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Everything posted by pilgrim*
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My thoughts and ideas for improvement
pilgrim* replied to Anyeurysm's topic in New Player Discussion
Surviving is HELL.. that's the point.. you don't get anything on a plate, it's not even "learn or die" its more "learn AND die" just expect to die until you find out how NOT to die. Then when you're an expert you'll die anyway. But still (friend) - Try first on THIS blog: search under <All Content> (using the Search function at the top right of this screen) "survival tips" "survival guide" "crafting guide" and etc.. (say, I just found a thread called "How to cook chicken." .. new thread too!) you'll find all kinds of stuff going back years - how to make a fire, how to grow food, how to make a flint knife - that's probably the first thing you NEED to know..then you can cut up an old shirt to make bandages.. which is the next thing you NEED... and then I'd go for water, drink yourself full - you might die if it's infected but you probably wont.. then you want any backpack, and then go looking for food - you'll find out places to avoid pretty quick. Look at the DayZ wiki : https://dayz.gamepedia.com/DayZ_Standalone_Wiki for map info, all the crafting combos, what's available, ammo types, .. everything.. (& learn what the signpost Names of Towns look like in Russian.. like you would HAVE TO in a Russian-speaking country. and then, natch there's loads of stuff on youtube ps - to recognize teammates you can tie on armbands .. don't know if I should TELL you HOW to do that.. but word gets around, ya know, somehow And like MANY games, if you have any question, you can always ask someone IN the Game (!) * YES that game sure is HELL in there !! MY GEE WIZZ that ain't NO game for pantywaists, GEE Goddam! .. I dont know how many TIMES I spawned and got killed between the beach and the first or second house.. I got mauled, poisoned, clubbed, shot, eaten, fell off ladders, axed, stabbed, mobbed by zombies, betrayed, starved, FROZE beat up handcuffed insulted, both legs broke, 'et up by wolves, dee hydrated, lost, bled to death, crawled, despaired, and drowned.. there aint nothing WORSe can happen to you than being a fresh newspawn in DayZ.. And If there is leastways I never heard of it. (that reminds me, youngster - better find out WHICH color berries are poison, too) If you start feeling queasy, just drink until you throw up, that might save you.. And first time you're off the beach and set up kind of 'alive and healthy', and you hear those Wolves HOWL.. that sends a chill right up your spine, cause pretty soon your spine' going to be the only thing left of you .. * There are plenty of how to guides (right here), and lists of info (eg the Wiki) and threads or comments on single subjects, like crafting bow or a spear and how useful it is (or not).. and hunting, and looting mil bases, cooking, airfields, hoppers & snipers, how to make your own packs from an old sack, stash a barrel, or make a complete deerskin backwoodsman Dan Boon outfit, or a ghillie suit.. (and some of the info is out of date too.. so you may have to check it for yourself, try it out before you need it in an emergency) BUT that's what DayZ is ABOUT.. ain't no ONE METHOD of surviving .. Ain(t one Town that is 'better' than another.. everyone has their favorite gun, fave backpack, their own ways of dressing, or looting, or staying dry - some folk live out in the sticks and they're just vegetarians, other folks never leave a town and spend their lives in backstreets. just EXPECT to die and you'll be fine. Meanwhile all the stuff you need to know - all of it - is here all around you. Finding it it is PART of the game. (and telling it and arguing about it and explaining if it's good or bad, or how YOU do it, and disagreeing, and trying it out) for Instance: Is it worth opening a can of beans with a hammer? ... there AINT no rule for that.. it .. (ya know).. kind of depends on the situation Look around, the info is all here - you're going to DIE ANYWAY.. at least find out WHY.. learning is part of the game (= Big Part) then when you make it through your first whole day and log out in a safe place, you can begin to feel like a Survivor. It's a kick, getting there. I swear. no one said it would be easy (nope - for sure, that aint anywhere noplace in the game definition .. there is just ZERO about it being easy.. sorry 'bout that, think of it being more HELL on EARTH and if you suddenly need to know WTF is going on, you got to FIND OUT before it kills you. - And it will) ENJOY xxP -
What can I say = well, I can say ... <duh??> Sorry dude, I never played a mod of the Hall DayZ Mod except to take a look at it.. I always stuck with the Hall Mod - the "real" DayZ Mod (until hacking made it unplayable) .. The other mods were simpler, more repetitive, easier = (more "fun" as you call it =) but less INTERESTING... they usually had one point in their favor - a kind of interest for that MODDER, and the rest was simplified (no insult intended, modders) - They were overall like playing Grand Theft Auto for kicks <hey - you can run over old ladies, lol, .. soooo cool ! lol, do it again > . [note: "good mod" is technical talk between modders about the work they put in, and how they did it - If one modder says to another "good mod" they probably do NOT mean - "easy to play"] In fact - to put it on the LINE - Most Mods were WORSE mods than the Hall 'DayZ Mod' (Hall was a modder, OK?) - they were good for the modders themselves to make (because making a mod is their kick, right?) , but generally not interesting to play and only a few made it to popularity.. Sure, they soaked off the casual easy-fun "what-do-I-care" players who wanted to play for LAFFS, but most mods of the Mod had their own built in weaknesses, they simplified Halls idea and concentrated on ONE aspect that interested the modder, and they were more AVERAGE games than the original. All the mods that made