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Everything posted by smoq2
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Dean Hall encourages server hopping at egx rezzed
smoq2 replied to sobieski12's topic in General Discussion
Yeah, the idea is ridiculous. Having to switch to a different server to get desired loot? Biggest immersion killer I've heard about. IMO, you cannot incorporate server switching mechanics as a part of gameplay. Hell, many games go to great plot lengths in order to hide the fact, that the player is switching servers. They make a smoke screen using warp-gates, teleports, etc, in order not to break the player's immersion. This, well... This is just wrong. :/ The whole idea of hives, or players able to hop servers for that matter, doesn't suit me at all. I'd be all for restricting a character to a server, but I understand most people don't share this point of view and that servers come and go. I do not, and can not, understand how could loot be restricted per hive, not per server. This requires players to search for out-of-game means of communication in order to obtain information about specific items. "Hey, let me just check twitter for info on the server where the rotors for my heli are! Be back in five!" - very immersive... It's like we'll be attacking someone's base, and when we're done we'll go something like: "Ok, we're done here. Let's get back to the server with our base." - It almost begs to add "Beam me up, Scotty!" -
I on the other hand, doubt that there is no link. Most inventory oriented games utilise some linking method. Usually they simply add a var to a given object that indicates it's parent ID (owner). However, that's just an educated guess based on my experience. [EDIT] I thought some backing of this argument may be required as well. So here goes... The system needs some kind of indication whether and item is carried or not which is switched to true/false on pickup/drop. There simply is no other way around that. In many cases, this little indicator is utilised a bit further, and instead of storing just 0 and 1, it is changed from a bool to an integer, which usually corresponds to an ID of an object (parent) that "carries" it. The check for ownership is still plausible, as it can be a simple verification whether the ID is different than "null" or some other integer that corresponds to a "loose" item. I've seen solutions in games where parent_id = 0 meant that the player held the item, anything between 1 and 65534 meant that the item was in a container or carried by an NPC, and 65535 meant that the item was loose in the world (the map is the parent). Still, it can be done in a totally different way, but since there are good programming conventions for various systems, I doubt that.
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I wouldn't go that far as relocating a cadaver's stash to some other random location. If a group of players are invading someone's base, it wouldn't be fine for the spoils of their victory to become randomly scattered across the map. I would go with a much simpler solution, like the items becoming unpickable or invisible for the previous owner, but that's my opinion. Same solution would work for the "run to my body" problem we have now.
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I already saw what persistent lockboxes or global-inventory where you could store items for your subsequent lives did to another game. I would hate to see the same happen to DayZ. It was all like this: 1. Hoard loot until you have 50 of every gun + ammo. 2. PVP till the end of the world. I'm all for persistent storage items, but I'm all against those items staying there after death.
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Are we talking stable here or just experimental?
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That is what I meant - making an area inaccessible unless you go to great lengths in order to get through. The rest of my post still applies. I.e: For how long will they be able to keep it that way? and The map is big, we can still venture into some other place. All in all, it shouldn't be a big problem (at least for me) as long as it's properly implemented and would require a gargantuan investment of time, resources and planning, not just a few awkwardly looking blockish walls sticking out of the ground, at which point very very few groups would even consider doing so, and even if, they would have to consist of disciplined and mature players who would not blockade a town "for the lulz".
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I don't quite understand what we have here... So are you angry that zombies ruin vests(1), or that you ruin the vests or your victims(2)? 1. Never seen that happen to me. Usually when I get hit by a zombie it has absolutely no effect on my gear, just the health. 2. I will not go deeper into that one. [EDIT] Also, you cannot be "forced" in to doing something which you probably are unable to do. The two contradict each other.
