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Everything posted by smoq2
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Empty backpack models + different carriable containers.
smoq2 replied to franzuu's topic in Suggestions
Yeah, I was thinking recently that clothing sections should be more diverse. Something like: Head (Hats, caps, helmets, etc.) Eyes (Glasses, goggles, etc) Face (Masks) Neck (Scarfs, camo, bandanas, etc) Inner torso (T-shirts, shirts, etc) Middle torso (Hoodies, tactical shirts, etc) Outer torso (Jackets, coats, vests, chest holster, etc) Shoulders/arms (Armbands or some kind of holster) Elbows (guards?) Hands (Gloves) Legs (Pants) Thighs (Holsters, attachable pockets, etc) Knees (guards?) Inner feet (socks, rags, etc) - many forget how important is proper feet protection in order to survive ;) Outer feet (shoes and alike) Don't get me wrong, I'm not asking for this, since I know how much time it would take to develop, but since DayZ is going towards a strict survival sim, one must remember that proper clothes become essentially one of the most important aspects when there is no immediate electricity, heating, light or transportation. -
Has anyone tested the stab/press vest against Zombies lately?
smoq2 replied to Irish.'s topic in General Discussion
May I just ask what did you use to extract/view PBO files? -
Yeah, I noticed that too. When I use the "change weapon while running" tactic the gun does not get holstered again. However, it is very impractical when you try to be sneaky or inside a small room. Or sneaky and inside a room with another player just about to open the door. :) An nope, I do not press the button more then once. One simple tap causes this. I even experimented with holding the button for a bit longer, trying to change weapon in lowered/raised stances, while crouching or proning or even while switching from a different item than a weapon (since other pickable items do not do this). The gun still gets randomly holstered. I do assume that once this "guaranteed client<>server" message system gets released then this will stop to happen, since the request for a weapon switch is probably sent more than once even though I press the button just one time.
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Looks like swapping weapons has become an issue again. I thought they fixed it. Right now you cannot switch to a sidearm, because your character always takes it out and then immediately holsters it again. Sometimes he does that up to 5 times in a row. Was the case of my death yesterday :( I know that this is in alpha stage, but the level of regression is stunning.
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I didn't, as you rarely know the intentions of others in this game. A retrospect of my quick, instinctual even, situation analysis: Factors: 1. I meet a proning guy near a dead body. 2. The proning guy is geared. Problems: 1. Did the proning guy kill the other one? Answers: 1. He most likely did. (Even though I didn't) Possible solutions: kill > spare That's what I would do, so there is little deduction needed that killing the guy was the minimal risk action in order to survive at that particular brief moment. :) Almost next to none, unless I missed.
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Does Dayz Standalone have the worst zombies in any game ?
smoq2 replied to gibonez's topic in General Discussion
I am really straining my memory in finding one. Definitely not one of the modern titles. I'm looking for something from the 90's. Anyway, I agree that zombies should be a priority, something on par with implementing physics - which might be somehow preventing on focusing strictly on zombie pathfinding, but I cannot confirm that in any way. Nonetheless, hunting should be a much much less important issue right now, way below fixing the zombies. But hey, IMO they did a great step in the right direction by relocating resources to optimise the netcode and desync - although with mediocre results so far. As for mockery of adding hats, clothes, guns - this isn't done by the coders. All those assets are developed by 3D artists with enough product knowledge to create a config file for a given item. They just create a model of a new pistol, take the config from FNX45, change values, add to loot tables and done. Brand new gun without any coding skills needed. So it's actually good that the artistic team adds new content instead of sitting on their asses. -
I don't have a pic, but I hope a description will suffice. Apparel: (all pristine) Black motorcycle helmet with tinted glass Designer shades Black hoodie Black UK assault vest Hunter backpack Black working gloves Black cargo pants Black jungle boots Weapons: (all pristine) Mosin + LRS + Compensator + Bipod + full ammo box of 7.62 1911 + Flashlight (no battery :D, just for style) + 2 additional clips + one pile of 45 ammo Equipment: (all pristine) Canteen x3 Morphine x2 Bandage x1 (100%) Rags x6 Can opener Sewing kit x1 Yellow box x1 (with 3 canteens) The rest is just packed with random food. I also tend to carry a ballistic helmet in my hoodie. I remember that in previous builds items that you carry absorbed most of the damage from bullets when you got hit. Some other guy told me that carrying a ballistic helmet practically works as additional armour, and I've been stuffing it in my hoodies ever since. :)
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I know that zombies walk through walls, but I sometimes see other players doing the same. Especially when they move next to a wall their character can actually appear on the other side of the wall on my end (I assume everything is fine on theirs). It's especially visible when meeting another player in a building and he starts sprinting from room to room. He sometimes vanishes inside walls or does not exactly go straight through a door. Why is that? Desynch?
