Forums Announcement
Read-Only Mode for Announcements & Changelogs
Dear Survivors, we'd like to inform you that this forum will transition to read-only mode. From now on, it will serve exclusively as a platform for official announcements and changelogs.
For all community discussions, debates, and engagement, we encourage you to join us on our social media platforms: Discord, Twitter/X, Facebook.
Thank you for being a valued part of our community. We look forward to connecting with you on our other channels!
Stay safe out there,
Your DayZ Team
djkling
Members-
Content Count
157 -
Joined
-
Last visited
Everything posted by djkling
-
most weapons are zeroed at a certain range (300m?), and the game calculates bullet drop. If you shoot with your crosshairs over a target at, say, 500m and you are zeroed at 300m you will hit low (or not make it far enough). If you zero at 500m and shoot at a target at 200 you'll overshoot.. You can adjust this just like in real life
-
Gotta say, its a wll phrased point, but in the end it took me a week of playing to get decent enough to get a weapon. Now i'm like a ninja, sneaking in and out of towns stealing stuff and getting out without conflict. A weapon is a dangerous crutch, when you learn without one, you will be better with one :)
-
Been literally humiliated.
djkling replied to [email protected]'s topic in DayZ Mod General Discussion
If this is supposed to be a simulator (anti-game) then you have to take into account the psychological consequences for killing another human when you are alone and unlikely to find another person in the world. In a REAL situation, people would be banding together. Some to form raiding parties, others to survive (and try to not be raided!). I dont mind the bandit mechanic, but the "lone wolf" attitude. I think there should be a penalty for prolonged lonliness and also for killing another human. Maybe a new bandit mechanic can get to the point that bandits suffer a penalty for NOT killing, and non bandits suffer a penalty for killing (even in defense). I think the game is missing a HUGE social aspect that could open up a new world of player dynamics and interactions. There is "griefing" (if you can call it that, though I dont see it) but remember that eventually when this is finished there will be consequences. With some background in psychology,I think what I said is most accurate. -
The game is non-consensual PvP. similar to EVE online. You cant just make rules that destroy the spirit of the anti-game that this is. Stop stressing, and either make friends OR defend yourself!
-
Zombie AI is completely and utterly broken
djkling replied to PinkTaco24's topic in DayZ Mod General Discussion
Been playing all day, they work well... im a little mad i was not paying attention and had one a foot away from me who attacked while i was crawling... but my Enfield took care of him and i beat a hasty retreat. The AI actually has been great! -
and thats all i'll say (Hope it hasnt been posted)
-
Suppressed weapons are the best option in any circumstance. If you ever need it on Fully Auto you'll probably be dead anyhow. Stealth is your ally in this game, not firepower. I'll take a suppressed pistol over my Lee Enfield if i can find one
-
Use trackIR... I can just look around and see what's near me Try getting TrackIR. I can just look around and see my surroundings!
-
Announcing your presence and to kill or not to kill
djkling replied to Xelacalle's topic in New Player Discussion
I use direct chat and try to talk to them. I won't kill unless provoked and only yesterday. Guy was being chased by Zeds in electro and he rn into the same building with me. Gave him my axe and we fought our way out (had a 1911). I let him keep the axe and gave him a can of beans to boot. -
its in but with cross server traffic and such it should be VERY temporary if at all... I think taking just towns are the best..
-
It easy, no structures, only towns that can be occupied to prevent spawns. Either that or the structures exist until the town is lost or given up, then they go away automatically. Nobody in town for an hour, server frees up the memory anyhow. THis prevents idiots from ruining towns with all their crap making them unable to be walked into (which happens in Arma2)
-
In medicine we say "All bleeding stops eventually".. so it either does it on its own or you die and it stops up ;)
-
Doesnt "rearm" in the fire add wood?
-
Question about Zombie behaviour, need help with the research!
djkling posted a topic in DayZ Mod General Discussion
Hello all, I've been trying to catelogue the zombie behaviour since I think it will help people understand them in the mod. What I'm trying to find out is... do they have specific patters during their walking and searching periods. We all seem to have the aggro figured out, but what about pre-aggro? I figure some people could call it exploit, but in a real survival situation there would be science minded people who realize if there WERE a virus or other pathogen affecting the central nervous system it would have a finite number of commands it could access. There would be patterns of behaviour. I have not had the ability to get a pair of binos and a lot of time online to watch, so I'm asking others for their input. So, when they are searching... do they walk a certain distance? Do they walk only in one direction or is there a search pattern? How often are they exploring their surroundings? What patterns do they exhibit, or do they seem random? Are there differences between the walk/crouch/crawl zeds? Even the zeds can be overcome with knowledge -
Question about Zombie behaviour, need help with the research!
djkling replied to djkling's topic in DayZ Mod General Discussion
I think zombies are confined to a town. As for random, nothing is TRULY random, even random number generators use a formula (usually something involving clock time, etc). But I think the zeds probably have some pattern of behaviour, some people have already made notes of it :) -
Question about Zombie behaviour, need help with the research!