it to "fame" moved AWAY from survival into easier combat. Dump "survival" from the survival game, add more FPS, and make even the FPS EASIER than the original ArmA that Hall modded. In the same way, there are plenty of games "easier" than ArmA that are "roughly about the same, somewhere in the same genre" (So play them. But they are not QUITE the same.. they are easier, the kicks the points and the wins are dumbed down, and the difficulty and effort and player-technicality is simplified ) and there are plenty of games easier than MS Flight Simulator that are "roughly about the same, somewhere in the same genre" (So play them. But they are not QUITE the same.. they are easier, the kicks the points and the wins are dumbed down, and the difficulty and effort and player-technicality is simplified ) - Add in some easy (lowbrow) fun exciting elements to make sure you get an audience.. take out some thought and planning. Put it out on a plate like a microwave dinner. That"s a win on the fast turnover market, but SOME folk will find it pretty boring after 10 mins.. they'll only try it once or twice. The result is a bunch of casual players who are there for laughs - like one big endless Grand Theft Auto = It's just fun, man and you can do crazy stuff and you don't have to think. Just all easy-to-play LAFFS. So of course GTA has players..it was built by experts and targeted and designed for the after-school teenage player - and there are millions of them. They hit THAT market right between the eyes. - but now, CHECK the REAL age range of game players today (go find the stats). Plenty of players are looking for a game that is NOT another blockbuster. And why? Because they DONT WANT to be in that "same-same" game - Because they want a game that IS NOT an easy-to-play popular game that gets you your kicks in 10 minutes.; and then gets you your kicks in 10 minutes AGAIN.. They DON'T want that.. Do you think they should be penalized for NOT being average standard mass-market players ? - If you think so, then you missed out on the whole history of gaming from A-Z (and for some reason I don't think you care a lot) - many players now decide in 30 seconds if a game is .. er .. "fun", and unless their friends and the mass advertising say "stick with it" then they just buy another one, like switching channels.. <shit there"s no auto-run key, that's sooo boring, I'd better dump this game, what else is new?> Crazy Mike : Find games that don't have any "chores" in them. wow, there are games you don't even have to open a can ! : If sales states are what YOU follow in your choice of games, then go play Pokémon If military FPS are what YOU want, with quick kicks & without boring hassle, then go play Counter-Strike xxP
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yeah.. that's right soods. There's <realism> and <<realism>> .. (what SEEMS to make the game "realistic" is what counts) .. no one sane REALLY IRL wants to get a leg broken and gut-shot and bleed out for half a day without help, then get eaten alive by wolves.. right? And we don't have "feelies" in the game so how do you max-immerse a player in THAT terrible situation? (NOT with lots of status markers, blood pressure, adrenaline, pain, oxygenation..for sure..) The original idea - the whole point - of Dean Hall's DayZ Mod .. as far as I remember his interviews and comments .. was to show players that SURVIVING was difficult, dangerous and a full time job.. he said he wanted them to WORRY about staying alive ALL the time (to really FEEL it) - He'd seen plenty of mil sims and "stranded alone on an island" type things, but never seen a game where players would be stressed (even when there was no set THREAT to overcome in particular) just stressed by the constant all-day problem of staying alive and not screwing up, This was his idea of giving a realistic "feeling" to survival - make the player feel STRESSED, made them AWARE they were always "in danger" and HAD TO worry and be nervous, even when nothing "special" was happening at all. .. As I remember - he said that was his aim because he hadn't ever seen that in any other sim. The idea is you are a survivor so you are in a difficult situation ALL the time, and you feel it all the time. That was the POINT of his game. So that was the basic theme - hey, in DayZ Mod, if you crawled into a bush and then turned round you could break a leg.. (easy! you would damn probably break a leg) - that was definitely "unrealistic" but things like that sure made you CAREFUL a LOT. Much stuff has changed since then, plenty of things changed with the Standalone, and a few good things from the Mod were left out (like boiling water in an empty can, for instance ..like zombies gradually randomly moving in towards your position (as if they could smell you around somewhere) .. if you stayed in a building sooner or later one would wander upstairs to see what was happening.. then one or two.. or you crawled across roads, and between buildings with them not seeing you if you lay still as they walked past (close) .. - but if you spoke aloud they heard you and came at you , and chasing they ran fast and had totally crazy tracking (like you might expect from a no-brain zomb).. There were more of them and they moved around a LOT MORE while nothing was happening. .. all kinds of stuff.. But the SA was supposed to be it's own game, not just the DZ Mod made into a Stand Alone.. So various game stuff was dropped, stuff was changed from the start, and new game stuff added & etc etc .. STILL the base of the game has always been that you are a survivor and that surviving is DIFFICULT, it takes time and planning and thought, and NO stupid moves.. and then on top of that there has always been the military side of the game.. natch.. (and the ways folk play that hasn't changed much since day 1 of day zero) * The Banner Header of the DayZ Blog used to include an update on player life expectancy (we lost that when they "standardized" the site) ..but.. ... It SAID: .. TRUE (lol), I swear .. xxP
