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Everything posted by pilgrim*
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and long hair for female characters ?
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How bout adding a beard progression feacher?
pilgrim* replied to Canadian2's topic in DayZ Mod Suggestions
great idea - been suggested before - there is a BEARD thread (with a poll) and what do the ladies think about this ? -
What's the current hacking status like in DayZ:SA?
pilgrim* replied to RadikulRAM's topic in General Discussion
I gave the details of that server - go check it out, see if they play by the rules I'm not complaining about a server, I chose it because it was the first on the list that came up, there are penty. They are not helping players to enjoy DayZ that's for sure they say what they think about ordinary players - they think "fuck YOU" -
What's the current hacking status like in DayZ:SA?
pilgrim* replied to RadikulRAM's topic in General Discussion
Do you only count scripters as "those that want to destroy the game" ? do you also count for instance .. "fuck YOU Gaming JOIN = KICK" [5.9.45.103] (the name of a server today, taken at random) Don't you think 'Fuck YOU' gamers are doing harm too ? Between 'scripter gamers' and 'fuck you' admins on the public hive... I understand honest players feeling sad from time to time But - definitely - BE, and BI developers are doing plenty to eliminate each hack as soon as they can, aiming for permanent elimination This is easy to see by looking back over the last few months keep the faith + come visit sometimes -
I think we sort of misunderstood the central hive thing..
pilgrim* replied to Irish.'s topic in General Discussion
yes, Rocket says "years in the future". IMO the important part of that idea, is the larger map would be spread across a number of different servers. So the usual argument of "this is MY server, leave MY loot alone" will have to alter to meet this gameplay change. if/when it happens As for private servers - I have always thought its a pity in DayZ, that players want to limit themselve to one group of 40 or so players, who all know each other... DayZ is about meeting and interaction, specially meeting bad unknown stranger players. That's a big part of gameplay for me. So I dont lock myself away in one small private group - I have 2 million other players to play with. That's cool. Any development that makes for easier interaction between larger numbers out of the 2 million, is fine, great. Go for it. The private server "this is our club" mentality, IMHumbleO.. is boring, monotonous and restricted... specially if those 40+ players all really stay on their own server and don't visit other servers (hmm.. they all say they don't do that bad 'server-hopping' stuff, that's one reason they joined a private group) ... I hate "knowing what to expect" . I meet different clans and traditions, I meet different languages, I meet bad guys and goodguys. ( the frontiersman experience, the psychological sense of unlimited opportunity + unforseen danger). If future DayZ can increase that - good On the other hand, a private mod map spread across (eg) 4 servers, could also give a private hive group a great opportunity to enlarge its horizons and stay private at the same time. If they had enough members to run several servers. ... or if server admins of the same mod wanted to cooperate. -
Many people shout 'disaster' without understanding, without even reading... If there is ONE server TODAY and a "rare" item has spawned on it.. so "rare" that there is only ONE on the server.. what is to stop a player from selling that item ??? If it is a "rare" item, maybe on plenty of other servers it has not spawned at all... so what is to stop a player selling it ? It's "very rare" right ? I hear that players will do anything to get a very rare item. So the central loot-hive idea has NOTHING to DO with this panic striken shouting from our conservative players. The same players who want items to be "very rare" are saying that a centralized loot-hive "is a terrible idea". As it stands TODAY.. what is to stop a server admin from restarting his server again and again and again until he GETS the "very rare" item ? Notice you have to be a server admin to do that.. so TODAY you can get any "very rare" item you want by paying to have your own server (and you COULD sell stuff too). That injustice is NOT because of a centralised loot-hive. A centralized loot-hive would put a stop to that. Particularly, the gun lobby have campagned for "rare" and "very rare" items in DayZ.. they want various guns, or ammo, or attachments to be "rare" or to be "very rare". And of course something that is "very rare" might not spawn on your server for AGES. Why is the idea that it has spawned on someone else's server so horrible? Why does it get your underwear all knotted up? Think about it before shouting. Here is "the centralized loot-hive" a method that COULD give you the "very rare" items you WANT in the game. And server admins could NOT loot farm them, and the devs would control EXACTLY how rare they were, and be able to adjust rarity precisely to suit the needs of the player base and the needs of the game. If you have a randomized spawn (like we have now) and you say "this item has a 0.1 chance of spawning" then, as you KNOW, any number between Zero and -one on EVERY spawn point - could spawn. That's how chance works. Tha HOWEVER this centralised loot-hive is only one part of a larger idea and a larger direction that has been proposed for DayZ. People should at least TRY to understand the concept - and the timescale - before screaming disaster.. Hey dudes I never thought I'd say this: ALPHA (wtf) things change .. I SURE HOPE they CHANGE.. that's what we players are here for . if it ever turns up, you try it out and you shout afterwards.. you all panic so much I'm amazed you can play this game.. doesn't it stress you out ? xx also : why are there different threads starting on the SAME topic.. the people who are frightened by "centralized loot" don't even read the forums, is that it ?
