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Everything posted by pilgrim*
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M4A1 Can i be added back to Genral Military?
pilgrim* replied to WuBzAtYoUrDoOrStEpZ's topic in General Discussion
Get an AK .. M4A is a potato-gun for pre-teen girls and boys and sad tacticool fetishists AKM => adult gun find em all over the mil places, use the iron sights, play with the big people AKM M4A xx pilgrim -
Snipers have been around for a long time in the real world everyone knows what a pisser they are and what to do to keep out of their scopes - or try ( you don't walk down the middle of the street if there could possibly be snipers around, right ? which is like .. always ? ) some people in this thread seem to think snipers have just been invented for DayZ historically, sniping has always got folk extremely worked up, one way or the other whatever .. have fun
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put these silly guns away child fight like a man
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Ok. Can they please either reduce armor from clothing.... Or
pilgrim* replied to hothtimeblues's topic in General Discussion
if it dont kill you it makes you stronger xx -
What's the current hacking status like in DayZ:SA?
pilgrim* replied to RadikulRAM's topic in General Discussion
... hmmn ...'scuse me .... do you know anything that is produced for "charity or your enjoyment", not for loot ? .. computers ? cars ? hamburgers ? music ? shoes ? petfood ? curtains ? toenail clippers ?... let me guess .. . . you don't come from this planet ? -
What's the current hacking status like in DayZ:SA?
pilgrim* replied to RadikulRAM's topic in General Discussion
http://forums.dayzgame.com/index.php?/topic/210374-amnesty-for-banned-players/page-2#entry2105478 -
OK ! - How much do you want to put up ? xx
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OK you missed the point totally - but thanks for reading my post anyway, and my earlier posts, I guess you are the only one who did that. Here is the simple version: - Imagine you are a server hopper who wants to loot NWAF 1 = you cannot log in inside the structures at the airfield 2 = outside the structures there are zombies - what do you do ? Really - just put yourself in that situation and think it through. Be a games desiger. Live a little !! Even if you really want to HOP, or SNIPE from a ROOF, or GHOST.. you will NOT WANT to log in outside buildings, not under cover, in an area where there are zombies We all understand this even if we have (cough) never ever hopped. You don't want to have log-in-paralysis at a location like that, do you ? If the zombies don't eat you other players will kill your ass before you can even MOVE. So that will DEFINITELY ALTER the game plan of ANY hopper-player, for SURE. You just have to judge how to set up your parameters to ensure his strategy is sufficiently altered by the revised game conditions ( wow, said this before ). Hope this clarifies the concept, dude. I am not providing ONE solution already written out with the numbers in. I'm pointing to a METHOD that improves the game and includes all players in the solution, and improves immersion. Unlike the timer, this in-game WAY OF WORKING is non-exclusive does not totally break immersion and no one is punished, the gameplay is def better and everyone has more fun. You might propose "no login inside the walls of a military compound" for instance, or define any area that contains high value loot. etc etc..But I've explained all this well enough. I KNOW (I mean I'm really sure) that if Rocket or any other Dev read this they would definitely say : Yes, that's cool, that would work, I understand that or Yes, that's cool, that would work I understand that, but we're not going to do it °°°°°°°°°°°°°°° If you players on this thread are all mainly interested in a log-in timer solution (and you've put aside gibonez original proposal, the helicopter-loot theory, and my own idea), then you have very little to discuss - ALL you need to decide is : How often do you have to switch servers to be "a hopper" How long is the log-in timer punishment ? If you can just agree on these 2 simple parameters, you can put your proposal over on the Suggestions thread, where you'll find the same proposal has already been made a few times. but .. but .. you tell me ALL this stuff I worked out and wrote down (and all the thought and the backup gameplay theory and the analysis and the on-paper testing that I did NOT bore you with) .. it all has "nothing to do with server hopping" = ?????? = this makes me feel almost .. almost .. like I wasted my time.
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But hey, pouring soda into a water canteed just gives you diluted soda, dude - it's no big deal. If you want to sterilize a canteen you boil some water in it, that's not a problem. It's easy to do.
