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pilgrim*

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Everything posted by pilgrim*

  1. Most (if not all) of the low pop servers are whitelist and autokick NOW already. It's a FACT of life. So NO loot there for YOU or ME, friend Takes me now 3 or 5 or more tries to find a really public decent-ping server just to PLAY on So most of THOSE low pop you can't go looking for loot even if you WANT to On the other hand, the new zombies really change the whole dynamic of starting on the beach, so it changes the whole system of looking for loot. You need FIRST rags or bandages, pitchfork or axe.. and there is NOW food littered around where the zombies have chased off the looters after they checked one or two places.. you stand a much better chance of eating and drinking and finding gear on a high pop server than you did before the patch - NO ONE can go through a whole village now after spawning, and not get beaten to death and eaten, so you run like mad, learn to deal with zombs, and find GOOD loot in places it had always gone from in the past, before the zombies took over the villages. So lets see how this pans out. xx
  2. pilgrim*

    One Thing Needs To Be Addressed [ROADMAP]

    This is 'ghosting' in fact (moving from one server to another and back to gain an advantage over an opponent).. server-hopping is something else..but point taken. Good point too. You are absolutely right that it becomes a different order of problem if player-structures/private areas/barricaded rooms or locked houses are introduced. When a player logs out, his position is saved not only by map location (2D grid location) but also by his altitude, ie - player location is saved in all three dimensions. [ In case I am wrong about the following, can someone put me straight please? ] For the 2D flat grid location there are some problems (almost no problem at first sight) If a player logs in to a 'private area' of any kind, constructed by another player, his login location can be moved to outside that area. For this to work the whole boundary of the private area must be saved when it is constructed, it is not enough to say 'this door is locked, barricaded, etc') This is possible, it can be done 'fairly easily' in itself. So the unknown player, on logging in is placed outside that area. However - there is the altitude problem - suppose the private area is a single floor of a house (not the roof, not the ground floor) or a construction near a steep drop. If the player who logs out on the building's first floor then logs in to a server where that floor is private, he will be displaced to some height above the surrounding ground level. Also, it must be ensured he does not log in to a roof or other floor or room that is not itself private, but has his exit blocked by a player construction And that when displaced, he is not logged in to a 'closed' room ( one of the famous glitch rooms) or on to the roof of a shed, inside a gas tank, off the edge of a dock, etc So for the horizontal element: if the player logs to a 'private area' he is simply relocated horizontally. But a test must be made to ensure he is clear of various obstacles or 'traps' - this cannot be done simply by 'collision avoidance' as there are non-play spaces that the player cannot escape from. These are not 'listed' on the server as the player normally cannot access them. The vertical element requires a second test (to 'lower' the player to the local ground level before his login is finalised). This also requires detection of non-play spaces and obstacles. In the current game, these tests are not required - a player logs out only in a place he can reach in-game - a hill, a flat roof, whatever, and so the server logs him back in the same 3-D location without checking that he is in a playable location. Of course he is. A relatively easy way to deal with this is only to have player-built constructions in the country, on level ground, and displace the stranger's login to just outside the structure. For 'privatised/barricaded single-story village houses there is the same non-playable area problem. An alternative (much more work?) is to have a universal grid of 'safe' log in points, and displace the stranger to one of these grid points close by, while doing the height test to log him in on the ground and not above or below it. I'd like to hear a developer or scripter with experience of THIS engine say how far from the mark are these ideas. Anyway - as a general outline - this is the stuff that needs to be considered. xx pilgrim
  3. pilgrim*

    Three words. Land. Mine.

    How many words is grenades
  4. pilgrim*

    Why shoot.