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a big discussion of this here : http://forums.dayzgame.com/index.php?/topic/201637-six-upcoming-developments-that-will-change-dayz-for-the-better-loot-rarity-wait-whaat/page-6#entry2029694
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Six Upcoming Developments That Will Change DayZ for the Better - Loot Rarity (wait, whaat?)
pilgrim* replied to darkgritty's topic in General Discussion
check out the 'Soil Food Web' [you don't live in the country?] Considered as an effective organic fertilizer, horse manure is widely used for gardening. Pre-pasteurized manure is steamed for 3-4 hours which guarantees freshness of the product. Two 50-pound bags are sold for $38 to $45. For larger purchases, a ton of manure can cost $22 to $40 per ton, plus delivery charges. (howmuchisit.org) -
I think we sort of misunderstood the central hive thing..
pilgrim* replied to Irish.'s topic in General Discussion
one thing Rocket talked about is the idea of linking several servers via the map (this is a long term idea) So you have - for instance - 4 servers. Each of them has a map different to the others, the 4 maps make one big map. Now, instead of "server hopping" between these 4 seperate servers, you walk to the edge of the map on one server, and keep going, and you come out on the edge of the next map in the next server. So to the player in game it's all one very large map, even though each map-section is run on a different server. I don't know how many servers he envisages linking together like this. He says creating the maps is a very long process. I would guess - with a "large multi-server map" like this, you could also drive a vehicle across from one part of the map (one server) onto another part of the map (on another server).. and also fly a helicopter. I have no idea if this will ever be implemented - but it's a great idea. I guess that it would also mean that a mod running on a private hive, could have a map spread across several servers, so those mod servers would share in one big game, if they wanted that ? * But I'm much more interested in the vanilla DayZ SA and how it progresses. I always thought the mods for the DayZM were kind of 'cheap thrills'. And, on the private mod servers: members sat around jawing, target-shot zombies, had set duels while the others laughed about it, and no dangerous strangers ever showed up. Matter of taste. -
I think we sort of misunderstood the central hive thing..
pilgrim* replied to Irish.'s topic in General Discussion
" the team also discussed methods of bringing the notion of changing servers into the gameworld itself " :) -
Hi, welcome to the game, bro - now ya know -
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This is the internet! Pics don't mean it happened!
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Six Upcoming Developments That Will Change DayZ for the Better - Loot Rarity (wait, whaat?)
pilgrim* replied to darkgritty's topic in General Discussion
['nother lecture, sorry people, it's long but anyways ya don't have to read it] 1 ) "server raiding/server hopping" : you missed the point of my post - the new idea is around "server sharing" as a way to extend the map, involve more than 40 players in one game experience, and more fairly and usefully control spawn distribution. 2) " the biggest clans" : here you say that the centralised spawn control would be vulnerable to "large clans", then you go on to say that a better solution would be to encourage players to form clans for "group effort" or engage clans to take spawn "by force" . I don't see the difference between these two possibilities: B) you say "clans" would rule - and that's bad B) your alternative is to force people to form clans - and that's good 3 ) this whole future DayZ possibility has nothing to do with " make every single weapon have its real-life calibere and magazine ." However, a centralised spawn control could make it possible to have many more different items, and also have a "fair" distribution. -- OK -- For myself, I cannot say at all if, or how, a fair distribution of spawn could work - either within one server or spread across many/several servers - and I promise you that, in my limits I have attempted some math on this subject (some amateur statistical 'projections'). I'm interested. What really interests me is the change in gameplay - I mean change in player interaction and in scope. Which could result from this new structure of small servers acting together with a centralised Loot Hive in the same way as we have a central Player Hive. This is a new idea - it is technically interesting - it may be a totally different and radical way of dealing with multiuser online games, instead of repeating the classical "one big server". The reason YOU moved across from ArmA to DayZ-Mod (like all of us) was you discovered it was NEW and Different.. not because it had realistic weapons, ArmA2 already had exactly that. The Mod was an innovative new gameplay. That's what brought you in. So this sets the bar high for SA DayZ, and we already know that the devs have sworn a great oath that it will NOT be the Mod repackaged. The aim is 'SA as never