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What "End Game Gear" Should Theoretically Be Like At Release
pilgrim* replied to hannibaldaplaya's topic in General Discussion
Yes ! A Machete .. I was going to say an axe... but it's a difficult choice.. IRL I'd have to go for the machete plus something to sharpen it up sharp! sharp! NOT a Gringo machete ! AND, for all-round wear - the famous windbreaker, multi-use garment, sleeping-bag, hold-all, waterproof t-shirt, and brutally hard-to-see night camouflage ghillie device . . . the UNIVERSAL Black Plastic Bin-Liner I don't know HOW this has been missed from the game so far .. where I come from we all wear them (we're not very into military gear up here in the hill towns). Just snip the two bottom corners off and cut a V-neck opening, takes 30 seconds, and you're fully-survival-clothed. At night you can stuff grass up it to bulk it out and stay warmer, but you don't need to. You can wear it anywhere, social occasions, clan wars, the Red Cross, swimming, and just simply for hanging out under the trees and eating your fishing worms, listening to the far-off military end-gamers shooting each other, and hearing the rain drip through the leaves. Share your life with a goat or a friend "A machete, a can of worms And thou, beside me with a bin-liner And wilderness were paradise enough .." [Omar Khayyam] Can someone explain endgame to me I still haven't sussed it yet at all, is that when you die ? -
Should Rocket go sooner rather than later?
pilgrim* replied to banjo (DayZ)'s topic in General Discussion
and remember folks, you heard it here first, and it was Hetstaine said it !!! - that Hetstaine, he is one true visionary -
screen goes pitch black when looking at light source
pilgrim* replied to d.walker43's topic in Troubleshooting
http://forums.dayzgame.com/index.php?/topic/209679-screen-goes-black-when-looking-at-firechemlight/#entry2099006 http://forums.dayzgame.com/index.php?/topic/208454-gamma-changing-based-on-what-you-look-at/#entry2088203 I did some experiments after the other thread about how "gamma" changes in-game depending where you are looking. I still think it's a nice feature but other players think it's a mistake or should be removed. In fact the way the light changes, and how much it changes, depends quite a lot on your graphics settings in the game. If you try tweaking the different settings, one by one, you can the differences. I guess the across-the-board "standard" or "high" DayZ settings (the preset choices) must give you the effect the way it was designed.. If you modify one or two things away from standard it will give you more or less of the effect, for different reasons. Also, your own PC graphics card software presets - with your graphics/screen modifier program - must play a role. Try with that set to "standard" too (or whatever the option is called ) just to check. ?? -
erh - do you want the good news or the bad news ?? ... the good news is you're not going to heaven
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OK I said this before but just to make it clear - let's forget the "problem" and look at the gameplay. Suppose there was a little change in the gameplay: Suppose that I picked some buildings at NWA .. let's say ALL the buildings to keep it simple. Just the buildings. AND a new rule is you cant log out inside a building. That's the only change in the software. OK. So what would happen ? I mean what would happen to the gameplay (forget wetbacks hoppers!). Let's think how gameplay would change. OK - first no one would log in inside the airport tower etc.. because they can't log out there, so they cant log in there. So no one is going to be surprised after they have cleared a building when someone logs in behind them. And no one will be logging inside the walls either. And no snipers will be logging in on roofs - and as we know, that's a form of ghosting that the existing timer hasn't touched . If players want to log close to the buildings, because they want to change servers, or to be ready for action quicky, they have to go outside and find some sheltered place to hide. But that will be more risky for them, because they will not be in an enclosed space.. so logging in will have more risk (we know what NWAF is like, we've all been there) .. they can hide but not as completely as in a room. If you log in to a room you only have the risk that the one room is occupied - outside at NWAF you can never be confident of who is around anywhere, so you are likely to seek a 'good' place to log. You're not going to log outside the door of the ACT building, for sure.. This is why - at the moment - players DO log inside the airport buildings. They have assessed the risks and the effort, and decided this is the best bet. So my little change stops all that, they have to rethink. Everyone knows (from play experience) that moving across the airfield between buildings is a lot more risky than being inside a building.. and everyone is relieved when thy get that door shut behind them. So there is a change in the risk and in player habits right there.. but: Even more interesting: if you can't log out in a building what do you do in a firefight? You are in the building and suddenly there are unfriendlies outside. A standard solo thing is to shoot and then log and hope they won't rush you, or "pretend" to log and hope they do rush you. A