djkling replied to djkling's topic in DayZ Mod General Discussion
Right but does everyone agree they should not gravitate to players without reason? As for random... its pretty hard to have truly random behaviour, should be some underlying pattern in there... maybe not predictable, but at least something that they "normally" do -
I forgot I had it all hooked up (I used it for Arma2 and DCS:A10) and when i went back to playing DayZ today I turned it on and the immersion was sick. I was sneaking around, could look side to side, and at one point i was running because I heard a zed and i turned my head and... AHHHHHHHHHHHH!.... he was right behind me! with friends! If you guys want to expand on the experience, its not that expensive to get a TrackIR (I think $100-150 IIRC) and its fun as hell. Use a 5.1 headset (I like the Turtle Beach one) and mount the IR on it... you even get directional audio based on head position (thank you Arma2 for putting that in...) Anyhow, try it out... and if you have a triple monitor setup, its even better, but thats getting into a lot of scratch for most people. But if you decide on one let me know, i've been tweaking mine for a while to get it working with the right resolution (it crashed a lot until I found a sweet spot) Disclaimer: I have no financial interest in whoever makes TrackIR
-
Otherwise you'll just autorun right into zeds ;)
-
Question about Zombie behaviour, need help with the research!
djkling replied to djkling's topic in DayZ Mod General Discussion
Can we confirm this? Is there some underlying mechanic that gravitates them to players? Is there a truly RANDOM behaviour or just an underlying pattern? -
^^^ Yes, its sad. People in real life would have a psychological problem with killing unless they were a pure sociopath. Thats maybe 15% of the pupulation, not 99% as seen in DayZ. THere needs to be some penalty for pK and also for lonliness... both affect people profoundly
-
What New Players Do Not Realize... Maybe a little help for them :)
djkling posted a topic in New Player Discussion
OK, so one of the issues I see with new players is that they get killed really quickly. Sitting on a hill and watching people spawn in and try to get into towns made me see that... the REASON people are dying is (in my observation only) mostly a result of lack of patience. I move inland, found a deer stand, waited for the zeds to wander off... weapon cache taken. Its not hard, but it takes TIME. New players should know that you should spend some time watching the town from afar, seeing where the zeds are, where they are going, etc... take your time, move slowly and purposefully, and you'll make it! -
Logging into your server is what takes the time, and the back-forth data. You would do better with a faster connection, though additionally the bunch of you logging in together probably lags the server slightly since resources seem dedicated more to keeping the game running well for the people playing over getting new people in
-
So many damn veteran servers!?!?
djkling replied to Mr Muggles's topic in DayZ Mod General Discussion
This game is best when there is immersion. Dumbing it down removes any realism from it. Play on veteran, be interested in your toon, and his/her life. Play first-person. Over time You'll find you enjoy it much more. -
OK, so I've spent a bit of time playing and a lot of time pondering this game. One reason I did this is that a few releases back I remember getting up from my gaming chair and realizing I was so immersed in the game that I was sweating. I was sweating, thursty, my heart was racing... I was having an adrenal serge in response to a perceived threat ("fight-or-flight response"). So, how did that happen? First off, I play alone most of the time. I was on servers without side chat, and when i spawned in, it was early morning. I spent my time scouing out towns, trying to find water, and after a few hours of playing I was mildly injured, wielding a hatchet, and out of food/water. I was thirsty, I was hungry, and the computer was starting to shake a little (at first I thought it was my TrackIR getting buggy). My aim was off and I was getting desparate for water. I took chances I wouldnt normally take. I was more brazen with raiding. I was willing to attack 2 or even 3 zeds with just my hatchet, trying to find water. In the end, a combination of dehydration and bleeding, I fall dead next to a pile with a visible soda can. If you allow yourself to become immersed in the game it becaomes both a more rewarding but also more intense experience. The mod has the ability to simulate the fear a survivor would normally have during a disaster. The stress, the confusion, even the disorientation (as I ran around the south part of the map trying to go north and ending up at the same damn airport every time! And the same power plant full of Zeds at least 3 times!) So, My recommendation: Immerse yourself. Get a good pair of headphones, turn the music off and the volume up. Make your toon important to you. it gets pretty real...
-
DayZ from a psycological perspective
djkling replied to djkling's topic in DayZ Mod General Discussion
Also, I've been thinking about the psychology of the players in the game beyond this. There is a lot of "human" killing in this game. Most people consider other players the enemy and not the zombies. This is pretty fascinating but unrealistic. Killing another human being is something the average person would have a lot of difficulty with. Sure, seeing hordes of zombies would be hard to deal with, but imagine, if you will, being all alone surrounded by things that will kill you. You rarely would shun company. In a normal crisis, bigotry breaks down, people band together, and human beings uniformly WANT to be social. In this game its as if the entirety of this country was populated with sociopaths and people with avoidant personality. I know most of the people out there arent sociopaths, why does one feel compelled to do so online? I've read articles that games are the weak person's chance to be big. I've heard that people will be sociopaths only if there are no consequences to their actions (kinda sad really). At the end of the day I'd like to see people finding ways to cooperate, since it would increase the immersion more than just a bunch of serial killers running around trying to find better weapons to kill with...