seen before' - going further, different, new, better. radical. This can be DayZ for the next generation - not to copy/repeat a previous success, but to build an extrordinary game. I don't even know if this projection of Rocket's will ever be implemented in the form he speaks of it today. But, shit - its an INTERESTING idea and if DayZ does not do it, somebody else WILL go down that path. Hey, dude, I don't know if this can work. I don't know what the results might be. But I'm surprised to see so many players so conservative, saying: "we have an Alpha game, don't change it, just 'improve' what is there now, but above all, nothing NEW" So what happened to - experiment - new material - wider player challenge - different game elements - new game potential - radical stuff - innovation - previously unknown excitement? All the great things that good development can provide when it gets HOT ? Why do we snarl when someone mentions "change"? In my mind - The cash I paid for this SA is a little payback for all the time I spent free in the Mod. Price was worth it. I've been paid back, so now I'm on a free ride. I don't own anything, I don't claim any rights. Counting in the Mod and SA together I already have my money's worth by about 1000%. Now I want to see the SA get good, and I think it can work. It can be a worthwhile thing. Better than "a good game". Read what Rocket says (without shouting first) and notice he's not proposing a "standard" game xx -
Six Upcoming Developments That Will Change DayZ for the Better - Loot Rarity (wait, whaat?)
pilgrim* replied to darkgritty's topic in General Discussion
so if you don't know where the .50 is you have to log on to find it but if you do know where it is you only log on when the owner is in the game so this game is all about the .50 cal and not about anything else - sounds like a problem of balance this is one reason why the devs took the .50 cal completely out of DayZ Vanilla doesn't really have anything to do with different ways of balancing loot spawn.. does it ? if there was an unknown very small number of .50 cal in the game, spawning 'very infrequently', then everyone would always have to play to look for the next spawn, if that is all that interested them. on the other hand, knowing that the .50 is out of the game, leaves everyone totally free to do what they like with the whole game, as long as the .50 owner is not around. but if ALL you want to do in the game is collect a .50 cal... then you are up SK without a paddle. -
Six Upcoming Developments That Will Change DayZ for the Better - Loot Rarity (wait, whaat?)
pilgrim* replied to darkgritty's topic in General Discussion
My view here is that Rocket is thinking outside the box Sometimes in the past he has come up with very good stuff, doing just that. As we know. I guess the ideas he expresses, as a future for DayZ, are pretty long term considerations - a first shaping of a long term possibility that DayZ might work towards. Even if implemented along the lines he sketches out, you could expect the practical structure to change and be considerably refined along the way. This interview shows that he, and the team, have already taken on board two player concerns, and are turning over their thoughts about these areas of gameplay 1 ) the idea of bigger maps, more players sharing one game space, the idea of moving through the edge of one map to reach another map. So here he's suggesting that several servers could be linked in some way 2 ) A more direct relation between servers gives (and enhances) the possibility of addressing another issue, which is loot control and rarity. So, centralized spawn control, a way of controling rarity, could fit together quite well with the 'more players sharing game space' idea, and this could make for new gameplay Given that his ideas are a first projection, and he is considering how these kinds of ideas would affect the player experience, he comes up with some player possibilities that gamers might like in the game. As I said, he has proved good at this - thinking outside the box - in the past. right ? Instead of each server being isolated, the total game enclosed in itself - how about extended maps covering several servers, which could also solve the player limit per server without going to expensive mega-servers to run a massive multiuser game. This is an interesting idea. As a possibility, a proposal and a basis for thought and research - I like that a lot Central loot control is a way to stabilise spawn and share equipment in a sane way, to enable a much greater variety of loot and at the same time avoid endless 'useless' spawning, where each player can not find stuff useful to him. So that's another proposal, worth research and experimentation. It would enable "very rare" items to exist and to be genuinely 'very rare' out of the control (or misuse) of server restarts. It is a second aspect of play that many players have commented on. So given these two ideas.. what changes in the long run ? Firstly players have to get used to the idea of extended game space. Say an item spawns "here" in your play area, but "here" is no longer one server because the map is extended over two or more