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From 1 to 1.5 game-days between eating would mean players could collect 2 cans in a pocket and then loot weapons & FPS battle-royal non-stop for about a week of in-game time, without bothering about 'survival' - they'd be certain to find another can in 24 hours of game time, just by chance, right? ... To balance this, food would have to be really scarce, or taken out almost altogether, to force players to grow their own or hunt or really search full time for hours, to survive Suppose as soon as you spawn, you have 24 hours in-game time to find food? - Either you won't find any (because it's very scarce) and 95% of players will throw a fit because they always keep starving every time they respawn... OR food is easy to find in 24 hours in-game, so everyone just puts a couple of cans in their pack and then spends all their time in the FPS loot & battle game and doesn't bother with "survival" stuff. Because what else is there to do in a survival game, if survival is taken care of in 10 mins every 24-48 hours? - ? So then DayZ becomes just another loot-and-fight, & from time to time you find a power-up lying around. If you want to eat just once in every game-day, or every 2 days - then make ALL weapons and ammo VERY VERY scarce, so that it would take you one or two full days = 48 hours searching to find just maybe 5 rounds or 1 mag. Then you'd have the old balance back, of looking for fighting loot and also surviving at the same time - in equilibrium with each other. .
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Is there no Bug Report for Xbox ? And - if there is - is it worth checking ? (PC user)
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1) which version are you playing - standard, experimental, or stress test? (or xbox?) Meanwhile: Mosin–Nagant has an internal fixed built-in magazine - not removable (like the Mauser pistol 'Red 9', also in DayZ). IRL = You load a Mozin-Nagent from the top by pushing in one cartridge at a time, OR you have a refillable stripper-clip of cartridges and you can push down all 5 rounds through the top of the receiver, out of the stripper clip into the internal magazine - in one movement. [and (IRL) you can then put an extra cartridge up the spout and close the bolt to give you six shots]. - Note the ammo is 7.62x54 = not 7.62x39 (both these exist in DayZ but they are not compatible.. easiest & fastest is to recognize the ammo packaging, or read the on-screen inventory info, OR if you're starting, check the DayZ Wiki to get the hang of what ammo you need for the different weapons. - [ps. and ALSO not 7.62x51, but which anyway is always called .308 in DayZ - whether it's military or civilian]. Between each Mosin shot IRL you have to action the bolt, so in-game you have a DayZ QTVideo for that action, giving a set delay between shots. In case you're a fan (at all?) of how it works IRL ... this link is what the game aims to imitate. I think a number of DayZ players own this gun IRL, so I hope this ain't all boring. Hey - IRL you load the gun with the bolt open (natch) - but not in DayZ. In the game the bolt doesn't exist as far as the player's concerned. It has zero effect on any player actions. (also note IRL you can operate a spring lever on the bottom of the integral mag to drop out your unused rounds). (bet all this wasn't very helpful, right?) xxP
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https://www.windowscentral.com/microsoft-and-razer-might-be-working-xbox-keyboard-and-mouse-partnership xxp
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Yo ! dump the compass BW - [& I'm sorry this is off topic folks] 1) I don't know how up-to-date this map is, but it's Chernarus, for sure: www.dayztv.com/map/#3.021.109 1 ) map ?? - It seems fair to me for beginners to check it (before they play) to get the layout and roughly know the areas (and to help with the place names on signposts!). I used to look at it BEFORE I started a session, plan a direction or an objective, then close it and go into the game and use what I could REMEMBER from when I had seen the map. So I'd never look at it in-game. Seems fair and realistic to ME, to act that way. And it adds a dimension - you saw a map in the past, now it's up you to remember it on the terrain as best you can.. 2) compass ?? = .. Chernarus is in the North of the world (north of the Equator) ... so the sun at Noon = when it is highest, (not GMT+1 or any "human invented hour", this is about "the rotation of the Planet" and no fancy summer/winter human hour-changing to make people get up earlier etc). Noon is when the sun is highest, and at noon it is above you AND due South - so tree shadows at noon will point North. - the sun at about 06:30 (summer, true earth-solar time) in Chernarus, will be East, and at 17:00 it will be West, rule of thumb and don't bother about fine angles .. And if the sun is about 45° climbing up to the zenith then it's in the SE and if it's sinking 45° towards the sunset it is in the SW. And shadows point away from the sun (hey, that's just the way things ARE, it ain't my fault), so every forest and post, and your own body, is your compass. (might as well get your direction worked out anyway, and take note of some object in that direction, in case the clouds come in thick). If you need to - From first principles, even if you didn't notice the game-time when you logged in - you know roughly what time of day it is in-game by looking at the sun and checking if it's rising or falling (if you have NO idea which, then spend 3 mins watching a shadow getting longer or shorter). So now you know what direction the Sun is - And you know that shadows point exactly away from the sun. So angle yourself to a shadow so your body is pointing the way you want to go, and keep going with the shadows always at that angle to your body. You're good for an hour or so at least.. even if you're a few degrees off course you're definitely going in the right direction.. you know which way you're heading, pretty soon you'll find a landmark you recognize. xxp ('scuse me interrupting the thread)