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On my end or theirs? Because I don't register any desynch on mine. Was it the same in the DayZ mod? Can we expect it to work right in the future?
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Of course this is my opinion. :) It couldn't be anything else then that. I'm just stating it as if it was a fact because I strongly believe so. I could be wrong - never been in someone else's shoes. Great that you're content. I never am, although by standards I have a very good life. Great childhood, great wife, great job, great health, etc. Still it's everything that you can expect from life. Playing games, or further creating games, add much more to it. I don't think that a trip to Earth's orbit is accessible any time soon unless you have an adequate budget or fit the requirements for an astronaut. See what I mean? Reality not always can be altered. At times you can only lower your standards, which I find unsatisfactory. No, not really. I'm at average I would say. At least that's how I feel about it. Again, I could be wrong as this requires perspective. [in a really friendly manner :) ]: I think we should end this as we're derailing the topic a bit. :) I'll be happy to read your next response but I'm afraid I won't reply further (maybe if we take the discussion elsewhere).
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Fair enough, I get your point. I still disagree with the first part tough. All lives are mundane, it only depends on how much you settle for. In my experience people who find reality unsatisfying tend to be the most creative beings, while others tend to be just happy. Both have a trade-off in my opinion.
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By saying "realistic" I didn't mean art or whether the game looks realistic graphic-wise or detail-wise (manufacturer stamps). I meant "believable" or as you say "immersive". All I meant to convey is that having a fictional element incorporated in the game (zombies) doesn't collide with aiming to have as close to real-world humans with real-world capabilities only. Nor does having a fictional element around should be used as an argument as to why a human should be able to see around corners keeping his face against the wall - to put my interpretation of your previous post bluntly, this is what I understood: "There are zombies in the game, so it doesn't matter if the player (human) can see around corners - both are not real." To quote myself: I also do not understand how zombies can ruin immersion for you. Isn't this what games are about? To spice up our mundane life with a bit of fiction? And that this very fiction is actually amusing and fun because it is immersive? I don't mean to be rude, but are titles like Deer Hunter, Colin McRae or Fifa the only games that you find immersive because the setting is a reality copycat?
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An bit of info for those that think quality influences LRS - it doesn't. A badly damaged LRS is as good as pristine one. Optic attachments don't have accuracy modifiers. The only difference is that "Damaged" or "Badly damaged" optics have cracks on the lenses obscuring view. Since the LRS doesn't have a "cracked" version (texture overlay) implemented yet, you can use it just as good regardless of condition. Next time when you need a LRS and find a damaged one, don't leave it hoping that you'll find a pristine one. Take it, as it makes no difference.
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I oppose the statement that the game is unrealistic because it has zombies. Following that logic we can urge to have super powers and fly around like Superman. Since we already have zombies (or seeing around corners and above walls), and the game is "unrealistic", then why not? True, the game is in a fictional setting, but that's basically it. Everything else is aimed to be ultra realistic. The game is basically about how a realistic human being clashes with a fictional (but still believable) environment.
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The problem was I had no indicator at all - just couldn't aim straight until I used morphine. Suggests that those indicators are somewhat broken.