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I think that many of us (or at least I am, but I'm still for it) are afraid of base building due to the assumption that large groups could barricade off some vital spot on the map which would limit our gameplay. A bit of thinking is calming me down though: A. What kind of manpower would they need to hold a village/city/military base in the long-term? 30 people so that at least 5 would be online at any given time and keep it secure? Possible in only very few instances... Most of the time building anything in a popular location would result just in loss of materials. B. Well, I pretty much imagine this would happen in reality as well. Valuable surroundings would quickly become occupied, provided that it can be occupied in the first place. If for some reason I will find myself on a server (and once the game is finished I plan to stick to just one server) where e.g. whole Berezino is a big fortress, I'll just treat it as a part of the reality around me, turn around, and make the best of what this given world has to offer. :) Hope this helps at building a constructive and enjoyable approach. :)
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Hunger Isn't an issue. And it should be,
smoq2 replied to 4AcrossIsEmu's topic in General Discussion
Server restarts - Many posts on the previous page suggest a solution to that - joining the same server will have no effect, just as they are removing the timer for rejoining same servers. Kicks - Well, that can be a problem... IMO, great idea. Well, to be frank any idea which makes server hoppers think twice should be branded as great. :D But in truth, they plan to make salvageable food rare, like 1 can of beans in the whole city rare. -
I also do not understand. Exploring or fortifying are both valid survival strategies. Take note that in DayZ you do not need to sleep, hence you can easily stick with just the exploration part. You also have a solid state of mind all the time, hence you don't need a place called "home". Anyway, if you want to strip the word "survival" to the bare meaning, the term encompasses ANY and ALL strategies that ensure your ongoing existence, regardless of you digging a hole in the ground and staying there, or constantly traversing the planes. [EDIT] IMO, I'm all for security cameras, traps, mines, alarms or any other security measures. :)
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The problem with zombies is not their damage output, speed or vitality. It's the AI and pathfinding, which are placeholders, so there is little point discussing it. Instead of complaining about them, I'd like to suggest a few things, since the time for suggestions is appropriate, because the new system is in the works right now. My vision is that zombies should not be hard. They should do moderate damage, may have moderate speed and go down with one baseball hit to the head, as any other human would (cause they actually are infected humans). However, they should attack in hordes of 10, 20, 50 if possible. Fight like an enraged human would - try to grab you, tackle you, make you suffocate as they pile up on your body. Make you fight on your back screaming and kicking. One zombie should be nothing more than a fly, 5 should pose a big threat since it would be enough if just one managed to cling on to you. The current zombie combat method is little more than awkwardly looking boxing match. It should be something more like facing a pressing force that tries to inhale you and then squeeze into the ground.
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Yes, they call it "persistent items/containers" - Basically you drop a backpack somewhere and it stays until you or someone else picks it up. They play to implement it soon™.
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Weapon / item in hand up/down like a whore's draws?
smoq2 replied to -MadTommy's topic in General Discussion
I was complaining about my gun getting holstered for no reason after trying to draw it. I found a good workaround though. It seems to only happen when the item you are placing in hands requires a "draw" animation (pistols, rifles, melee) - very noticeable when switching from a rifle to a pistol. What I do, is putting a water bottle under some hotkey and when I want to draw a weapon, I first pull out the water bottle, and then the weapon. My char doesn't seem to holster weapons after I do that. True, it's not very feasible to always take out a bottle before a weapon, but it's actually faster then struggling. -
I would be so happy if they fix the hit detection delay
smoq2 replied to crazyandlazy's topic in General Discussion
Yes, numerous times. Check the Dev Tracker section. There you should find a pinned link to a video from the latest presentation of their roadmap. Ragdolls, and physics in general, are coming very soon (next 2-4 weeks). -
I would be so happy if they fix the hit detection delay
smoq2 replied to crazyandlazy's topic in General Discussion
You probably didn't notice what we're talking abut. As I said before, there is a noticeable delay before a hit gets registered by the server/character, regardless of it's location or severity - even after a headshot sometimes the victim is still running for a 0.5 - 1 second. -
I would be so happy if they fix the hit detection delay
smoq2 replied to crazyandlazy's topic in General Discussion
I think the problem is that the dying character has to play the death animation - basically switch to a "dead" state, much like you go to prone. I believe the delay will be gone the minute they implement raggdoll system. [EDIT] I know what you mean. I've even seen some of my victims run for another 2-3 metres after a solid headshot before falling to the ground. Looks very awkward. -
You can find me on UK, DE and PL servers. However I'm not sure how you'll signal me that you are actually YOU before I open fire. XD [EDIT] Speaking of signals, I can't wait for the walkie-talkies. Wonder what range will those have... I'll just sit listening to the default frequency hearing what ppl are saying XD (and if they come in range) :D
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Well, the drawback is that if you get noticed, there is only one way out and you can find yourself literally cornered. I hope they introduce traps at some point. :) I would booby-trap every square meter of the whole building :D
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I was thinking about squatting in one of the rooms of the tall apartment buildings. Perhaps a one that is a bit less visible from the staircase? Not many people check out each and every room in Chapaevsk. :) Seems like a pretty safe spot, even tough the neighbourhood is visited quite frequently.