    They do say that the longer an animal species 'plays' the longer the total life expectancy of that species And that 'play' is a way of training and learning the skills you need, or may need, in life It's not really normal (since the dawn of time) for human beings to lead long calm quiet law-abiding lives, and obey speed limits, not drink too much, act reasonably in all situations, always reflect before acting, never rely on instinct, have no need for self-defense or quick reactions My father went to war, my grandfather went to war, my great-grandfather went to war. My great grandfather was the only one who volunteered (but it was the done thing) So maybe as human beings, its a genetic requirement to have other skills, as well as obeying stop lights. Playing helps you know what you can do in "less than usual situations". It helps you know who you are and what are your limits. Playing poker, playing FPS, playing tennis, any game has this quality. Isn't this what 'play' is for? And that's why it's fun (and real to-the-death matches are less fun)
  5. pilgrim*

    One Thing Needs To Be Addressed [ROADMAP]

    Players already with gear, spawning at locations on the coast, would be a duck shoot as it would be a lot easier and more effective than server hopping, just to camp the spawn points Random spawn location, no problem - as long as it's not in a town or any high traffic area That's cool - though most players would hate it - I'd have no problem with that solution Note however, the real problem - what's killing the game is not "server hopping" server hopping is a paper tiger Auto-kick servers exist now White list servers exist now Clan servers (auto-kick, white-list, admin kick) exist now Locked servers exist now Friends only servers exist now Private passworded servers exist now Single player servers (it's mine I kick everybody) exist now Pay-to-play servers exist now Servers that change their names daily to make detection more difficult exist now Servers that are turned off when the admin is not online ... exist now And there are simply bad admins who just don't give a damn and kick who-the-hell they like To say "there are NO private servers" is a standing joke. ALL players know this. At present if you want to use a stable server that is always available and 'fair play' - you join a clan Otherwise you try 3 or 5 servers to try to log in, get kicked, get "waiting for server", get kicked again, and when enough 'strangers' are online the admin reboots. It takes TIME to get in to the game now. Look at the server list - log in to them - see which ones are really public DayZ has already fragmented and gone private - it's TOO LATE - there is no need to introduce 'server hopping' sanctions there aren't enough truely public servers left However: There is a need to stop people from private servers coming across to the few remaining public vanilla servers to waste them. So - 50% of the server list has already dealt with "server hopping" but they won't admit it openly because what they have done is officially not happening Ask the players. xx pilgrim
  6. pilgrim*

    What is "Fully Geared" to you?

    Loose the shades
  7. pilgrim*

    Role Playing Servers?

    The ELECTED DEMOCRATIC CITIZENS JUNTA OF BEREZINO ELECTROZAVODSK AND SOSNOVKA DECLARES THAT: According to THE UNANIMOUSLY EXPRESSED WILL of OUR GLORIOUS PEOPLE ALL FOREIGN BRUTAL ARMED RUNNING-DOG MAFIA and WESTERN and EASTERN CAPITALISTICH INVADERS LEAVE OUR COUNTRY FORTHWITH and IMMEDIATELY SURRENDER YOUR WEAPONS NOW YOU WILL BE ALLOWED A FAIR TRIAL TIME and TIME AGAIN our NOBLE UNARMED PEASANTS and COMRADES HAVE RUSHED BARE HANDED TO ATTACK YOUR ARMED INVADERS WITHOUT ANY THOUGHT FOR PERSONAL SAFETY THEY SACRIFICE THEIR LIVES SELFLESSLY FOR THEIR CHERISHED ONES and THEIR BELOVED COUNTRY TO CALL THESE IMMORTAL PATRIOTS 'ZOMBIES' IS A DISGUSTING PROPAGANDA and TYPICAL SLUR OF THE WORST KIND THESE HEROIC COMRADES FIGHT AGAINST OVERWHELMING ODDS TO DEFEND THE MOTHERLAND THEY LAY DOWN THEIR LIVES for FREEDOM THEY SHALL NOT BE FORGOTTEN WE SHALL NEVER BE DEFEATED WE SHALL FIGHT YOU IN THE WOODS IN THE TOWNS ON THE BEACHES IF YOU KILL FIFTY OF US FOR EVERY ONE OF YOU WE SHALL STILL WIN Our HISTORIC VICTORY IS INEVITABLE YOU HAVE COME HERE ONLY TO DIE LEAVE NOW The Chernorus Organized Resistance Movement of the EDCJ 28/03/2014
  8. pilgrim*

    Role Playing Servers?