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Do broken limbs have indicators now? I'm especially asking about arms. Apparently yesterday a few hits from zombies managed to break my arm. The funny thing is that I didn't notice it until I found a LRS. I aimed down the scope and noticed that my crosshair is shaking way to much. I used morphine, got a message that I used morphine without any feedback that I actually fixed any limbs, and the shaking was gone - my arm was indeed broken. What's up with that?
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Do Zombies Dream Of A Good Nights Sleep? (Zombie feedback)
smoq2 replied to SmashT's topic in General Discussion
From what I noticed, they are only mildly harder then before. Yesterday evening I managed to take down 7 or 8 with a kitchen knife in Dubky. Of course they were coming in waves and the hardest part was when I had to fight 3 at the same time. I still didn't get hit once. A couple of minutes later I found a fireaxe and after that I took 5 jumping at me at the same time. Just circle around them and hit. If you don't have an axe try to hit the head. IMO, they still go down too easy. Mainly because you can only attract 5 or 6 max at the same time. The premise of zombie threat genre is the threat of being either: A. Infected B. Swarmed by a horde of 20 - Infinity I would love to see both. Only then would I consider zombies in this game a threat. Getting a few scratches and manage to overcome a situation with a few good boxing moves and doges is not threatening at all. And to all the people who say "Zombies catching me when I'm running with my m4 in hands is unrealistic!" - ffs holster that gun! It's very hard to sprint (and I mean giving your best) with a few kilos in your hands. Hell, half of the population would probably just trip after 100m. -
Has the hot fix for desynch been pushed to stable?
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Does this relate to Stable as well or Experimental only?
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This one doesn't seem to work. I tried painting my green helmet with a black spraycan and it doesn't let me. I.e. None of the icons turn orange. The items just swap when on the ground.
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I'm completely against this direction. The game is PvPvE and this is what makes it unique. You can't go into some PvE/aka. "Protected" mode and switch between when you want to go pew pew. Dear God, I can't imagine all the hoarding that would happen...
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Sounds like this. Apparently, you can also have your arm broken in stable. Someone shot me once, and my hoodie got ruined. I survived, and even killed my attacker, but after a while (next day I think) I noticed that my LRS reticule is shaking like crazy. I thought that maybe there was some minor update that increased weapon sway, but after checking there wasn't, I decided to use that spare splint that I had. Everything went back to normal right after. The message said "You fixed your legs" though. :D
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Yep! If only I could paint my raincoat black! I'd settle for grey raincoats too. :D Well, have to deal with green. :)
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I am open minded about your way of playing DayZ, please tell me about it
smoq2 replied to Nesuma (DayZ)'s topic in General Discussion
Well, I don't RP either because I can't simply do it. Not due to game's limitations, but rather my own inability to detach myself from my own life. I kind of envy anyone who can. But anyway, I play this game as a challenge - to survive for the longest possible time. My record is for 1.5 week. Of course it would be no challenge if I picked 5/40 pop server and stayed in the woods, so I usually pick 39/40 and plan a route, usually encompassing the more dangerous locations. Naturally, I either KoS, evade or withdraw, since those are the only valid ways to minimise risks in achieving my goal - the next time record. EDIT: Oh, and I collect pristine Long Range Scopes as trophies. My last character had ~7 on him +1 on my mosin, so the person who killed me probably had a laugh. :) -
Bullet deviation to the left is an issue with the LR scope reticule (grid) not being properly centred: https://www.dropbox.com/s/pbqrlfwktr1yay7/Zrzut%20ekranu%202014-02-19%2012.03.08.png https://www.dropbox.com/s/3r8y2uu3piw748k/Zrzut%20ekranu%202014-02-19%2013.22.23.png They fixed it in the experimental patch (which is being tested right now). Whether the scope is damaged or not has no influence on the accuracy at all, since no optics attachments have spread modifiers for any weapon in the game. You can use a badly damaged LRS just as a pristine one. My guess they will add a broken glass effect to the grid at some point as damage indicator. They didn't yet, because the LRS can probably support only one type of scope grid right now.