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30-40 seconds of head-shots is between 60 to 80 hits - with an axe ( an axe takes 0.5 seconds strike time per blow) .. hmm .. The last I heard (- hey, this may NOT be up to date. If the stats have changed please someone tell me? ) : Stats for fire axe (if that's what you use) per hit = Shock damage 100 - 10000 Blood damage -150 Health damage -100 Stats for player: Max un-shocked state = 5000 max blood state = 5000 max health = 5000 SO - just your first 10 hits you mention COULD deliver ( ... if they ARE hits): shock damage = 1000 (if you're really unlucky) or up to 10000 (if you're really lucky) blood damage -1500 (definitely) health damage -1000 (definitely) But 60 hits in about 30 seconds gives your victim a minimum shock value drop of 6000 (the ABSOLUTE minimum) and on average loads him with around 276000 shock damage. So 60 hits will definitely do it, - (fo' sure, dude! .. wow!) if you do "actually" hit the guy each time. * Just to say: Blood (player max = 5000) goes down from max depending on Injury, Hunger, Thirst, Temperature, Disease. Health (player max = 5000) affects how much damage player can take before losing consciousness or dying. Health loss occurs through Trauma, Injury, Hunger, Starvation, Thirst, Temperature, Disease . Too much shock delivered in a short time - [the players shock stat changes rapidly] - and the player falls unconscious, even if his other stats are good. This shock delivery ( = fast change of shock stat ) is why a player can fall down ga-ga the first time you hit him in the head with a fire-axe. * If these states ( the main stats for melee effect ) are out of date or have been skewed - someone give me a nod, thanx.. Note I left out armor and headgear and other stats to keep everything simple. Bring me up to date if i'm wrong or point me to the info, thanx. ps - natch, Chip, if you both just stand face to face and "spam axe" at each other, whichever of you goes down first will be totally decided by chance.. (also - spamming faster than every 0.5 seconds will not help you at all in an axe fight). I'd say (just IMO) its wrong attitude, or lag, or lack of melee training, no tactics, or bad judge of distance, or wrong keypress timing (don't be offended, i'm not good at melee, Ive met plenty of folk can beat me with their bare fists..) ... OR maybe there's something seriously wrong with the game that other folk haven't noticed yet? xxp
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Solo - main thing is if you WANT to go solo it and it SUITS you.. There are tips and explanations everywhere on the blog (and YouTube) on how to do anything in DayZ and how useful or safe it is.. (just recently they are swamped by arguments about versions, but search back a bit in the threads last couple of years, everything is there - also look at the DayZ Wiki [dayz.gamepedia.com]. and if you want to try it out.. cover the map on foot .. start at SE corner and go overland to NW corner, then NE corner to SW corner, etc.. then top to bottom down the middle.. skirt round built up areas, find places to scope them, take your time.. & remember the obvious place to scope a area will be the first place another player will set up to scope or snipe .. find out what always/often attracts players AND the seemingly "quiet" places they like to set up their camps.. find concealed routs to approach (for instance) a water pump [there are just one or pumps in good places, little known, easy cover in and easy out] .. always fill your bottle when it rains. Keep your mike turned off unless you speak, or the other guy will hear your cough or your keyboard before you know he's there. .. And learn the terrain, know what is over the next hill, know the areas of deep cover, If you stumble on stashed barrels or tents back out fast the way you came, come back when you have sussed the situation (you know where they are now).. Find good un-observable places to log in and out.. many many things.. all the techniques are back a way in these blogs right here.. more advice than I could ever give.. - Then do the map crossings at night (without extra alpha, natch). It's neat. It's a way of life.. IF YOU LIKE IT - it has always, at every moment, a level of excitement (not just "from time to time"), and it needs alertness, and always planning. Know where you are going and why, & know what you need to get there. When you newspawn - throw away the flare, make a flint knife and tear up your shirt for bandages, drink at the first pond,/river till you're full (if the water infects you [rare], vomit & maybe you'll live) go find another shirt or any body cover and any backpack (kids backpack, usually).. then head into the woods. Now the map is yours, you're a free man.
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right VP ! .. And know your weapon .. I met a guy ingame who was awful-deadly with an Ice Hockey Stick (!) .. totally DEADLY.. (does that sound unlikely?) - He'd move side to side, forward and back, step past the guy and turn, talking all the time, in range, out of range, moving & talking, then step in and hit at the exact swing distance for a full-on 100% headshot.. WHAM .. step out again, worked every time. He never got hit in melee and it never took him more than a couple of head hits for the other guy to go down, usually before the other had completed one wild swing at the air .. Damned neat to see this hockey stick action.. he never missed. He knew the movement and the on-target range to an inch - I was impressed & I tried that weapon myself and I found it very poor, useless for me. But he had the movement and the STANCE and the PLACING and he knew the DISTANCE to land a full-power headshot. Made it look very easy & he never took a scratch.. That was something to see . (Guy with an Irish accent - So fire-axe people look out for him). No weapon is any good unless you know how to use it.