    Si you talks like that i eeeeet your liver eh Gringo
  9. pilgrim*

    A better Cripple system

    I got this too - and another time the same message for my arm "my arm really hurts", then after a while "I think it's broken". But you can still use it, and still walk with the "my leg really hurts" message. Is this supposed to be a leg wound? Or is it a broken leg glitch? Morphine 'heals' both, arm or leg. I have not tried an arm splint. Maybe try cleaning with alcohol tincture and bandaging? In an earler build, when "my leg hurts" came up, you could apply alcohol tincture "you clean the wound" - and got "my wounds are beginning to feel better" or something similar... xx pilgrim
  10. pilgrim*

    Go to the forest of trees

    I hoped you might see your way to giving me the map references to the tons of wells north of that line - just to help me out, between friends. Well, I'll drop it I guess - I was going to put here some photos of forest in the mod and forest in SA, to show the difference, but I don't want to start another polemic that goes nowhere. Obviously, as you pointed out, the new artwork is very nicely done, it is not in any way realistic european forest, but that doesn't matter.. it looks great. it was the gameplay that interested me in this thread. I think a number of your points are completely valid. I gave you beans for them, if you noticed (and also if you didn't notice). I Have A Simple Mind - I still think it would be a good idea to put water in the lakes instead of just painting the bottoms green, but what do I know? I'm not a dev HERE, I'm just a guy passing in the street. xx
  11. pilgrim*

    Go to the forest of trees

    You're confused, friend, if anyone is. Let's locate Kraznostav at 111 030 (you can read map references I guess?) OK - to end the argument - give me the MAP REFERENCES of any wells to the North of the 030 line (remember the one exception at 119 021, I already mentioned that, you read my post so you know why). (Here's a "non-subjective" clue : the 030 line is a LINE ok? it goes all the way from one side of the map to the other). Everything on the map is either North of it or South of it. Take your time. Thanks And thanks for your input xx pilgrim
  12. pilgrim*

    A better Cripple system

    ^ But also with any of those things - rifle, hoe, axe, etc.. together with duct-tape, or rags, or rope, you should be able to make a splint... not just with 'sticks'. And anyway, with an axe or machete you should be able to cut your own sticks. xx
  13. pilgrim*

    Go to the forest of trees

    There is a big lake in the NW corner now - it has no water in it There is a large lake further east of that, near the water tower a klick north of the railway line - it has no water in it You can see them on the map There are 'riverbeds' or 'streambeds' - they have no water in them Yes - there is one well north of NEAF - that is why I said NO Water north of 020 S (clarification: the "north" is the north of the map, I hope we agree?, its not the west or the middle or the south-east, ok? .. its the North) OK - You draw a horizontal line from one side of the map to the other going through Kraznostav Above the line you have ONE QUARTER of the WHOLE map area. 25% of the map don't take my word for it, go to the map and check it out. in that 25% there is ONE water point. You mentioned it. If you ignore that well, then there is no other water right down to 030 S (that's more than 25% of the map, OK? we can agree) If you think you can find water elswhere above that line - the water you mentioned in your first reply - then tell us about it. Take three canteens with you, you'll need them. Guess there will be water up there in the dry creeks and lakes one day, just as much as there is in the south and mid-map, but until then all that wilderness is out of bounds to campers. xx pilgrim
  14. pilgrim*

    Go to the forest of trees

    Have they added ground water, puddles, streams, water in the lakes with the last patch ? - excuse me if this is the case. Before the patch there was NO natural water or wells North of 020 S across the WHOLE of the north, except for one pond in the NE at 119 012, which is pretty far to the east. In fact through the whole north region lying to the north and west of Krasnostav, there is NO water North of 030 S... that's a big region (it includes ALL the north wilderness) However, if water has appeared anywhere in that region since the last patch (a few days ago?) I apologise, I haven't been up there since they built a town on top of the only well in the NE at 018 033 (funnily enough, in the last patch) - that well was already a fair distance south for anyone wanting to move around in the north wilderness. I'll check it out, if you are correct that there is now open water somewhere up there (north of 020 or 030 S), then thanxs for the info. xx pilgrim
  15. pilgrim*

    Why shoot.