servers. So you can no longer say 'this is "my" game server where I play '.. now it is only part of your play area, or, put it another way, your server is shared with users on "other" servers who walk across the map into "yours". And you walk across an extended map which is - in part - on "theirs". Now the bigger map is "ours". That's a difference of attitude straight away. If loot is centralised, and some objects are very rare.. it might be that the object does not spawn on "our" physical server today. If players accept that they are part of a wide community, and that cross-border movement is normal.. and even logging into another server is "normal", then it will be normal for players to wander through the DayZ commuity on a quest for various objects.. as Rocket says "hearing rumors" asking other 'strange' players, following leads. Its not a question of "our loot"/"their loot" - you have to see the IDEA of a lot of DayZ servers as being the equivalent of one (or several) massive multiuser servers containing a large part of the community - we are 100s of players, no longer <40 players. Given that this "visionary" overview is a long term projection of something that might happen.. a possibility that will be considered and worked out bit by bit towards a practical change in structure, however that finally presents itself in the (very) distant development progression - I don't see why players gut-react so conservatively - because, more than changing the game, it is a player attitude that must gradually alter, for any of Rocket's ideas to make sense. But IF those ideas WERE already in place, new players coming in to the game would LOVE them.. I'm amazed Apha players are so leery of suggested or proposed change, even a first tabling of a long term overview, and so slow to digest "outside the box" thoughts. Maybe by next year we players will have had time to think about it and see what are the real advantages, and what could require modification in the long term. If eventually implemented or not, this is "vision" in the positive sense. In other games studios devs will have noticed, they will already be on it. I think this looks promising and new. let's not all freak out just at the moment. xx -
Six Upcoming Developments That Will Change DayZ for the Better - Loot Rarity (wait, whaat?)
pilgrim* replied to darkgritty's topic in General Discussion
didn't you say yesterday that you uninstalled and you Dont Play this game anymore ? you just come to the forum to smack talk about a game you don't play ? there is ArmA and the DayZ Mod you can still play, instead of wasting your time and your venom here ? cool out, dude -
Six Upcoming Developments That Will Change DayZ for the Better - Loot Rarity (wait, whaat?)
pilgrim* replied to darkgritty's topic in General Discussion
So its a private server - and the main users only log in when this one special guy logs in ? And every time the users log in this one guy logs out ? And so the users log out and wait for the special guy to log in again ? so what do these private server members all do with their lives ? stay logged out all the time and watch the player list ? nobody ever plays, right ? -
??? Johnny - you fell for that ??? dude ...
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Ammo Calibration : Poll & Discussion
pilgrim* replied to stielhandgranate's topic in General Discussion
the "new blood" you talk about - " who have only heard about the SA ". I guess someone told them ? So do you think the "new blood" have the right to tell their friends about it, and their friends tell other friends, so that SA becomes "incredibly popular" ? Or did you have to start with the Mod to have the right to tell other people about SA ? I guess back when you started the Mod, you were new players, right ? So when you started you didn't know much about the game ? Back then you must have been "one of the people who didn't give a damn either way" Totally circular argument, dude. You wrote all that text to say nothing at all - just emotion Good emotion - I respect that in an ancient player - but no sense in it. How do you know that a new player today is not going to become the best and 'most-wise-greatest-ever DayZ player, with a better understanding and more long-term support for the game than even you yourself ? Maybe the next Dean Hall of the future is starting his first DayZ hour right now this morning ? So why does that player "not give a damn either way" quite frankly ? -
You don't know about dynamiting fish ? grenade or dynamite fishing will catch you ALL the fish in the pond or stretch of river - has been a common - infamous - practice in various places at various times - that's why it's illegal (everywhere) . You throw in your grenade - ALL the fish are killed by concussion, they float to the top. Much easier than any other form of fishing, unfortunately. Don't you have one of those little 'Special Forces Survival Manuals' that are so cheap and common these days ? And so useful. Every hardcore player should have one. And the casual players should have one too. blast fishing
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How about - when you spawn you get a torch and a bible ?
