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djporternz

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Everything posted by djporternz

  1. djporternz

    Sniper Rifles

    They're not leaving it out. It was never 'in'.
  2. djporternz

    Spawn "balancing"

    Four steps on spawning: 1) Put battery in flashlight <- you aren't going to use that for anything but the inventory slot is going to be needed. 2) Take off your tee shirt and rip it into rags <- Be prepared. 3) Run to nearest water pump & guzzle away until you need to pee. 4) Light out to where ever you think you need to be.... At this point you can sprint straight across the map before the water runs out. You'll get a lot of status messages, but we can ignore all that. Don't be hitting up all the usual places, especially if the server has been up for a while. Hit on all of those out of the way industrials. They're a good place to find your basic axe and left over canned food. The other players are going to be heading straight to the high yield high risk places to gear up, but a fireaxe is still a one shot one kill device and is much more plentiful Parting words of wisdom: Don't be where the bullet stops!
  3. djporternz

    Spawn "balancing"

    Then you're doing it wrong. No, seriously, YOU'RE DOING IT WRONG!!
  4. djporternz

    So, reset on everything?

    Yeah. Just logged in now, and I'm not sure where I am. Must have been one hell of a party, though!
  5. djporternz

    Cheats available already (of course)...

    WarZ Infestation doesn't use BE, it uses FairFight. Different systems. BE =good; FairFight = ??. FairFight has a pretty bad record for false positives. BE has been around a while now, and I haven't seen anything lately about false positives. A lot of bitching about being caught, but no false positives. The sweetest thing, was getting that message this morning: "Do you agree to the BE terms and conditions?". Yes, yes I do.
  6. djporternz

    A Humble Request

    I got a couple of bags of saline going spare. You're gonna have to put the gun down on the ground and step over here, though. Not that I don't trust you or anything!
  7. djporternz

    How about no private servers?

    Exactly! NO PUBLIC SERVERS! NO PUBLIC HIVE! I'm only partly kidding... *sigh*
  8. djporternz

    How about no private servers?

    Just skip to SUMMARY: at the bottom. This got away from me and turned into a wall of text. Sorry :) Wanting to play on a private server has nothing to do with punishment for anyone. If you're only intention is to come to a server and KoS every moving thing you can find, then at it's simplest, I don't want to play with you. I'm not going to insist that you conform to my ideals in your sandbox, I'm going to build my own and invite like minded people to join me over here. This is by far and awy to be preferred than shouting out all over the forums that there should be some arbitrary in-game penalties for banditry/KoS. Now that would be punishment, but for the record, it has no place in DayZ. Just as any reward system for Heroism has no place. At is simplest, most basic level, DayZ isn't anything. It isn't a game. It is a sandbox. A set of objects (clothes, food, guns, ammo, buildings, grass and trees) set down in a landscape where we are able to interact with whatever we find and use anyway we want, within the limits the enviroment allows. To this end, DayZ doesn't stand for anything that we don't allow it to, and if we think it stands for something, we have to remember that that is probably only our own ideas and bias' that we are projecting onto it. DayZ is a tool; a means to an end. So, yes we want to play with our friends, and yes, we want to make the rules, and just as in real life, if we get stuck with people we don't like, we flip them to the curb. We don't need to start our own community as we already have one. We may try to modify our version of DayZ running on our private server, that will depend on what tools we are given to do so. I don't see this as a problem. The fact that there are so many variations on the DayZ theme, not just small changes to the original or subsequent mod, show that the idea behind it is currently in vogue. Just looking at the gaming scene in general, the Zombie Apocolypse as a theme is everywhere ATM. DayZ, WarZ I mean, Infestation, State of Decay, Dying Light are all stand-alone examples. There is also a lot of promising work being done with the raft of DayZmods in the ArmA2 and ArmA3 engines. I've know I've missed a whole swath of others, but for brevity I've only listed ones that I have actual time-in-game with. The point is, none of these in any way detract anything from any other. They are all valid and enjoyable in their own right. (Except that second one, which I won't talk about here >:( ) Fine. You don't have to play there. Gamers are not a monolithic group. Different people want different things from their gaming time. Different people want different things from their time in DayZ. Rocket and the devs have already given us a pretty good road map of where they would like to go with DayZ. Pretty much passworded/private servers, private hives/dbases are already slated for inclusion. I don't see anything altering this path unless some unforseen technical hurdle pops up late in development. But I'd doubt the devs haven't tried to eliminate any possible crisis of design like that. They've done this before, after all. SUMMARY: We want to play with our friends, we want to make the rules, and we want the ability to make DayZ our own. And for that reason we want to be able to do this on a private server with a private hive/db so we don't inadvertantly affect your style of play in DayZ. Since you have the same abilities, I don't see that anyting here isn't full of 'win' for anybody.
  9. djporternz