    I'll try to explain: If you use a word "Evil"; then you must have an opposite idea "Good", or else the word 'evil' doesn't make sense. So instead of saying what you think is "Evil", try making a list of what you think is "Good". (i mean the opposite of evil, ok?) Is it "good" to drive cars, or is it just useful, but bad for the environment Is it "good" to kill enemy factory workers, or is it just economical to shorten a war and 'save' other lives? Is it "good" to fight wars because the elected government decides to, or is it just the democratic rule of law? These examples above are supposed to use the word "good" as meaning the opposite of "evil" But if I say this is a "good" coke, I don't mean its the opposite of an "evil" coke.. I mean its an OK coke. Maybe here "good" is the opposite of "bad", like "good apple - bad apple"... and there's no example of "good" meaning the opposite of "evil". You tell me. So you used the word "Evil" - so you must have an idea of its opposite, which is "Good" (or else the word "evil" doesnt make sense, right?) So I just wondered what you personally think is GOOD the opposite of EVIL I'm not talking Lord of the Rings here, just real life, ok? Sorry to be heavy, no offence intended,, but if you're going to ask these kinds of questions - but you're not ready to work out WHAT EXACTLY you are talking about when you ask them - then you're never going to find the answers People use words without ever asking themselves what those words even mean TO THEM So how they ever going to find out what they are talking about themselves? So how they ever going to get an answer to a question they can even understand? No offence at all intended, friend - but you used the word 'EVIL' You used it, not me So what do you mean when you use that word, please? I'd be interested to hear what you mean by it. Thanx xx pilgrim
  16. pilgrim*

    A better Cripple system

    For some reason vaulting while having a broken leg is difficult... there is a little-known technical, medical reason for this. But - Buddy system sounds cool. Yes. Or can one player drag another? Also - if you have a rifle, an axe, hoe, pitchfork, or stick, why can't you use it as a crutch - and hobble ? It might be painful? But it wouldn't be more painful than crawling. xx
  17. pilgrim*

    Dayz in five words or less

    [edit: sorry new don't understand]
  18. pilgrim*

    Why shoot.

    You play GTA..... ? it's that word "evil" - you lost me there. - I don't understand that word. Do you watch movies? Is "The Sound of Music'" an example of what you'd call "evil" ? It has Nazis in it xx pilgrim (p.s).. <In cultures with Buddhist spiritual influence, both good and evil are perceived as part of an antagonistic duality that itself must be overcome through achieving 'Sunyata' meaning emptiness in the sense of recognition of good and evil being two opposing principles but not a reality, emptying the duality of them, and achieving a oneness.> ok homie ?.
  19. the Zombies are OK they do not run too fast = WE MAINLY NEED STEALTH = At the moment, it's fight them or run, the mod's stealth option was perfect - exciting, dangerous, immersive. Damage - they hit from too far away, but the player has to be in their face to hit them back (melee) they wreck your clothes fast they wreck a lot of the gear in your clothes, I guess that can be tweaked at some date Line of Sight - they agro from too far away, they see through houses and trees. Distance can be tweaked, sight line needs something serious doing about it Independent Movement - they should move around over a reasonable distance and change direction - walk around in town, around buildings, down streets, sometimes walk through houses even when no player is present. They did this in the mod and it was cool. Zombs sometimes came into buildings and upstairs without even knowing you were there. Spawn - They must always spawn out of sight of the player, and move in, not spawn (as sometimes it seems) suddenly 2-3m away, and they should sometimes spawn non-agro, this can be implemented as a parcel with Movement Bottom Line - = WE NEED A STEALTH FUNCTION WITH ZOMBIES = For instance the zombie looses agro a little while after it looses sight of you (eg if you hide, dodge corners, or lie down) it searches around where it saw you last - so it has to move independantly - and you have a chance to stealth out of the danger zone - then it gives up if it doesn't come close enough to see you, and eventually it goes back to its routine wandering the area. This was more or less the mechanism in the mod, wasn't it? This means zombies can't see you when you are lying down, unless they are close to you. And they have to walk around areas, so that sometimes they GET close. xx pilgrim
  20. pilgrim*

    Why shoot.