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Artillery in DayZ ? xxP
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Solo there is no easy answer to that - it is the way to play that gives you the most constant high alertness. There are 300+ things you have to know and you always have to get them right - I cant list them.. start with knowing the terrain, knowing if you can reach the place you're heading for with the water in your canteen, knowing which rifle you need [Winchester] , and which handgun, and why [Mauser "Red 9" doesn't need ammo clip! , uses 9mm = best easiest all round handgun] . Carrying a scope to check out places before you move, navigating by shadows or stars, always having a plan, moving by objective, already knowing what you will do when something unexpected happens. A thousand things, this always keeps you highly alert.. how to dry off fast, know that crossing any open field is a risk, know the places other players don't find your stashes, find out how to predict animal movements, know exactly what you need to carry, know what is the best zombie weapon you can pick up easily, Having ALWAYS an alternative route, an evasion, an alternative tactic ALREADY decided and nailed down. Dont ever turn up in a place short of water or food and blunder around looking for it. Plan so you arrive well fed while you check it out, for as long as you like, and move in when you know what to expect. . .. sorry but there are a thousand things to know and a WIDE alertness to maintain and it is down to YOU to play it, no one else.. A mistake is YOURS, a slight carelessness is NOT slight, and it IS YOURS.. Sorry I cant tell you how to play solo, except = Learn Everything = Don't make Mistakes = Always KNOW what you are doing and why. = Plan = BE AWARE = It's a great high. I could go on and on about this, but it's .. a textbook..It's all the GENERAL stuff from survival and field-craft videos, and army pocketbooks, with all the equipment & prepper SPECIFICS thrown away and replaced by the DayZ environment = Everything in DayZ from snaring rabbits through to entering a barracks, or knowing how to pick off the ovewatch or a careless flanker in a military group (first check out for a WHILE which is the sloppiest (usually the overwatch - sorry dude) and PLAN your escape, you know the terrain better than they do, but assume you don't. = and what parts of a skinned animal to keep, how many torn shirt bandages you ALWAYS need, and know at what distances the textures thin out, so if you are lying behind high grass, the other player doesn't see you on a billiard table field, know at what distance that hanging green branch cover will hide you or show you up. -There are hundreds of hints and techniques scattered around the blog. Too much to tell you. You know, i have made a friends in the game, and we speak when we notice each other online.. but I've not ever SEEN one of them. * Frankly - the most dangerous way to play is -= the most unexpected and dumbest and most deadly and sudden danger ALWAYS arrives when you are with other people.. either YOU get sloppy or one of them gets sloppy or crazy or there is action or an event and confusion breaks out.. these friendly guys you just met will get you killed and generally it will happen SOON.. If you want to go on surviving and want that steady non-stop high of concentration and movement and observation and decision, then go solo and don't stay with any folk you meet, after a pretty short time they WILL screw up. Maybe the only "safer" people to be with are a mil group pretending to play ArmA. But personally i don't like that style of play. For me a military group is a challenge as much as a pack of wolves. I'm the Resistance, in that scenario. I set it up, then ONE shot and I'm gone before I know if I hit the guy. Makes them think ((heh). Military style movement has a textbook built-in dumbness to it that is inevitable. [but everyone plays how they like - that's the game] * Two things could be better in solo : 1) Should be able to boil water in an empty can, as we did in the old game. I just spent 3 nights (solo) in the REAL mountains here where I live, and I boil water in the last can I opened. - It's natural, it's obvious, and it AINT in the game. (I boil my water to make Maté, by the way. Above 2500m that water boils at just the right temperature - And I like it with sugar.). 2) Wildlife (deer, boar) spook when you are inside a computer-set fixed distance.. the game animals base their AI reaction on your map distance. It doesn't matter of you sneak up on them behind a hill, or are hidden, invisible or silent, - at the pre-set distance they spook. You can be on the other side of a wall or lying motionless behind a rock watching them graze closer - but as soon as THAT map distance is reached, they spook. Obviously this is crazy. *).. in passing.. there are NO blankets. Someone stole ALL the blankets off EVERY bed in EVERY house in ALL of Chernarus (and just left guns ammo knives, food, rope, can openers, clothing, tools backpacks, hats, raincoats etc etc?) - that is Def. 100% WEIRD.. but not much to do with solo, as such .. just mentioning, this is crazy & STRANGE (devs?). ther is SO MUCH a survivalist/crafter can do with a blanket .. hmm? The one thing you can be certain to find several of in EVERY house in the WHOLE Western World. Gone Where, Why ?? !! * OK BluWolve - Know ALL the stuff and the techniques you CAN use in DayZ (all of them) and know which work well, and which are not worthwhile. You know where you are going, and why, so as you move point to point know already right NOW what you will do if you hear a shot, or a car, and know already what you will do, where you will go if you hear wolves howl NOW, and how to deal with them. Know the alternatives up front. Solo is the biggest kick and the most continuous high. + I'm not the only one. xxP
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solo and everything that goes with it