    Get better fps in Dayz sa!

    Thank you. Very clear and concise guide, there.
  10. djporternz

    The Trollglitch

    I can't condone the exploit, per se, but this one was executed brilliantly. Have some beans. Ohh, and don't do it again! Just quietly, I've been using a similar glitch elsewhere, but in a more mundane fashion. They make great places to stash a spare large backpack or two, and thereby make great little temporary caches. They get nerfed every server reset, but ATM it's the best I can do! PS: Had no trouble with inserting the video link.
  11. djporternz

    You don't blend in

    That could be my character, except I prefer the red, have a red motorcycle helmet on and usually carring a med kit in hand. But that's 'cause I play a medic in-game and don't want the blood to ruin my look :) . And to those who think there full mil camo is all that, go test it with a buddy. It isn't all that anyway, when you come right down to it. LoD is going to kill any concealment you think you're in, and that cover you're hiding behind doesn't care what colour you are.
  12. djporternz

    I AM FRIENDLY!

    They are not like the AS50 from the mod. They are much rarer than that! You may be happy throwing away 25~30% of your scavanged food, but I'm not.
  13. djporternz

    Discourage career bandits

    They're all sociopaths. Deal with it. They do what they do because there are no consequences at all. Hell, if you go toe to toe with these guys they'll just combat log off to another server and circle jerk with their friends til they feel better. Anyway, we will have the tools to deal with them but not til later. Private servers, private db, and these guys can go shoot themselves. They sure as hell won't be playing on any of my servers.
  14. djporternz

    How about a change in Day/nigth cycle ?

    I tend to stick to low pop night servers. Less leet kiddes running around. You still have to dodge the occassional loot jumper, but they let you know they're coming and usually die easy. And the only use for a head light or torch is as a honey pot trap. Drop a spare magnum or two and a few empty mags on the ground and light them up. Sit back and wait for the moths to flit around the flame. And don't be sitting at the origin of the light source, people. But back to the OP, I'd like to see a shorter night/day cycle. Just not sure how much shorter it needs to be.
  15. Had a similar problem, thought it was the wipe. Logged out and back in a little while later, and my old character was back. My thinking now is maybe network lag to the hive servers or (hopefully not) those retard DDoS kiddies.
  16. djporternz

    Tools for modders to create new maps?

    It's not that hard. The tools are out there already, the only difficulty is that if you're trying now, you're trying to hit the side of a barn flying at mach 2, 2000 ft up. There won't be anything significant until the feature set of the engine and core game settles down a bit. There is too much in flux at the moment to really test anything like a map or mod. But be assured, that there are a few people with their eyes pointed in that direction, and willing to play the 'what-if' game.
  17. djporternz

    Let's talk about Perma Death (No Bug talk)

    Yes it is. DayZ is a sandbox in every single way. You're given a world and an enviroment and little in the way of restrictions on what you can and can't do. This is exactly what a sandbox is. There are no enforced game modes, only emergent behaviour from the participants within the shared space. PvP is one emergent behaviour, PvE is another. Banditry, KoS, Heroism are all emergent behaviours that will ebb and flow within this shared space. This is the power of this thing we call DayZ. It can be whatever we allow it to be.
  18. djporternz

