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Everything posted by smoq2
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5 min cooldown for switching servers is way to little
smoq2 replied to smoq2's topic in General Discussion
You got me wrong, I do find loot, because I know how the game works. It's that people exploit certain mechanics and ruin my experience. But back on the topic. One option is to just rejoin the previous server and you can go on like nothing happened. I'm thinking of imposing a cooldown only if the player is trying to change to a different server. I don't want to kill/hold server hoppers. It would be me exploiting their exploiting. The vicious circle would just continue. -
5 min cooldown for switching servers is way to little
smoq2 replied to smoq2's topic in General Discussion
A game is a game, for you it might be retarded, for me it might not be. Really. He wouldn't be shooting at a bambi, but a geared relocated player. Bambi hunters hunt bambis because it's safe. It wouldn't be any more. Sorry, don't understand you here... Are you implying that you like ghosting and support a flawed game mechanic because it gives you and advantage since you can't play? -
Not really... Look at the cars and buildings. They are already rusted and falling apart. This suggests that Day 1 of the zombie apocalypse happened quite some time ago - a couple of years at least. By today places that potentially hold any valuable equipment should be already picked clean. As the OP said, it would be more likely to find an M4 in a cabin deep in the woods than in a military tent. Hence, I support complete randomisation of the loot. For the benefit of gameplay, as well as lore.
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Probably from the files... However, I their info on weapons more awkward. Apparently the Mosin has 0.0025 base dispersion. Adding a compensator should lower this value by 0.0500, which should enter negative values. Negative dispersion value? Wtf? I really hope the engine equates negative dispersion to 0 when it reads it. If it (God forbid) reads the value as absolute then the compensator actually "worsens" the weapon.
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Most definitely a leftover. All weapons spawn w/o ammo and attachments, except the m4 (which spawns only with basic ones). I almost always close doors behind me to cover my tracks, so I guess the previous owner did the same.
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This issue plagued the game when it was released. They fixed it in the very first or second patch. Seems to have returned... Damn...
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I have a question regarding this setting: Configure->Video->Quality->Objects: Very Low/Low/Normal/High/Very High Apparently this setting is responsible for (among other things) building LOD distance and item rendering distance (items not visible at further distance, ~20m below High). I wanted to know if it is possible to keep building LOD distance at high so that I can see other people through windows at a bit further rather than just from 10m from a building, and keep the item rendering distance to something small. The game seems to hit my FPS hard at places where there seems to be more loot around (cities) and I want to test if that fixes the problem. Thanks!
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Rolling Changelog: Stable Branch: 0.32.114557
smoq2 replied to rocket's topic in News & Announcements
Where can I find this? -
Combat Logging - Massive Game Killer for DayZ
smoq2 replied to crusader_111's topic in General Discussion
I don't know if you realise this or not, you're the one that is hurting the development process right now. Putting it simply for you -> If one problem is mentioned a 1000 times, it indicates that the problem is big. Software developers are thankful for that kind of feedback. Do you think they would prioritise fixing combat logging if it wasn't mentioned a 1000 times? -
Combat Logging - Massive Game Killer for DayZ
smoq2 replied to crusader_111's topic in General Discussion
I know combat logging and server hopping are interconnected, but the latter seems to bug me a bit more than the former. Yesterday, I was in Krasnostav when the server restarted. I went to the server list, refreshed to check if it wasn't just my connection, but the server showed 0/30 players - must have been a restart. I joined, and instantly began running towards NEAF. When I reached the first military building there were ~10 players already in the game. The running took probably 5-10 min. The building was already picked clean. Someone who did it didn't even bother to go check the other buildings/hangars since the front door was still closed and the barred room on the right of the entrance was "untouched" - just the upper floor and the room on the lower floor were open and stripped. I wouldn't mind that much, if I didn't see the same situation in the other mil building 5 min later - this is when I just rage-quit. -
I find the kitchen knife to be my weapon of choice before I find an axe. You move very slowly with it, but if you hit the head it seems to have a very strong knockdown ability and actually hits where you aim. Oh, and you have to have it raised to actually use it.
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I tested a "pristine" and "damaged" LR scopes and didn't notice any drop in accuracy at 500m. However, all tests are subjective and off due to random weapon innacuracy. The only way to know for sure is to break down the game config files and see the numbers.