standard squad thing is for the squad to log and leave one volunteer rearguard to take the shots, then you meet him where he respawns and re-equip him. If you are the squad outside you either wait, and the player inside will probably NOT come out or even surrender, or you can rush in and accept the casualties. So - with no logout in the building, the situation has changed. Firstly it is more realistic, you are pinned down in a building, and the squad do not want to come in, they KNOW you are still there and they know they WILL take casualties. And you KNOW you can't escape unless you do a Butch Cassidy, OR you really surrender.. see ? Suddenly there is an additional REALITY that was absent previously. You could even have a siege that goes on for hours, why not ?? with real negotiations for surrender.. with real desperate last stands.. And when you turn up at the airfield in the first place and get inside a building.. you now know you are NOT safer than outside.. you are maybe totally trapped.. "life and death" trapped.. so you have different stress levels and different expectations of the possible outcomes So simply having one rule change, will change the whole game played around those buildings. If a sniper wants to get up on a roof he has to start on the ground and walk up there, he can't log on somewhere else and ghost around to a couple of populated servers for the evening.. if you want to log out at the NWAF you have to find some place to shelter before you log, you can't zap between rooms and servers without moving your feet or having to hide ..if you enter a building you have to keep a good lookout, because if someone turns up to cover the door, you are really in the shit.. just like Real Life.. one guy behind a bush with a shotgun, and suddeny you leaving the building is no fun at all, and you are STRESSED.. and you can't quietly log in a corner and hope to get away to a quiet server. OK, so the gameplay changes, players have to adjust to the new situation, there is different stress for different reasons.. NOW - the other thing we need to do is see how that could be used for meta-gaming, or could adversely affect gameplay: Suppose someone fast logs, pulls the plug, while they are surrounded in the building.. what happens?? Well - Can't have the guy respawning somewhere on the perimiter, because he would be behind the dudes who trapped him, that would be too good to miss and a lot of players would take advantage of it. Cant have him logged back in inside the building after a loss of connection, because then he could circumvent the whole rule, and log in or out where he liked just by pulling the plug So if there is a loss of connection, or if there is a server restart, where is the player located when he logs in? He has to be somewhere that does not give him any advantage.. What do you suggest - directly outside the door of the building ? Even "somewhere fairly close" to the building would be an advantage if there was a squad covering you and you cheat-logged to escape, because the rule does not let you log in the normal way.. So - there's no problem for a server restart, everyone can be 'put back' exactly where they were (inside or out) no unfair advantage. BUT wherever the player is logged back in after a cheat logout (disconnection) - he can always use the cheat logout to save himself - so the player can get around the rule every time, unless a deliberate disconnection kills him in the building. But this is only the same as a fast logout when you're on a ladder ? Anyway, I talked about this already.. And I hope I've showed that small changes in the game rules can produce very different gameplay and different expectations, especially in a locality famous for PvP. This idea might generate some interest n PvP players, and in anyone looking for excitement, or for a measure of realism.. just because it prevents the obvious stupid abnormalities that exist in the game at the moment, which are abused to the max by just about every pvp player and looter (everyone). This would make for more interesting fight scenarios, obviously.. the risks would be more realistic.. and all this from just ONE change that everyone can easily understand and live with. But I have stuff to do in my real life (play DayZ bro)..my only point is - as long as you look down on and despise players who play differently than you, your solutions to "deal with them" will not be good solutions. And even without considering "hopping" - isn't my little rule change an interesting idea for the gameplay in many situations that are easy to imagine? = it's just an idea.. I'm not trying to sell it to anyone, and no one's listening anyway, far as I can tell .. except the pristine contributors who search for phrases they can get stroppy about .. the player haters.. but that's a different game, it's not DayZ pilgrim this is LONG and Boring - but ya did ask, sorry.
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PitterPittrerPatterPatterPitterPitterPatter
pilgrim* replied to tootights (DayZ)'s topic in General Discussion
Great sound when you run crouched, isn't it ? - it's a kind of classic Scooby-Doo Hanna-Barbera sound effect. I go everywhere like that. I do it all the time. I don't know if other players can hear you coming ? -
I got you the first time, dude You keep telling us you don't give a shit - why do you bother ? Something worrying you ?
