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Admiral_69

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Everything posted by Admiral_69

  1. Admiral_69

    Firestations

    Maybe you folks could clear something up for me. Why do firestations have handguns and ammunition in them? What type of fires would require firefighters to be armed? Or do you think the distribution of loot is more of a "people made a stand here and lost"? (E.g. Made a stand in the firestation tower, after strangly removing their combat boots and TTkSO pants) Thanks!
  2. Admiral_69

    Glitcher awareness thread

    Thank you for letting me know these exist.
  3. Admiral_69

    Weapon Balance vs "Realism"

    Sweet idea Sabaka! Charging zombie rhinoceros!!!
  4. Because I have server hopped like a noob when I was a noob. BUT, now that I have more experience under my belt, I don't usually hop. It is very risky, going into a place without scouting it first. (E.g. The risk reward ratio has switched) Plus, after I finally understood the loot locations (this spawns here, that spawns there), I could actually find stuff without hopping, just by going a short distance off the beaten track.
  5. Admiral_69

    wire cutters and cutting fences

    I agree completely. As well as locked gates with bolt cutters required.
  6. Personally, I think the best solution to this probelm is to increase the number of players per server. Double the number of players = half the number of servers. Suddenly server hopping is 50% less viable. However, I would suspect you need loot respawn, as the server admins would just halve the server restart time, making for very fragmented gameplay.
  7. Admiral_69

    So idk if anyone else noticed this...

    Well I think this is reasonable to an extent. I have a friend who survived a shot to the chest in Afghanistan. His camera didn't. But they will have to lower item HP AND make the damage apply to one item only.
  8. Admiral_69

    What Is Your BIGGEST Pet Peeve In DayZ?

    That I can't put the pot on my head.
  9. Admiral_69

    how many servers do you play on?

    Have a couple that I favourited. When playing I go for the highest pop, regardless of my status. I want the challenge / fear.
  10. Admiral_69

    Missing Ushankas?

    Every time I see one of those I think they are a riot helmet. So disappoint.
  11. Admiral_69

    Fresh fruit is nonsense

    What I don't understand is if the zompocalype just happened, why are all the shelves bare. How many people have a single half finished waterbottle in their house, and a single box of cereal?
  12. Admiral_69

    So how does one suicide these days ?

    Change the server. I was unbreakable on one server, but not another.
  13. Those tall towers are labeled as water towers on the in game map.
  14. Learn to use the ALT key. OR, more generally, learn the controls of the game. They are not easy to lean (so many), and I don't even know what some of them do 50 hours in. Seriously, there should be a tutorial that tells you what that button does. I only found it after like 20 hours of play. That alt key has saved my life numerous times now. As everyone else has said, patience. Let the dumbass trying to snipe you chase you down the road. Get out of LOS and ambush him. Biggest metagame thing I have learned (aside from map) is that the "harder" the server is made to look (e.g. A hardcore server vs. Regular; a named server vs "recruit L@@t") the better the experience. The players in the harder server are better players, and won't headshot you (typically) from 800m because they have nothing to gain.
  15. Admiral_69

    Zombie Horses

    Two Words: Zombie Squirrels Think you are safe in the woods. Think again. They'll go for your nuts! Lol, sorry, couldn't resist.
  16. Admiral_69

    Pve Servers : Not So Pve...

    Play hardcore. Encounters are usually friendlier, or you don't even realize someone saw you and let you go. Sound becomes SO much more important when you can't see around corners. Although I did KOS a guy with a shot to the back. I needed his food.
  17. Hi folks, Thought I would let you know why loot stopped spawning in certain locations (Military tents, but also some houses) after the new patch. The game engine cannot handle too many objects without significant server performance issues. Thus, when the new town to the north was added (Svetlana or something) will all sorts of lootable buildings, the devs HAD to stop loot from spawning in other areas of the map. This is also likely why there are a number of known empty houses. The Devs had to turn loot off in those buildings before launch. When can you expect your phat loot back? Not anytime soon. But the good news is, when this limitation is addressed, you can likely expect a sudden increase in both loot and zombies. How did I figure this out? Look in the announcemets section. Rockethas a post laying out the 2014 development goals. One of the goals is address item / zombie number limits. In this post, he mentions that without loot, they can run 4000 zombies. Thus, with the new lootable buildings in Svetlana, they needed to turn down zombies or loot elsewhere in the map. I just wish the Devs provided clarity on these types of actions. At least that way, the player base can understand what is happening, and can see a light at the end of the tunnel... And you do not get needless bug reports.
  18. Invisiman2013: That process makes sense if you have a temporary item limit. Check to make sure each location is setup properly. BUT this type of testing only works if the community knows what has been turned on and off, so we can visit the sites to make sure the loot actually spawns properly (e.g. Not spawning in floor, can pickup loot for all items spawned, etc). Then we know to submit and error report. BI can then sort through the error reports, correct loot drop at that location and then go to the next one. Of course, that is assuming the loot system stays as it is now, with fixed locations.
  19. Here is the link to the post (hopefully it works, posting from my Blackberry. If it doesn't work, it is a pinned post in the announcements section) http://forums.dayzgame.com/index.php?/topic/156129-confirmed-upcoming-features-for-dayz/#entry1564197 The first item: More Zombies - they need to make optimizations to increase "dynamic entitiy counts" which are Loot, Players, and Zombies. Since they added new loot locations (Svetlana and white barns), and possibly more zombies, they had to take it away from somewhere else. I just wish that this information was communicated to us.
  20. Admiral_69