    Item condition - Worst idea ever

    There is nothing in the ArmA engine that 'cannot handle any kind of complex damage system'. Modders have been imlementing complex damage systems in variants of this engine since Operation Flashpoint. The current in-game system is not complete. But you knew that, or you should have as it has been stated so many times elsewhere. Have you even looked at the 'Known Issues' post: http://forums.dayzgame.com/index.php?/topic/153994-early-access-important-information-known-issues/. Go down to the section Important bugs and issues. See that first item about zombies. Read it, ffs! Look, and I AM going to belabour this point, you bought into this. You bought into the Alpha with all of the warnings and caveats that were plastered all over Steam and the DayZ forums. Even Rocket himself told you: http://forums.dayzgame.com/index.php?/topic/153994-early-access-important-information-known-issues/ Look, why are you here? Or more to the point, why are you here now? I know why I'm here: to help the dev team develop this game into the best one it can be, by offering up constructive feedback on features and to report bugs so they can be squashed. It's not going to have all of the things you list above, probably for the entireity of the Alpha, and maybe not until some point nearing the end of the Beta. That's how these things work! If you are so enarmoured with the mod, then please, by all means, head back on over there and play your little heart out. It seems from your statements that it is everything that you want in a DayZ-esque game. Rocket has been up front about the funding process and what it actually means. Since you're unlikely to go out of your way to find the information yourself, I'll condense it here for you. It means that the dev team now have the luxury to actually take their time and get things right. Currently there are 796,375 reported survivors. At 23.99 euros for each copy that's only 19 million euros. That's a lot only if you compare it to my yearly income, but in game development terms... hardly. Just go look at the budgets thrown at the big titles of 2013. Almost without exception they were an order of magnitude greater! But the total is irrelevant, my investment is only 23.99, and I'm damned sure that in my 150 hours of playing so far, I've got at least this much value out of this buggy, feature-less mess of a game. As to them messing about with our money... where do you think any money comes from? It doesn't just magically appear out of nowhere if you just believe hard enough or pray vehemently enough to some mysterious bearded white guy in the sky. It comes from us. Spooky, I know, but that's how it happens. They only came cap in hand after we threatend to come batter down their door if they didn't give us a peek at it. So they gave it too us with the warning that we weren't going to like it. And we ignored them and shelled out our hard earned cash, anyway.
  19. djporternz

    ## hour player lock / Gear locked to server!

    I can't shake the feeling that you are all offering up solutions to a problem that probably won't exist by the time we get further along the Alpha/Beta pathway. @sYs: Assuming you are meaning a 2 km diameter area, that's 4 km^2. Everyone in that area is in combat with you simply because you discharge a firearm. If it's going to be that indiscriminate, why not simply have it trigger when you weld a melee weapon? They can be used for combat, right? All you'd have to do is charge about the map, and shoot a tree every km or so, and you could annoy a whole lot of legitimate players. Something tells me you haven't thought through the practicalities of your suggestion or the ways that it can and will be 'gamed'. And that doesn't begin to address the server-side processing that this will entail. Think about it: the server will need to be tracking the distance between each and every player on the entire map, or even worse, calculating that data each and every time you fire a weapon. Now the calculation isn't that difficult as the formula for working out the distance is pretty straight forward (the actual formula is left as an exercise for the reader ;-) ) but even if you're caching some of the data, that would still entail a fair bit of processing overhead to check for old data that needs to be refreshed as well as the recalculations themselves. So, no, this is only a simple solution on paper. Try to implement it, and it becomes a nightmare. @Lancer 2-2 You're kidding, right? No. Okay then, I'll call your bluff. Next time you want to play DayZ, fire up the game. Now sit there for 30 minutes before joining a server. (And, no. You cannot go do something else while you wait. You may not pass go. You may not collect... NVM!) What complaing already? "It's my 30 mins, I can do what I want with it!" Yes, yes you can. The point is, if you want to play DayZ but can't, what are you going to do? Something else. But how many times are you going to allow DayZ to bitch-slap you like this without coming to the realisation that it isn't really worth the effort anymore? So we wait and see what solutions the devs come up with for these known problems, and I can guarantee that their solutions will be much more reasonable and well thought out than any I've seen here or elsewhere on these forums.
  20. djporternz

    Suggestion: Identification

    Great idea. But as they have ripped out the PID stuff from the engine and are using some SteamID/IP setup, it wouldn't surprise me that the squad.xml support has been gutted as well. Very sad, though, as this is an elegant and simple solution in the other ArmA games.
  21. djporternz

    How difficult should it be?

