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Ghostflux
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Everything posted by Ghostflux
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The northeast airfield of course. Shooting freshspawns isn't PVP, fighting between geared up people is.
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I think it's the magnum speedloader that causes it.
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Stahp Rocket! You're ruining teh Alpha!
Ghostflux replied to albinorhino's topic in General Discussion
1.) have weapons spawn in randomly in random places. Its not so far fetched to find a gun in a home now, is it? Russians didnt have guns? Weapons do spawn somewhat randomly, but as with everything in the alpha this is a work in progress. 2.) lower the spawn rate of weapons at military bases that way, its not mandatory to go there for a weapon. There's no specific reason to lower the spawnrate at military bases. They however should be risky to approach due to the amount of zombies. This is not the mod, zombie behaviour tweaks could make them far more dangerous. 3.) have loot/weapons spawn in at random times, that way there's no need to SH and zero need for a timer, and no need for a hunt for a "fresh server". Already being worked on. 4.) combat log timer is mandatory Already in the game. 5.) have 30 bambi spawns all over the map- dont limit it to the coast- anywhere a town is is fair game. Bad idea, you don't want newbies to spawn near high risk locations, because they will either gear up way too fast, or become food for hungry snipers/zombies. Though they should definitely widen the area of potential spawns. The coast also serves as a way of providing newbies with a sense of direction, until they learn to use other means of navigation. Instead of just Solnichniy and Kamyshovo(sometimes Berezino), they could reintroduce the spawns at Kamenka, Komarovo. And perhaps places like Staroye, Polana and Pavlovo. But keep them away from going too far north at once. You can then balance the game around traveling north, where it becomes increasingly hard to survive but more specialised loot spawns there. -
Stahp Rocket! You're ruining teh Alpha!
Ghostflux replied to albinorhino's topic in General Discussion
Firstly, they didn't reduce the spawns specifically along the coast. That's just a flat out lie. There is however a bug that causes many buildings to not spawn any loot. However, that doesn't prevent you from getting enough food, even in the coastal regions of the map. Of course if they were already looted, then yes going inland is your only option. Secondly, the reduced spawnrate of weapons didn't affect the gearing up of my character in any significant way. Before the reduced spawnrate, I'd frequently find more weapons than I need. However I still seem to be doing just fine at acquiring both a pistol and a main weapon with ammo included. It is however slightly harder to find the attachments for the gun now that the military camps are bugged out and they spawn less. Though this has actually improved the game. And lastly, it's an alpha... -
I've noticed something similar too. We were running in a group of 3 and while 2 of us entered a building, our third guy got shot. We were all on teamspeak, so he gave us the location of the body. Shortly after I carefully started looking for the body, but it simply wasn't there. We were wondering if 10 minutes had already passed, but we were all pretty confident that it hadn't been 10 minutes yet. I can't really say how fast they despawn right now, but it definitely seems a lot shorter.
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did they fix the military tent spawns in the new update?
Ghostflux replied to Survive (DayZ)'s topic in General Discussion
http://forums.dayzgame.com/index.php?/topic/171265-changelog-stable-branch-033114926/ How about you check the changelog before you make new threads about things already mentioned there? -
What type of item respawn system is planned?
Ghostflux replied to infiltrator's topic in General Discussion
Instead of having loot per server, the hive controls the loot spawns of all the servers within that hive. Which means that the rarity of some items can be increased as there will be a limited amount of items on the entire hive. -
You're not going to get people to roleplay with you when there are no incentives or advantages for doing so. There are far too many risks involved. If you truly want to prevent KoS then gameplay needs to support this. Blaming players for securing their survival over yours is something that may seem bad from a moral perspective, but makes a lot of sense if you think about it. In the DayZ mod you could easily differentiate between players that did not KoS and players that were bandits due to their skin. The system wasn't perfect as you are forced to kill somebody sometimes. But it was a feature that did in some way improve the chances of people actually meeting up.
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What are your biggest concerns and fears regarding the near/far future of the game?
Ghostflux replied to joe_mcentire's topic in General Discussion
Zombies being underwhelming, and the game remaining clunky. -
If people let their gun do the talking, then why do you think that they'd show mercy on you? They wouldn't start shooting unless they were out to kill you. Not everyone kills for loot.