    Problem With No Longer Spawning In/near Cherno

    Guys, I have 50 hours into this game, with most of my time since the last patch spent in hardcore on one or two servers. I have explored the vast majority of the map... Except for Cherno / Zerg (or whatever the name is). Hell, I even explored one of the two crashed heli sites as a survival mission objective. (No loot was spawned so don't bother searching it) I have explored so far north and west that I discovered if you go too far in either direction you lose control of your character and it starts running in a circle until you force quit. I have explored everything this game can offer EXCEPT for how to deal with other players. That is why I want the spawns spread out. I don't care if they are in small inland villages. Taking this to to extreme, why don't they put all of the spawn points in the water with a 2-5 minute swim to shore... That better aligns with the "washed up survivor" theme. BUT put the spawns evenly distributed along the coast. Regarding Cherno / Zerg: I don't go there as a geared played because the risk of death is far to high compared to the reward of gaining... Well... Absolutely nothing that I don't already have. And since I can't spawn near there... I don't expect to see that part of the map anytime soon.
  21. Admiral_69

    Problem With No Longer Spawning In/near Cherno

    Shadow Jack: The concentration of the spawn points artificially makes the map "smaller". I prefer a much wider variety of spawns as opposed to the following Number of spawns : location 1 : Navy Sobor 2 : Elektro 5+ : Kam 5+ : Sol 3 : Islands on south coast 1 : Berez I am not sure, but I suspect that each spawn location has a separate probabilty value. Kam and Sol are very high spawn locations.
  22. Admiral_69

    Problem With No Longer Spawning In/near Cherno

    I die based on how I choose to play the game. If playing survival, I have gone days / weeks without dying (cause all you need to do is find food, water and a bush in the forest. Once you grow bored of playing survival (easy mode), I typically make a bad choice by going near a costal city and die to a sniper. But since it takes forever to get back to the same area, I am not given the opportunity to gain experience with the typical sniping spots, and appropriate counter measures. (It took a long time to even discover the alt key) I am relatively new to DayZ, and never played ArmA before either. So I need a lot of combat and sneaking experience to catch up. Afterall, it is easy to sneak when no one is there to see you.
  23. Admiral_69

    Long Range Scope?

    I agree, items made from metal should not be damaged by unarmed melle attacks (eg zombie bites)
  24. Admiral_69

    Problem With No Longer Spawning In/near Cherno

    * I should add that I actually really like the Sobor spawn location. Why??? Because it gives me options of where to go next. I didn't include it in the above as it is an exceedingly rare spawn. Kam and Sol do not give me any real options. Sol - go north to Ber. Kam, well you are screwed because north is Sol, NW are small villages that typically don't spawn loot, and west is Elektro death trap. AND since there are so many spawn locations in those areas, most directions have already been looted AND can be spawn camped. Elektro, you can go into Elektro, west to Cherno, North to Sobor and other reasonably sized villages. Your sense of sueriority when you write "Welcome to DayZ" or "because Alpha" is astonishing to behold.
  25. Guys, quit being jerks to the people complaining about the legitimate and deliberate spawn location problem. If you think that spawning should be an ordeal, then why not have us spawn in the middle of the ocean, and have to swim to shore using the sun to navigate... Oh, that doesn't add anything to the game you say??? Niether does the ridiculous 3-4 spawn points in Sol, the 3-4 spawn points in Kam. SPREAD them out. This is a deliberate action by the developer (taking away the respawn option as well as altering spawn location). I actually wonder if they are deliberately trying to drive players away from the game, "because alpha".
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