy He looks tired (vague status indicators too) within 50m J**m** The name tag should also depend on condtions, like shorter range during night time, longer range if you look through a scope, and it should be blocked by players behind soft cover (bushes) and face covering items can mask it. It is absolutely necessary to be able to identify players you are interacting with so that not shooting on sighti s even possible and making friends becomes possible. For example if you are having social interacting with a player, that same player could run into you an hour later in balota and shoot you on sight because he has no way of telling who you are. GEEKTALK Code example of the above screenshot (this wont work if you simply copy and paste because it still needs define entries) if (isPlayer _caller) then {disableSerialization; 11000 cutRsc ["Cobra_NameTag", "PLAIN"];_display = uiNamespace getVariable "Cobra_NameTag_display";_ctrl_lol = _display displayCtrl 1040;_ctrl_callsign = _display displayCtrl 1041; while {!isNull _display} do //Loop as long as the resource is shown { _ent = cursortarget; //If alive, man, friendly if ((alive cursorTarget) && (cursorTarget isKindOf "Man") && (side _caller == side cursorTarget)) then //isPlayer needed to prevent no unit error { if ((cursorTarget distance _caller) < 40) then { _ctrl_lol ctrlSetFont "PuristaLight"; _ctrl_lol ctrlSetText format["%2 %1", name cursorTarget, rank cursorTarget]; _ctrl_callsign ctrlSetFontHeight 0.06; _ctrl_callsign ctrlSetFont "PuristaMedium"; _ctrl_callsign ctrlSetText format["%1", _ent getvariable "callsign"]; }; }; //If it is not man if !(cursorTarget isKindOf "Man") then //isPlayer needed to prevent no unit error { _ctrl_lol ctrlSetText format["%1", ""]; _ctrl_callsign ctrlSetText format["%1", ""]; }; sleep 0.1; }; };The immersion fundamentalists (In real life you dont have....) should just stay away, because it is immersive to recognize a face in real life and ingame you need FAT COLORED text on YOUR SCREEN (gasp!) for it to work.