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Everything posted by smoq2
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Because most players power-game DayZ to the last letter. They look for clothes/weapon/food stats, memorise distances for sniping, server-hop, etc. Learning door patterns to see if a building was looted is just one position on the list to be even more efficient in the gearing up process in order to minimize time before going PvP to Berezino. I know, cause I play this way and won't deny it. I would play it differently if DayZ had more content and balance right here and right now, but that's just not an option. I know this, since I don't play Project Zomboid multipayer the same way I play DayZ. It is only natural that a player chooses the most fun aspects the game can provide and right now DayZ can offer only this. After each update with content the cycle repeats - you search for new stuff, test it, then go gear up, learning new power-gaming techniques in the process, and kill some people. That's why people are doing what they are doing in the game and why they are writing about it. It may change after the game is completed, or may not. P.S. Don't berate me for my play style, I take the game I play at face value and don't try to make into something that it's not by RP, headcanoning or some other artificial means. If the game is immersive and pushes me to play it in a more elaborate way, then it's the game's design that should be commended, not my ability to play. Same case for when it's not.
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I don't see the temperature feature as an obstacle. In fact I don't see it at all. Like the poster above, I have never experienced anything other a few "I'm warming up" and "I'm cooling off" messages. You just need to pay a bit more attention to what you wear. I honestly have no idea how recklessly people play this game if they die from a bit of rain. I never had to make a fire to warm up since the update went live, not once, and I play for a couple of hours every day. I wouldn't say it needs a buff, since that would be just unrealistic to get a hyperthermia after a 5km jog, but something is definitely missing, since it's just too easy to maintain right temperature. All you need is a Gorka jacket / Tactical shirt or a Rain jacket. Even a hoodie will do since I've run with it even in a stormy weather and didn't even get cold despite being soaking - the weather changed before it had any lasting effect. Instead of buffing the system, apparel should be more scarce, since all you need to just run and KoS is probably in the next house to your spawnpoint. Also ruined-damaged clothes should give you only a minimal heat buff without rain protection (in case of waterproof clothes) or no buff at all. To summarise - the system is good as it is, only clothing should be made a rare good.
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There is a pattern as the OP said, it just varies by location: Jail building in e.g. Turovo always has the front doors open, jail door closed and room doors open on server restart, where the jail building in e.g. Green Mountain always has front doors closed, jail door closed and room doors open on restart. So there is a pattern, it is just not building specific. My guesses are, either the statuses were randomised once when the map was compiled before the update or the randomising algorithm they created for the doors always comes up with the same result upon restart.
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Have they nerfed the mosin yet again? I received a point-blank bodyshot to the chest wearing an empty damaged hoodie. It completely ruined the hoodie and everything in my talon backpack, but my char sustained only a minor injury - bleeding + some loss of health. However, I was still on my feet and managed to axe my attacker to death. In 0.48 I would be already dead, or at least on the ground and unconscious. A few minutes later, I managed to get a clear chest shot on someone else wearing a wool coat, and he didn't die either. Why on earth would they nerf the mosin? IMO, it was one of the more balanced (damage-wise) weapons in the game. Today I saw a video where they test the sporter once more. The test subject dies after one shot to the head although wearing a Gorka helmet + visor shield combo. Does anyone have any info on what has happened with the gun damage, since they didn't include any tweaking in the change log?
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Well, it's not a hoax, I can assure you of that (whatever merit such a claim on an internet forum can have). I'm just posting my observations and what I experienced is something "new". I was shot hundreds of times with a mosin round and killed/wounded an equal amount of other players with it as well in my 500+ hours of gameplay. If I was shot in an arm it would cause a fracture (at least the one without a status message in the inventory) and it didn't. I'm also positive my victim in the second encounter took a solid chest shot. I'm basing the claim on my experience with the game, which is a sound comparison. Although I agree, more solid tests are required. Thank you for the sheet, it does provide interesting data. However, without a similar documentation of 0.48, we cannot compare the values and see if something changed. All in all, I'd be very happy to be proven wrong, since this would mean my favourite weapon was left alone. ;)
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It's not the nerf that's the problem, it's the scale of the nerf. It looks like a 180* turn in the design from an OP gun (nor really that OP IMO) to a useless pea-shooter. That, and the fact that it's not in the change log.