    We're only at the start of the Alpha/Beta process, so I'll give them a little leeway ATM, but.... But surviving in the current DayZ world is a little too easy. Let's be honest, once you have a melee weapon and have visited a pump and had a drink, the Zs cease to be a viable threat. Yeah, it can take a few hits to take down a Z if you don't have an axe, but they are easy to out maneuver in that stylised combat ballet you quickly become familiar with. The only real threat is other players; as in real life, so in-game! I know the devs have said that they are unhappy with the current iteration of zombies and their behaviours, and can only hope that some future iteration will see the threat level from them ramped up considerably. I'd like to see the overall difficulty of the game ramped up to extreme, at least as to the survivability of a solo character in the world. I'd like to see it at the point where you would have to rely on some cooperation between players to take on even some mundane tasks, especially in virgin areas of the game map where players hadn't tread yet. I think this could be done without impinging too much on any of the PvP ideals that seem to be rife across DayZ ATM, and could really enhance the PvE experience for players more inclined towards that end of the spectrum, like myself.
  22. djporternz

    Item in last-ish patch

    Found this in my scavanging travels: Don't think it's useable yet, but the possibilities... Ahhh!
  23. djporternz

    Item in last-ish patch

    Okay, I'll do that. Thanks for the tip.
  24. I'm going to take issue with these statements. Firstly, DayZ doesn't need PvP. DayZ is a sandbox game in the true sense, and PvP is just one of the many emergent play styles that players can adopt. It is IMHO one of the simplest play styles, and in contrast to your second statement, the one with the least emotional connection between player and character. If there is any emotional connection within this style of play, it is generally more between the player and the weapon. Just look at the forum posts from dead 'survivors'. They're almost exclusively more annoyed with the loss of a weapon than the character. It takes almost no effort to play this way. Scavenge weapon; scavenge ammo; shoot weapon; scavenge ammo; shoot weapon; repeat until dead. This may be an over simplification of the style of play, but honestly, it isn't that much more complex than this. Secondly, the emotional attachment to the game or their in-game persona is in no way unique to DayZ. Any game you play often enough with a single in-game persona will have exactly the same emotional attach-ability as any other. Case in point, I've spent over 1,100 hours in ArmA 3 with the same in-game persona, and I'm very attached to that character. I've only been in DayZ SA for 140 hours, so while there is some attachment to my in-game persona it isn't on the same level, yet. So I'll grant the emotional attachment, but not that it is unique to DayZ, PvP or otherwise. Your poll isn't very rigorously constructed and is biased towards your first assumption that DayZ needs PvP, which I would refute, and so will not cast a vote in the poll as it stands. But if I were pushed to supply an answer, I would opt for 'Add features that indirectly balance PvP (i.e. more zombies, more dangerous zombies, crafting or medicine that requires teamwork)', not for the reasons of balancing PvP, but because it would also enhance the PvE side of the game without inhibiting the PvP side for those who enjoy it. Don't take anything here as an affront to PvP, it is a legitimate style of play and is an enjoyable mode to indulge in, but IMHO it isn't the raison d'être of DayZ.
  25. djporternz

    Your preferred gun loadout

    Simply put, what do you like to run with. For me: Mosin, scoped and bipod (for those long range engagements.) FNX / Magnum (either one, no preference, but the FNX with Red Dot is pretty cool. Needed for house to house, and comfy stuff.) Fire Axe (do I need to explain why?) Please share your favourite loadout.
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