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1) "loot hoppers" are evil foreign immigrants who come into your country to steal your work and get their hands on your women.. I mean your loot ... we all hate those outsider, right ? Dont we ? I don't have a country myself so perhaps I hate them less than other players do. You shouldn't mix up "hopping" and "ghosting" they are very different, and there is already a timer to deal with ghosting. Also, we know that all the players who complain about hopping do it themselves. When they do it, it's justifiable - when someone else perhaps does it, those same people start the angry slurs and shouting, and imagine that some poor kid has stolen all the loot out of their server (and that's the only reason the pristine players hop themselves, because there's no loot in 'their own' airfield, of course) 2) A no logout zone is a penalty timer, exactly the same as a log-in timer, but you serve the penalty inside the game. If you can't log out in an area, it will take you time to go to an area where you can. But a time penalty in the game is more dangerous and more interesting for players than a time penalty spent outside the game looking at an empty screen with a count on it. If you can't log out in an area, you have to be there WHEN you don't want to be there.. that's a time function, OK ? The time 'delay' takes place in the game space, instead of a time delay outside the game space. I hope no one has trouble understanding this ( to move in space takes time, got it ? ).. [ make a note of that, dudes, it's a useful concept ] I don't know where you get "suicide" from. Why does a no-logout area mean "suicide" ??? I don't follow that at all. You have to be aware that any game mechanic is open to abuse. If someone pulls the plug out of their PC, what happens to their character ? well - already, ( a ) avoiding death, and ( b ) duping, are two things that can happen if you mess with fast exit. So what happens if someone pulls the plug in a no logout area ? You can't have them respawn at the perimiter because that would be perfect for ghosting AND for escaping from being surrounded. right ? But where is "suicide" in this ? Your "logout=suicide" thing is baffling. If you pvp in a no logout area it will be slightly more dangerous than pvp in any normal area, with the already-existing anti combat-log timer. 3) you say: "timers are not lack of design, they are an evil in absence of better solutions" but dude - an absence of better solutions IS a lack of design. It's not anything else. The solution comes from the design. Unless you have design you have no solution, right ? design = solution So at the moment everyone goes for the easiest crappiest solution - and why ? Because those vocal "honest-joe" player-folk like to delude themselves that someone else is causing the problem, so its ok to stick a dumb no-brain solution on them, because they are bad and we don't need to think about it. We aren't game designers, we just want to dump on the players we dont like. We want them to go away back where they came from.The "honest-joe" players want to get rid of the "wandering immigrants" by any means, they don't really care how.. in fact as they say openly, they "don't give a shit". As I said at the start of the thread, I don't have a problem with players who move between servers ( what do you call them again?) but there are ways to get better gameplay for everyone from this common habit. I only have a problem with hacks and dupers. I put up some ideas to show you people how to think around the situation. But it seems like you all don't want to do any thinking, very much.. ?? - and maybe the zone idea could add an interesting gameplay element, the pvp-ers and the squads would love it for sure ...if they noticed.. So - I'm cool. And I'm sure not the dumbest person on this forum, for once.
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I'm glad you know about people. And I like the irony in there.. very suave. NO there are not others like you Jexter. Players do not like to spend their leisure time watching a log-in screen. And the log-in screen is telling them to wait because they are being punished for playing the game "wrong". You are different. You like waiting. and that is brave and unselfish of you. You sit outside the game, and you do it to help the people who are already playing and having fun, so they can have an even better experience. You should be awarded a Steam Achievement for "watching a log-in screen without getting pissed off" But Jexter, don't read the forums while you're waiting to log in, because I notice the forums get you pissed off fast. Keep your eyes on the log-in timer and you'll stay calm. Well, you ask "what the fuck" that is.. Jexter, it is words in English. You disagreed with me so I put a straight, easy question.. but you don't answer it. you just wonder 'what the fuck it is' .. lol .. I can't help you there good buddy. Are you telling me you don't understand the question? Or you can't answer it ? Do you have any contacts in the video-game industry? Ask them to explain this to you if you don't like my opinion, or if you can't follow the discussion - go ask some experts. I'm coming from there. OK - you want to save time.. and I thought you were a fan of making people wait ? I guess you don't like to wait. Jexter - if there is a solution inside the game that can hinder server hoppers while everyone is PLAYING the game.. then it is a better solution than one that makes some people wait outside the game. This is not difficult to understand. Making it more difficult for players to JOIN the game - for any reason - is not game design, it's lack of design. We do not do that, it is the OPPOSITE of design.. It is much better to employ an in-game mechanism to modify the play, so that the players move to different expectations and face other possibilities WHILE they are playing, as part of the game. They will happily accept sanctions in the game, and play to them, that would not be supported if the (supposedly) equivalent effect were leveraged by access penalties. Dig it? What new expectations and possibilites are you going to have while you sit outside the game looking at a log-in screen ? Waiting to log in is not part of the game. If you have to punish players sometimes by making them stay out of the game, because of gameplay elements, then the gameplay needs revising. I think there are fun gameplay methods of doing this. And pristine players like yourself, who want to eliminate unwelcome and different gameplay by punishment, have no idea what the game is about. You play but you can't see the game. You want to destroy the reason this game exists, and you are so short-sighted you haven't understood you are shooting yourself in the head. And in your head is where your brains are supposed to be. If you read all the way to the end of this post - well done dude ! And if you can hold up your viewpoint reasonably without getting tooo het-up.. thay yo iz very suave. pilgrim
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Should Rocket go sooner rather than later?