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Will we ever be able to sneak up on someone and take stuff from their backpack?
smoq2 replied to Xenolian's topic in General Discussion
I find that a great idea. I already see some saying you can just knock a person out, but I had my green motorcycle helmet save me from numerous sneaky freshspawns, so it's not a valid tactic against someone who goes prepared (and doesn't underestimate bambies). :D If they could steal... All those occasions would probably have a totally different outcome. Besides, you might not want the person to know you were there and inform all his friends on Team Speak, right? I do think that there should be some % base system that may inform the victim about someone's hand in his/her backpack :). Perhaps have the "pickpocket" ability be taxed, which increases the chances of the notification with each subsequent manipulated item? Something like stealing an apple has a 15% of notifying the owner and places a 10% taxation on the ability, so that if you try to steal another apple, the owner has 25% (15+10) of getting notified. Also, the very opening another player's inventory should have a notification chance as well. :) Ahhhh, the wishful thinking..... :) -
Has Anyone Else lost Faith in Dayz?
smoq2 replied to [email protected]'s topic in General Discussion
To both "whiners" and "whieknights": DayZ follows the standard Early Access development routine and both of you are a by-product of this decision. Early Access has it's advantages and drawbacks, just watch this video and you'll understand: Link -
Eat some food, cook a spare steak, read one of the in-game books, prepare a fishing rod, dry your clothes, clean your gun, mend your ruined shirt, check the map, do some planning... Generally use the time to prepare for going further. It's called immersion, and contradictory to popular belief, many players classify that as fun. Also, don't assume that you can do all those things within a minute, because currently using a sawing kit is just drag and drop, it might not be in the future.
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Is It International Crazy Person Weekend?
smoq2 replied to Zombie Milkman's topic in General Discussion
I'm not saying it's impossible. All I was trying to say that game mechanics make it a possibility to knock out someone with 3 punches every, single, time. Even if the punches are to the back of the head when said person is wearing a kevlar helmet. Now I'm sure you can see the absurdity of the situation I mentioned in my previous post, should it occur in reality. Please don't "lul @" what I've described just because it differs from your RL experience - I'm sure that in your case whomever you were punching didn't have a gun, nor military equipment. Surely the world wouldn't be what it is today if everyone could Flash-sprint circles around armed people and knock them out cold with 3 punches every time they felt like doing so. I mean, it should take literally no effort at all to take down such a dumb ass player by someone who had spent just 1h in the game. I hope you guys understand what I'm trying to convey here. -
I find the craftable bags a nice addition the the game. Much better than the huge blue/orange/red/green refrigerator screaming "Here I am!" some tend to carry on their backs. But on a serious note - the backpack mechanics are already in the game. The art team can just make varieties and slap in a config file on their own instead of just sitting there, right? Meanwhile the design/programmer division works on your bicycles and tractors. Why is this so hard to grasp? When a factory makes a car, do you think that the whole staff handles the pressure plate machine one day and design the engine the next (janitors included)?
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Is It International Crazy Person Weekend?
smoq2 replied to Zombie Milkman's topic in General Discussion
On numerous occasions some random freshspawns tried to punch me to death while running circles around me - I have yet to see something more ridiculous in this game. It's partly due to broken mechanics at this stage of development: They can knock you out with a punch to a kevlar helmet and run in circles around you at high speed indefinitely, both of which outweigh the the risk, since they don't have anything to loose. If the game is to maintain any sense of reality during such impossibly stupid encounters the chances of "winning" by the unarmed derp should be equal to 0. You just cannot leave it to player's sense of immersion and expect him not to exploit faulty mechanics. My advice - remove the damn knockout-with-fists ability. It takes a lot of strength to render someone unconscious with a punch without proper boxing skill or huge raw strength; lower the turning angle/speed when sprinting. Try making a 90* turn IRL while in full sprint and see how that goes (don't do that at home; wear old/cheap clothes). -
What "End Game Gear" Should Theoretically Be Like At Release
smoq2 replied to hannibaldaplaya's topic in General Discussion
That's because the mod incorporated Arma assets (I assume it did; didn't play it), at which point the only sound decision was to use those. As far as SA goes, I see they are trying to move a bit further from the "mil" aspect of the mod, but not too far - hence we have all those low grade, "civilian-ish" rifles. I also feel pretty safe to bet that the AK101, M4 and SVD will indeed be the "end-game" gear, and I'm judging that by the civ/mil weapon ratio we already have. I've heard Rocket's comments on some stream that his ideal vision is people fighting with sticks and stones, but that was around March, so it can be quite outdated. Personally, I don't mind the game going in either direction. I'll be happy to roam around with a mosin + PU as much as with an M107. After all, it's not the gear that will determine your survivability in DayZ once the game reaches 1.0. -
Well... I find it hard to react in some other fashion to some random dude who is running up to me yelling "Friendly! Friendly! Friendly!". If anything, he is a justified threat, even if that's just drawing attention to himself and me. In my (rule)book, he gets capped even if he's a freshspawn. My advice: hide in a room/bush/grass before spamming the "Friendly!" gag. The person you met is more likely to respond with a conversation if he can't shoot you first. In a game like DayZ you mostly have to work your way from being a threat to a friend. Not the other way around.