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This BI change seems strange to me. (must be a reason) * A standard solution (in game programming) for an A/B action - such as "lift to position A", "drop to position B" - is <double tap> to lift and then <double tap> to drop Alternatively <single tap> to lift and <single tap> to drop can work, as long as your taps are short enough - this is also a common standard toggle action - the player works out the tap speed required for his setup in half a minute. (it depends on his rig speed and how often the keyboard input is read, as well as the built-in game parameters ) AND included with either of the above (on the same single key) at the same time - the designers can include continuous keypress to lift, with auto drop on key release. The player's setup decides if it has receive a "tap" or a "hold-down press" Both options = tap (raise) and tap (lower) AND press to raise as long as the key is pressed, then lower when the keypress ends - will both work simultaneously on one single key. - IF it is programmed for this BY the game. It can't be done by reassigning keys. I don't see what software difficulty has led BI to depreciate tap, double tap, or tap=toggle in DayZ. Maybe they can explain ?? * * * alternative: A keyboard reprogrammer software for gaming (same functionality as a joystick programmer) should be able to deal with this, as long as BattleEye accepts it (which it should ? because the soft is located to read/manipulate keyboard input first and then send it on to the standard windows key-input reader, so it doesn't mess with the game files or the server link at all). I know of - for instance AutoHotKey (autohotkey.com) and there are others, AutoHotKey is open source, free.. But look around.. you need something that puts itself between the keyboard and the "PC keyboard input" so its not specific to any one soft (ie - NOT like a Word Macro, for instance). - But for <key a = up and key b = down> you SHOULD find a combo that will do <key x click = hold key x "up" until next key x click, then do "down"> You will have to look around and mess with the free softs, I have never spent time with Auto Hot Key so I don't know if you can bend it to your desire. Plenty serious nerd folk say it is good stuff for Windows. There is also SharpKey, but I think that does a one to one remapping (and not much else?) - May be a pain in the neck for you to sift softwares to find what you want (a key remapper with programmable combos) , but they DO exist. Perhaps someone on the blog can advise. * ps Im 100% left handed (ie mouse on left) so I want my right hand on the keyboard left side. I have done this for years, and usually map any new game to a similar key config to my last setup, so its pretty standard whatever I play, my most useful keys are on the number pad. I've never needed a keyboard remapper software, so I've only seen them in passing. If you find a solution, pass it along. xxP
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Friend... so why are you here?
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Types of empathy include cognitive empathy, emotional empathy, and somatic empathy. I guess you are going for "emotional empathy " and leaving out "cognitive empathy and "somatic empathy" ( I followed your link). I have no problem with partly feeling some other person's emotion (the fight or flight reaction transmits very rapidly as an emotion, i.e. by empathy), but that emotion may often have nothing to do with logic or rationality, it may be disastrously anti-survivalist, it may equally be caused by irrational hatred, drug misuse, propaganda, subconscious psychological imperatives, crowd/mass-hysteria, or malfunction of various cerebral norms. To cut it short, all human beings feel "empathy" in any interaction with other human beings (or interaction could not take place). However this does NOT explain why one acts in a certain way and another does NOT (eg write in this blog). I empathize with you, and at the same time I note that you are utterly wrong. (with my sincere feelings) xxxP
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Without getting into "the argument" - which is more or less a rolling self-perpetuating troll IMO .. and shows ignorance about the dynamics of gaming publishers (there are very FEW small independent gaming companies that publish Big games.. count them on one hand) .. and shows amazing ignorance about IT & programming itself: 1) DayZ SA has never been "broken".. Friom the start to the present. "broken" is a programming word with a specific meaning. DayZ SA has NEVER been "broken" and so OF COURSE it has never been "broken and unplayable". 2) The second quoted part of your comment is so <I dont know words to correct it, without writing an essay.> Lets say its .. er.. "over the rainbow, once upon a time in fairyland & long ago far far far away in another galaxy" Talk to someone professional who works in that "5 minute" seat (a programmer, one of a team). When they explain the reality of their work then tell them to their face they're lying. But not before - thanx. =[end of comment]= * * * FREE Extra Content !! And don't get me started on the mega-growth of the games industry, the absorption and (deliberate) closure, by any almost-legal means, of small/medium companies by the giants. And the strategies of the now VERY FEW still working "small" & independent games companies, to stay ALIVE, to be original, to Create instead of imitate, to hold on to a freedom the multinationals have already smashed FLAT as hard as they can. (joke..almost.. You know they have a department in $ony and a couple of other multinationals called the "Office of hating BI and DayZ and watching their every move like vultures") The big boys pour money on independent companies the way some folk pour boiling water on anthills: they want them and their creativity DEAD. So think of BI as a kind of wary armed camp under direct and prolonged attack - a bit like the ALAMO... Anyone "with sense" would leave and join the Mexicans, there