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But do that 3 times when you're a freshspawn and you have everything except an LRS.
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Duping, Server Hopping, and Exploiting- The Mild Cases and the Bad Cases
smoq2 replied to hannibaldaplaya's topic in General Discussion
Well, duping will certainly be sorted after the hive oriented item system will be implemented and the hive will keep track of all the items. Each item might then have a unique ID or some other identification method, which when duplicated gets marked (or the owner gets marked). Don't know if they will (but pretty sure they will) try to solve the problem before then. Server hopping however will not be fixed by introducing loot respawn. Mitigated perhaps, and even in that case just slightly. I would even risk the saying that it might increase, because (from a hoppers perspective) items are most likely to be already respawned on another server. In practice, the hopper has a higher chance to find a fully stocked barracks regardless of the server he chose to "hop" to. I heard from recent Rocket's presentation that they want to divide the map into quadrants, and when a given quadrant has no players for some time it starts to respawn items. IMO this does not solve the problem mentioned above. One solution would be to respawn items only if a player which was already on the server enters the quadrant via walking, not by spawning in. The problem would be, that if you simply just started playing, you risk running into a loot desert. -
I don't know what the problem with not finding stuff is... I had a long playing session yesterday, from ~6 PM till ~11.30 AM. I started as a freshspawn near Nizhnoye and when I finished playing, my char has this gear: http://cloud-2.steampowered.com/ugc/595906509795035730/611156990CC9C05DCF474DF2FB77883DDC949513/ I stuck to low-pop servers which I only had to change 3 times. My route was as follows: Nizhnoye -> Orlovets -> Polana -> Gorka -> Novy (server reset) -> Stary -> Kabanino -> Military Base SW of Kabanino -> NWAF -> Vybor (changed server due to becoming high-pop) -> Pustoshka (server reset) -> Green Moutain -> Zelenogorsk -> Pavlovo -> Military Base SE of Pavlovo -> Chapaevsk I wouldn't call this "grinding" as I actually traversed the whole map, although I didn't meet anybody. :D Grinding to me is if I repeated the same action over and over again and I don't think that exploring most of the playable world counts as so. Funny thing is, that I found the best gear mostly outside of the most popular areas - smaller villages and barns. My tip? If you're not finding much at the places you look, look somewhere else.
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What kind of monitor do you have? What is the distance between the screen and your eyes?
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I wanted to know the configs for particular which are included in the PBO files but so far didn't manage to get the PBOviewer to cooperate with DayZ standalone. Any tips on the tools used to preview those files?
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A quick disclaimer: I'm not trying to "hack" or "cheat" when playing DayZ. Hence why I asked for a tool which serves the sole purpose of a viewer, not an editor or anything that would even remotely temper with the file's structure. I would have been unfathomably dumb if I thought that simple .pbo modification could benefit a cheated gameplay in the long run.