pilgrim* replied to banjo (DayZ)'s topic in General Discussion
When I tell you this the veins in your neck will go purple.. but don't get too mad: To craft a gun that you can "shoot" - if you already have the gun and some other pieces - Ya have to find some bullets (and maybe "empty" them from a box) and you interact with the bullets to take out the ruined ones and you "combine" the bullets with the right magazine to craft a "loaded magazine" and then you have to interact the magazine with the gun to have a gun "charged" with the right magazine and bullets in it, and you "combine" other bits on the gun, like "sights" or a "stand" but you have to combine the right "sights" because some won't do what you want and some won't even "fit" on the gun and you need to "interact" to set the gun to "auto/semi" and "range" it. That's a lot of crafting for 1 gun ! - so it's hell of a lot more complicated than crafting a fishing rod. But then you've crafted a working gun ! SEE - you craft, you craft, you craft, you just haven't even noticed - you think it's called shooting, you need it for "pvp", and it's the part of the game you like . because you HATE crafting Hi, you crafting wowtard ! You hate all this crafting and the devs have "wasted their time" on it.. you want to be given a loaded gun readymade when you log in, so you can just run around and shoot ? All the gun parts and ammo and clips and magazines and scopes and rails are a waste of time, but those weapons have wasted a lot more dev time than 1 fishing rod, 1 campfire.. right ? And they have wasted loads of time on stuff you can't even see !! ( so right dude! ) And I guess clothes are a waste of time too ? We want a 2D shooter with nothing complicated in it. wtf. -
Come on you apes ! You want to live forever ?
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just wanted to join in ? you missed a good read and a timer has already been suggested and discussed reasonably
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Should Rocket go sooner rather than later?
pilgrim* replied to banjo (DayZ)'s topic in General Discussion
OK bro, you bring the salad Lobster, foie gras and monkfish liver with Hitachino Nest White Ale ok ? -
Should Rocket go sooner rather than later?
pilgrim* replied to banjo (DayZ)'s topic in General Discussion
nope - you missed it -
Should Rocket go sooner rather than later?
pilgrim* replied to banjo (DayZ)'s topic in General Discussion
<< Directx10 and 11, ongoing network optimisation, persistence, dynamic lighting, redesign of movement controls, navmesh, inventory/ui changes, camera clipping, mechanics design, weapon balancing, melee redesign, animations, horticulture, weather impact, centralised loot economy, private shard support and changes and then of course there is all of the artwork, models, new areas, crafting, animals etc etc>> lol .. gasp ok dude, you got my bafflement quotient at 100% now .. you doing good ! I've got an idea: Are you maybe one of those early question-and-answer reply-generation programmes they used to have on Amiga, like an AI but with no I ? -
Should Rocket go sooner rather than later?
pilgrim* replied to banjo (DayZ)'s topic in General Discussion
and - spot on - we all know that banjo is the sacker of salad chefs! so that's as highly accurate as any other comparison proposed in this thread you know there are people on this thread who think that Bill Gates "worked for 25 or 30 years" before he bought a cheap and nasty OS ready-made, renamed it MS-DOS and sold IBM the right to use it on their PCs, at the age of 24 ?