are plenty of them, they pay, you get a free uniform, and you don't have to work so hard (and the boss doesn't worry if you're killed, there are plenty more where you came from.) DONT get me started - I can write multi paragraphs with facts figures and statistics (nailed down). Ask BI how much this big-money, games for "average" players competition is the case, and why they made their choices, and under what kind of pressure they were made. If you WANT original games from creative companies independent creative people with ideas that are more important to them than cash, that can make their way, stand up and say the honest truth, and NOT be swamped and overrun, betrayed for big bank transfers by the LCD fast buck cold-hearted (bottom line) multinationals - if you want that FREEDOM to chose, then get on Xperimental and help YOURSELVES - Or face a future of endless same-same-same-fast profit short-lifetime-endless-drivel. Because there won't be anything else. And remember to tell your kids that was the choice YOU made. "Yes kids I voted for mega graphics and ZERO content" kids, that's why your lives are so dumb, so average, and so predictable. It looks great, its EASY to play, and there's NO learning curve, it has DLCs and there will be a New version II next year. And a Big Plus - It NEVER goes above average IQ appeal (because if you do that you lose 80% of your players). Instead of the "FIRST" zombie game, DayZ might turn out to be the LAST intelligent game. Then won't you be proud? (And no I ain't even started on the historical facts yet.. Anyone want the full secret financial history of Internet2 and how international capitalism took it over and made hundreds of billions of kublars from users who have NO IDEA what is going on and WHY they have a banana up their @ss ? - if they have even noticed yet? xxp [fight or die.] Chose to Chose.
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Back in the old days DAYZ was FUN and people played because it was FUN Now people play it because they DONT LIKE IT ??? ??? [ add as many question marks as you can eat ] ??? ??? I think Inetenet2 and the Social Media have lost me on this one.. SEEMS to me (a person of no importance) that I notice most of th 'old timers' are over on Xperimental looking for bugs .. I blindly hazard a guess they must think that's FUN ? .. Or is it just sheer hell and suffering every time they log in? - How would I know ? Maybe they only do it to expiate the hideous atrocious sins they have committed in past lives? *note.. must ask Yoda
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So you spotted that ET didn't mention the pole dancers ? - personal question, but in your own work do you get a lot of people screaming at you? ... Please don't answer if this one question is "the straw that broke the camels back," as we The Righteous Mujaheddin say in Chernarus. I'd hate to see any camels going postal.
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Can we also have a passive Character Regression system, to even things out ? Like if you walk too far your feet hurt, and if you miss a shot you get nervous and your aim gets worse ?
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DAYZ COMMUNIST FACTION; CHERNARUS MOVEMENT OF THE RED STAR!
pilgrim* replied to Digger And Dogger's topic in Clans/Groups
The Chernarus Mujahideen will oppose any attempt to force OUR free traditionally semi-democratic culturally autonomous tribal-homeland country back into the so-called 'sphere of influence' of the capitalist western decadent crusader shameless ex-USSR etc (and the USA & Saudi Arabia paid multi megabucks to buy us bountiful and plentiful weapons & holy books & training manuals, so we mean it) .. Brothers, sisters [etc] they have given us the rope! ) So keep watching the hills, tovaritch. .. And you too, yanks. Cry - God for Harry, England and Saint Gorge!! And Che Guevara!! Pile your guns on the beach and swim away. Last warning ! - Now we are no more mister nice guy. -
For a couple of years or MORE there was a large beef, and dislike, about players who "hopped" from server to server - eg from one airfield control tower to the next, looting, logging out, logging in to another server same location, looting, logging out.. etc.. There was a LOT of discussion about this and about possible solutions (apart from the solution of private servers). You will find SEVERAL (many?) THREADS about this.. ONE of various solutions PROPOSED was having a no-spawn zone around high loot places.. either (1) If you spawn OUT inside that zone you will random-spawn when you log back into any server.. or (2) You CANNOT spawn IN or log OUT out, inside that zone, you have to leave the zone or die, to be able to leave the game.. either way, you will random spawn (alive or dead) when you log in again to any server.. The advantage of the NO spawn NO logout zone would be that if you were cornered in a high risk area it MUST be a fight to the death, or surrender.. you can't log your way out of it. There were plenty of objections to those ideas - eg.; "suppose my mum calls me and I have to leave the game immediately while I'm looting a barracks?" - AND more serious player objections too... plenty of argument. To solve (mitigate) the "logging-out-to-escape" problem, BI introduced the log out pause.. after you log out your avatar remains in place for 60 seconds (it stands up, after you log out).. to give the "enemy" a fair chance to shoot you where you stand, or to guess that you have logged out and left your 'body' in the building where they can find it .. this also prevents you from logging out in mid fight, logging in to another server and changing position, and logging back to the first server behind your enemy, to gain yourself an unfair advantage. For some reason the "server hoppers" polemic has gone away quite a lot.. though hopping still goes on enormously. There are teams that do this systematically as well as individuals. It used to be very common, disliked, and so there was a lot of