    You play GTA ?? and you want to know WHY ? ... ... ... ?
  21. pilgrim*

    Dayz in five words or less

    = AVE DAYZ MORITURI TE SALUTANT =
  22. pilgrim*

    RAIN!

    Why does it rain all the time now ? And wearing a pristine yellow raincoat, and a boonie hat, why do all my clothes stay dry (even the hat) but I'm soaked And ... why DOES it rain all the time now ? xx
  23. pilgrim*

    Go to the forest of trees

    FOREST: I arrived at the conclusion that the woods are thinner by playing the mod 2 years and the SA for 6 months I had a tent in a small clump of trees very near Berezino for many months, no one found it untill the maphackers turned up - now that same wood in the SA you can see right through it and out the other side, can't hide a rabbit in there. Visibility through trees IS greater. Maybe I'm wrong orr maybe my eyesight is getting better? Also, much woodland has been replaced with open ground (we do agree?) - that's thinning out trees with a vengeance. Instead of wilderness, its farmland. SIDECHAT: For an artificial 'meta' system - how about teamspeak ? Some servers in the mod cut out sidechannel and were teamspeak only. Being a solo player I didn't find those interesting. And like many players I'm not alone in my home, so I can't talk aloud and shout in the wee small hours. In the SA with the communication range, if you try to type "friendly" you're already dead. In the mod you could at least do that from a distance. However - if radios had a good range (a whole map region, not 100 yards) then you are right, this would be a good solution. I'd type anyway if radio allowed that. I don't like to speak. Text avoids nationalist, age-ist, racist and sexist stereotyping, right? MCDONALDS: I was in the Hiroshima McDonalds 2 years ago. It was a philosophical and amazing, insight-provoking, memorable experience, and I kept my thoughts to myself for future reflection. I LIKE cheeseburgers and coke. xx pilgrim
  24. pilgrim*

    Go to the forest of trees

    Pokerguy10, most of your ideas are going to be implemented (soon I think) However ... there is a lot less 'wilderness' than there was in the mod It will be difficult to hide a tent, a vehicle, or anything else anywhere, the trees have been thinned out so much, you can see through the woods pretty much in all directions Also much of the wilderness woodlands in the mod have been replaced in SA with fields and open ground. Not good for survivalists. Good for snipers. AND there are more towns planned for the north, go look at the many roads and concrete slabs laid out up there, where in the mod there was ONLY dense forest for kilometers Finally, at the moment nobody can spend long in the North and North west because there is NO water, not a lake, no streams. When the game animals are introduced, I guess they'll be wandering about in sight of the villages.The stream beds are in place, but they are all dry Here is the ONLY lake in the whole North West: As you can see, there is just me and, if you look close - a rabbit playing around in the bottom of the empty lake. I guess the devs will put water in it one day (how difficult can that be?) when they get round to building the new developments on the complexes of streets and concrete areas already laid out close to there, and in several other places up north. This will not be a good survival area, I think. I'd like water in the damned lake though, so I can cook when the animals arrive - before the bulldozers and the civic developers move in. The forests in the west -in fact ALL the forests across the map - have been thinned out very much. foliage and tree density reduced by about half, easy to see through now, poor cover. And more towns are coming - it used to be that the north and the south-centre were very different country - bandits had hidden bases in the north or the west - even helicopters could be hidden easily in clearings. A lot of players liked that style of play. Now none of that is really possible. Too bad - but its a different game , lets see how it goes. One last point -text sidechannel was important and helped A LOT to build a server community - so encouraged less server hopping and friendships were made at a distance, regulars began to know each other, became friends - sidechannel would be good again if it was text only. I think the devs should at least try it out. Plenty of players don't want to talk direct, or don't want to have to join up to communicate. Sidechannel builds good things - text only to avoid voice spam. It was very useful and I guess MANY mod players will agree on that. xx pilgrim
  25. A fire-steel striker is a common object - here in the country farmers have them in a pocket, hunters, military, campers, all carry them. Even housewives have them in the kitchen to light the stove. They last a year or more, cost almost nothing. So why bother with matches? (16 matches in a box? nah...) xx pilgrim
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