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Ammo Calibration : Poll & Discussion
pilgrim* replied to stielhandgranate's topic in General Discussion
I agree with all of this long post from UltimateGentleman Good on ya mate. Anyone accusing you of being a troll yet ? Don't let the minority of players here hammer you into the ground, friend. Much of what they say is interesting ... And it would be worth considering, I guess, but unfortunately they tend to quickly deride any different point of view and they like to stomp on other contributions. So most "balanced-weaponry" folk give up the debate pretty soon (or get real mad with them). And this debate is old and tired now. They are the "gun people", so I think they have the right to shoot themselves in the foot if they want. I respect their view and I respect their right to say it. But I disagree strongly. -
Ammo Calibration : Poll & Discussion
pilgrim* replied to stielhandgranate's topic in General Discussion
= one million laughs, dude... thanx -
Ammo Calibration : Poll & Discussion
pilgrim* replied to stielhandgranate's topic in General Discussion
You gun-realism people... oh dear oh dear oh dear You don't have much respect for players who do not share your weapons obsession. You use this term "casual" like in the middle ages ignorant folk said "unclean" You don't have much respect for the devs either. In truth you are BLIND to the game, blind the game structure, blind to what the GAME is about and deliberately deaf to the developers' explanations I don't understand what kick you get out of doing this..maybe it's stronger than you are and you don't know yourselves ? Are you afraid to be mistaken for "casuals?" I'm speaking as someone who has played 550 hours DayZ, but I don't think that makes me "hardcore" - I'm not impressed by "hardcore". Do you REALLY think this game is about REALISM ?? You don't notice other gameplay that is slightly NOT-Realistic Here is a game element that ain't about "guns" so I predict you don't care - and if you don't care, my god, you must be ... casual gamers. The Fishing and the Fishing Equipment in DayZ is less REALISTIC than in a Donald Duck Cartoon Maybe you didn't notice ? So show us how much you care about realism Plenty of stuff in this game is NOT VERY realistic and it is STILL COOL I dont WANT fishing to be 100% realistic, that would be stupid.. like gun realism. Perhaps you would like guns to be on the same level as fishing, to fit into the game better ? Or should we improve the REST of the game ? Moral - Please don't pretend that your long and repetitious arguments are really about realism in the game You can't play without "realism" ? - cut the fake tears, the insults and fake arguments, you sound like children. You 'gun people' have had an easy life to now, but my god you complain like kicked dogs. Let's deal with other areas of the game. There is plenty of work to be done. If you don't care about the rest of this game, go play ArmA2 Boot Camp. They have plenty guns. xx [edited] -
Six Upcoming Developments That Will Change DayZ for the Better - Gamespot Article
pilgrim* replied to gibonez's topic in General Discussion
I guess - Steam tells me I played 550 hours on DayZ SA.. I don't know how casual or hardcore this makes me. Another (different, off topic) aspect of the DayZ survival/zombie game - and it's a unique game - is that many people (young or not) get an introduction to the kinds of decision-making and the stress that DayZ provides.. and, as well as attracting them to "good" gaming, this may interest them in a wider context, make them think about 'survival' and become aware of different skills and attitudes. IMO that would be a good thing .. And even the hardest of hardcore gamers have to start somewhere, and modern gaming is not 'useless' entertainment.. it can take you into areas of "real" life you do not experience at home and open up different possibilities and interests. DayZ is a good place to start. Maybe even "it changes the way you think" - why not ? Frankly, the ArmA series was my introduction, as an adult, to a range of military weapons. I took it from there. This is a field that attracts me (not vital to my life) but it is the other various parts of DayZ that I find more interesting. I would not want DayZ to turn back into ArmA. For a compendium of infantry weapons, with the focus on weapons, the ArmA series is already available. DayZ must remain something different, even if this means de-emphasising (not 'removing') military aspects, otherwise it will fail. At a first glance over the development progress of DayZ, I'd say: - weapons, military gear=ok at present - nearly all other areas=more detail, more work, also more groundwork needed. This is especially the case because new interesting weapons are being fed into the game regularly as a matter of course, at the same time as other aspects of the game are improved.[ And hell, in the last months of the Mod I was living in the woods, hardly ever touching a town, and toting a Mod0 as my versatile weapon of choice, and I LIKED that. You can surprise people with that gun. I'm not anti-weapon] My only problem is that the "weapons experts" are so well treated in their field, in comparison to the other game elements, BUT seem to endlessly complain, argue and quibble about aspects of their gameplay which are already far in advance of the gameplay to date developed for the rest of the game. If their wish is granted, and developers concentrate on those weapon aspects, the rest of the game will be left behind and DayZ will return to being a kind of ArmA2.7 (with maybe zombie AIs instead of uniformed AIs) xx