discussion (if you look back) about what to do about it - that has now mainly faded away. "metagaming" (covering everything you mention) doesnt seem to raise much discussion these days. Myself - I like the idea of having some (high loot) areas where you can not log out (if you log out you die) - so that any combat would be 100% realistic and to the death - if a team is pinned down in a barracks or an airfield building they can't log out and leave 1 member to take his chances protecting his mates' avatars until they despawn (taking all his main gear with them), then get killed and meet them on the next server to get his stuff back. Some areas around high loot places IMO should be to the death, you can't log in there, and if you log out there you die (- its simple, die when you log out obviously means you cant log back in there, you random spawn) - No alternatives, you live you die, or you negotiate.. end of story. To me - that would be fun, much fairer, more exciting, and realistic.. and anyone who goes into those areas knows that the consequences of their actions are absolute. I think that would be an extra kick. * There is no "final solution" to metagaming.. there are ways of making the game more fun or less fun to "straight" players.; and there are always methods to twist the rules (not even hacks or exploits, just deliberate 'misuse' of how the game was intended to play). Most players know what the "metagaming" twists are, and have come across them many times, but some players use the game that way deliberately and intentionally. This is a fact of life. All the metagaming moves you mention - and others - are DAILY common practice in DayZ and have ALWAYS BEEN .. I believe many players don't like it, 'some others' rely on it and play those 'metagames' systematically. Each player or group will state they are justified in playing whatever way they play. * This thread brought the arguments back to memory (they were intense) because NOW we SHALL face the same problem with BASES.. If a well-armed team starts breaking into your base, can you take a minute to log out, and move through another server to log back in, on a roof down the road with your sniper rifle? Can you log in and out of "your own" base at all? Because, if you CAN - what makes it "your base"? - does it "belong" to ONE person even though it was built by 5 people? .. For all 5 to log in and out you need an "out-of-gameplay" list? - OR an in-game token such as a key or ID tag in game? (and how is that replicated?) AND If you have one of those - can an enemy loot it off your dead body, and then HE can log in and out from inside your base?? (as well as unlock the entry) OR (the alternative) can NOBODY log in or out from inside a base.. ? Or can Anybody log in inside the base just by standing in the right place on another server, and changing servers? .. Which is the same "exclusion zone" problem that was being discussed 3 years back. And many suggestions were put forward. Only THIS time it is made more complicated because the "zone" has to work for some people but not for others. and at what moment does this collection of objects become a "base" located on only one server, and with special logging in/out rules applied to it.; and if it is attacked - or taken over (if a base can be taken over.. hmm? how?) Or if it is partly destroyed.;at what point does it STOP being "a base" ?? Or is it only a base while it is occupied, so if you leave it for a month it's not "your" base anymore, anyone can claim it to OWN (whatever that means) or it vanishes..? A simple and TOTALLY unrealistic solution - which would be programmable without a MAJOR rework - you could use the << Concrete Tent Theory>> = Whoever puts up the tent OWNS it, it is indestructible, and only they can get in or out of it. [ ps Have you ever tried putting up a tent and then spawning into it from another server, by standing in the right place on the other server? .. Try it. ] So what makes "a base" specially a base in the first place? - what is the definition of "a base" ? - Give me the logical programmable definition; - and how that works in the gameplay. * I'm a cynic - From the mockups of bases I've seen around (however likely or unlikely) .. the REAL LIFE answer would be to wait until there were no players around and then climb in, or drive a truck into the gates, or cut a hole in the wire, OBVIOUSLY ..whatever. But the base fans are definitely TOTALLY against such realism. They want DayZ to be a "Build A Base Capture The Flag" kind of game.. which it was from the start DESIGNED NOT TO BE. <people who fantasise about 'Base-Games' must realize that Bases HAVE TO lead to mortars, rocket launchers & heavy machine guns> "Is that so Mr Spock?," "Certainly, Captain" * Boarding up windows on a house and locking/blocking the door would be ok (that would give your avatar 60 seconds to get clear when a bad outsider started on the woodwork with an axe or a chainsaw, right? or you might decide to stay and shoot your pump gun at the first hole he makes).. but any kind of 'base' safety or invulnerability or ownership while you're not even around.. seems ..er.. "really silly" to me. And in the old DayZ when zombies were gradually attracted to human activity (which was reasonable, I thought) - you base would soon have a crowd of zombies standing around it being impatient for you to come out. That seems pretty logical too. No zombies means nobody's home. xxp
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Every 3 mo over last 5 years I try Dayz Again...
pilgrim* replied to redmantab's topic in General Discussion
Bottom line : this whole conversation seems to be about PR and nothing else -
How about no spawns inside a perimeter around airfields and mil camps (and add "bases"). If you log out inside those perimeters you get a random spawn when you log in. This has been discussed (a lot) - re server hopping etc. It was a very popular topic last year. .. bases .. Anyone see the obvious spawning arguments that will be coming up?