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Taking out a weapon, then the char hides it automatically
smoq2 posted a topic in General Discussion
Just died because I tried to switch to a magnum from a mosin. My char decided to auto-hide the magnum for no reason. (That Alpha...) Anyway, I've been having that a lot lately when switching weapons. My char hides a rifle, takes out the axe, then hides the axe again, and I got zombie hits. Item manipulation was supposedly fixed in the last patch. :D -
Taking out a weapon, then the char hides it automatically
smoq2 replied to smoq2's topic in General Discussion
And try to shoot a guy in front of me with a LR scoped mosin? Not the best idea. Then again, changing to sidearm didn't pay of even. Didn't know that, thanks. -
They will most likely implement some method that will save the storage information on the server and reload it between resets.
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Player noises (Eating, drinking) without a player nearby - Normal?
smoq2 replied to acid574's topic in General Discussion
I think those are actual players in your vicinity/area. Just the sound range is bugged and you can hear them from 500m away. -
After I gear up??? Let's see... Oh yes! I usually die to ladders or bug-no-clip through walls then fall from 2-5 story buildings.
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I don't think any magical system (reputation, insanity, etc.) would fix the problem. It would most likely be ignored, even if it had mild negative implications. In order for the game society to act as a real human society would in times of crisis (mostly helping each other), we would have to go to the very heart of the problem - only very few of us have the physical and mental strength to survive alone. It's the complete opposite right now. The environment poses no threat. I can run through Cherno with a fire axe and basically clear out the whole town alone. I might get a scratch here and there, unless I run into another player, nothing major will happen. Why should I keep a companion around? To eat my food? To stab me in the back at some point? It's safer in every case to just dispatch any liabilities as I go. What we need, is something that would make other lives (players) very valuable to us. It should not be a specified game mechanic, that prevents KoS, but the whole game environment should be harsh enough for us to need companions. I guess that I just found the right phrase: I should need another player to survive - in any other case, he/she will always be just a liability. My suggestion is to harshen the world. Make any city/town/base/group of houses/etc. almost inaccessible and suicidal if you try alone (Huge amount of zombies would probably work, but anyone can let his imagination flow). Add some ability to survive in the wilderness by allowing consuming scraps of food and low amounts of water, but if you want better clothing, guns, tools, etc. you have to find help to raid a town.
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I noticed that the Mosin with a long range scope shoots slightly to the left even when prone with bipod. Is the scope grid bugged or something? I don't know if it's the same for iron sights and PU scope, because I didn't test it. Can someone confirm if the inaccuracy is only for the long range scope or the whole Mosin?
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Are you sure about that? From what I understand, wind effect on the bullet is already implemented, but it's buggy, and only deviates the bullet trajectory to the left. Is that what you mean?
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My question is, why not make spawning completely random all over the map? Why do we all have to spawn at the cost? I think that because we all spawn at the coast it encourages some people to just go and kill fresh spawns for fun. It also forces the future loot distribution to have a specific tendency, going from low near the cost, to high-end the more we go inland. If we had completely random spawns, loot could be random all over the map, as everyone will have even chances. True, some would would argue that if you would spawn near a military base, it might be unfair, as you get an easy start. But then again, next time you could spawn in deep woods, so it is only as unfair, as the world itself.
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Please stop picking single phrases out of the context. It sounds like evening news. Furthermore, please stop judging skills of others (in this case I guess I'm the accused) from reading simple statements. Thank you. One a side note, I have never been spawn-caped either. I am simply foreseeing certain events based on experience I have witnessed/read about in other multiplayer games. Just as you assumed that people will commit mass suicides in order to teleport around the map.
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There is a solution to suicides and spawning behind players. 1. "Time block" - The player has to play for X hours before he will spawn in a new location, otherwise he'll keep spawning in the same place. 2. Add spawn locations on the outskirts of cities and towns. There's enough places to spawn in order not to worry about spawn-camping. Anyway, I do see all of your concerns as valid and I didn't see it that way. However I believe there is still room for improvement in the case of spawning.
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Huge NO to this suggestion. If you want to see the implications multiple chars have on a survival game, go check WarZ aka. Infestation (or vice-versa) forums. Vengeance ghosting, camping same place with multiple chars, char mules, etc. Those are just a few factors that eventually shift the game from PvPvE to PvP with loot finding, after which we can add global inventory, safe zones, and merge Bohemia with HP together with Hall and Titov. To all of you who want convenient solutions: DayZ is not a convenient game, and nor it should be. Everything you want to do should be achieved by hard and long work, which makes you even more cautious of not loosing your (only) character. If you want to reach your friends, it should be hard and time consuming. If you find this discouraging, close the game, uninstall it, and play something else.
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Very good idea. Sound plan for loot balancing and encouraging people to actually explore the map.