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Lootable Buildings are Becoming an Endagered Species
Ghostflux replied to DarkwaveDomina's topic in General Discussion
With loot being in only a few but very predictable places, the entire coastline will be cleaned out before you know it. From Cherno all the way up to Svetlojarsk with NE Airfield included completely empty with all doors of the lootable buildings left open. It makes it very difficult to gear up on such servers, and the mortality rate due to starvation is much much higher. Some servers remedy this by restarting the server frequently, but that again has a consequence of more people being completely geared up as it respawns the valuable loot as well. This is an alpha, so I don't really have a problem with it. But it would be good if it's atleast confirmed as a bug. -
I don't mind skills per character, but wouldn't that just open up the road to having to grind in order to be competitive?
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so i had a blast so far but this is killing my fun
Ghostflux replied to brumey's topic in General Discussion
When friend of mine and me travel together, one often is invisible to the other. At that point you just need to reconnect. P.S What is up with these long signature stories that are used for somebody to proclaim an opinion like it's a fact? -
The mosin is better when coupled with a high powered scope. As it will also act as your binoculars. which means that you're far more likely to spot the enemy before he spots you.
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Actually there is, The reason it needs fixing is because it's unintuitive. This game uses messages and status bars to let you know how you feel. Any other message in the game works in a gradual way. Without any warning such as "I've eaten enough", it becomes a matter of guessing how much to eat. In real life you can also gradually tell if you have had enough, because you most certainly don't just puke out of nowhere. So it isn't logical to break from the pattern of providing enough feedback.
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Duplication exploit - need for global wipe?
Ghostflux replied to frosti's topic in General Discussion
I would estimate the amount of people that is actually going to use the exploit increases, simply by posting this thread about it. I don't know what kind of bug it is, what it does or how to do it and I'd like to keep it that way. -
Zombie bunnies!
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Logging Out - Expermimental Branch 114782
Ghostflux replied to apollovulcan's topic in General Discussion
This is a joke right? Because the amount of derp is overwhelming. -
What is the most important skill to learn to succeed in DayZ?
Ghostflux replied to autoloon's topic in General Discussion
Upkeeping a few simple but important rules does the trick, you don't need skill. 1. Trust nobody except people that you are certain you can trust such as friends or clanmembers 2. Don't take unnecessary risks, trying to engage somebody with a similar loadout is always dangerous. 3. Working in teams greatly increases survival, having a buddy cover your back whenever you are risking something is invaluable. 4. Whenever possible optimize your cover and concealment. 5. Be alert anything around you, for any irregular sounds you should know how to identify them. Of course looking around as much as possible. -
Logging Out - Expermimental Branch 114782
Ghostflux replied to apollovulcan's topic in General Discussion
This is an alpha so disconnects and crashes are common, so basically even on the stable branch, people will be screwed starting next week? I truly hope that the developers are less dismissive about this issue. -
Starving to death very quickly on experimental branch
Ghostflux replied to Rancor's topic in General Discussion
In real life, measuring how full you are is actually pretty easy. In DayZ we rely on messages, so you get the "Stuffed" status when your character says "I feel really full" or something like that. I don't think that message should be tied to the status in such a way that makes it seem like being stuffed is actually a good thing. I don't really see the problem with how the system works right now, except for the stomach capacity. But insta-puke without proper warnings would be very annoying. -
Logging Out - Expermimental Branch 114782
Ghostflux replied to apollovulcan's topic in General Discussion
I just wonder if it's easy to determine the way you disconnect. Say you lose connection to the server or simply crash, then your character stays in world without you having any opportunity to bring your character to safety. In which case, sitting down for 30 seconds after you've logged out is a death sentence. Yet reducing the penalty for certain types of disconnects, would encourage people to find a way to simulate that type of disconnecting. How would you protect people that can't run the game well, versus the actual combat loggers? -
Currently the spawning works a bit weird because: Half of the buildings have a broken loot spawning systemThe buildings that do spawn loot, will spawn loot too oftenThe amount different places within a building aren't that many, you aren't really required to search for food once you know where they can potentially spawn.The amount of different items makes it so that we can keep all of our necessities in a single bag, we are not forced to make too many choices about what we take or don't take.Rural areas need more spawnsItem condition is currently not a big deal yetWithout hordes of zombies, it isn't possible yet to make one area more risky than the other without having players conflict. Thus there is no risk versus reward.Of course these are all things that will probably end up fixed, I'm not worried yet as it's a completely normal thing for an alpha.
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The only good use of non-loot buildings, is a nice and protected place to log off. But I do agree that I am a little surprised that he didn't recognise the issue.
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Please use punctuation, so it's actually readable. Thank you.