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No one takes RP or Talk before shot serioust enough!
smoq2 replied to Atilimus's topic in General Discussion
As everyone before in this thread already mentioned, rules of this game are very limited and they probably will stay so forever. At least in the official version and on official servers. Here's a tip... (This comes from a typical KoS and clan player) The first thing we state when spotting another player is "geared" or "not geared/bambi". If the player appears to be the latter we either: kill him for the lulz / mess with him around and let him go / let him go. However, if he has as much as a sporter he is put down asap. So, the conclusion is... Don't be geared if you wish to talk to people. Your chances to play one life for additional few hours are much higher. :) -
I can't find it mentioned on the official forum nor in the bug tracker so I decided to ask you guys about opinions on the matter before I submit it as a bug. So I have a problem with hearing gunshots and I'm not talking about a situation where the shooter is >500m away from me, but my friend shooting and standing just a couple of meters away. Yesterday he shot a mosin round while standing ~10m to my right and I didn't hear it. I just saw his target spilling blood and dropping down. It also seems to happen at random cause I could hear the next shot loud and clear. So has it been established what is causing this? Are there any fixes I can do on my end to remedy the problem? Is this even considered a bug or do I have some settings wrong? A conflict with TS or some TS pluggin or other possible software? [EDIT] Added to bug tracker; Link for voting: http://feedback.dayzgame.com/view.php?id=14431
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I can answer that one for the OP as I want to have a voice in the matter. You're right and wrong. The game is purely based around survival but not around player interaction. Having other players around is not essential to your survival.
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Probably holding on to it for as long as you can. Maintaining your clothes/guns/equipment/vehicles/base - all of those things will degrade when used in future versions of the game. Some other activities the game will present which we don't know about yet. All in all, DayZ will suffer the same fate as any other game - it will fade away into history of gaming, as it should, as players turn to something new. The game is not your life, you can't expect it to entertain you until you die. Although DayZ has a much bigger sack of possible activities that other games due to being sandbox i.e. It's as elaborate or dumb as the player who is playing it.
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Ok, I guess this qualifies for a bug report... http://feedback.dayzgame.com/view.php?id=14431 Vote/downvote according to your opinion.
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This... Or simply you never registered it again due to not hearing it. I dare claim we fall victim to this bug more often than we know. Yeah, now that I'm aware of the issue I tend to notice it in every play session if I play with friends. That's a bit of a relief, although I'm not particularly sure if they are aware of this specific problem. I'm sure they know that sounds are messed up in general but this one may be of different cloth.
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That's terrible news... The thought of how many times I must have happily walked next to a hot-zone without even knowing it sends a chill down my spine. ;)
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Log in to a server and then immediately log out trying a different server on the same hive. Use a stop-watch. Enjoy ;)
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It's a bug. You actually have to wait *5 min when you switch servers but the countdown timer shows only the first 99 seconds and you have "Please wait" for the rest of the "server hopper power cooldown". :) Just keep waiting, the game will load eventually. *This time goes down the longer you play without changing servers.
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I Found A Infinate 60 round M4A1 Hacked Mag, Should I throw it out?
smoq2 replied to Rhaptic's topic in General Discussion
We found an unlimited water canteen on someone we shot yesterday. Of course his m4 had an unlimited ammo mag as well. We run in a team of 10-15 usually (2 squads) - this allows to mow down bigger groups of players. 2 out of 3 groups that we kill have unlimited ammo and m4s, even though they are not suppose to spawn on stable, because apparently helicopter crashes did not make it to stable build (Hicks confirmed on Reddit). We even found 2 tactical vests and those don't spawn for like a couple of months. What I'm trying to say is, that 2 out of 3 groups in this game dupe items to absurd amounts. What the devs apparently fixed is the ability to create new unlimited items from a template, but the ones that exist can still be duplicated. Expect to see all kind of "already fixed" crap until duping is fixed. -
I'm not exactly sure on renderer development practices (I only did work on AI or management systems), but taking note of the Devs' fondness of an iterative approach, I would expect the change to come in increments - e.g. one patch for shadows, one for edge smoothing, one for ambient occlusion, one for dynamic light sources, etc.