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Everything posted by pilgrim*
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DayZ last played: 13/03/2016 Played today: 28/03/2016 = 15 days later 3 barrels of 3 still in place (different isolated locations) OK - these 3 barrels are on one server - they are at different locations It is possible that someone "interacted" with all 3 barrels during the last 15 days, but they are well hidden at isolated and scattered locations and all the stuff is still in the barrels (ammo for instance). I think it is very unlikely all 3 have been found, interacted with, and then all the gear left in place. I can't believe that. Am I missing something? - is it official now that barrels last longer than 8 days without interaction? Mine do.
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OrLoK has put a lot of work in His main aim and job is to keep the forums reasonably polite and friendly so he has to make daily judgement calls He is also a gamer and a fan - in the best sense of the word - of some good stuff online I feel a little embarrassed if I ever disagree with him because he is 100% a good bloke He has his opinions, as we all do, otherwise he would not put in the (hundreds of) unpaid hours But he is very moderate. Deserves praise. Deserves a medal. And this is why we say = Hail, Mighty OroK = [ .. and also from FEAR of course ] :) xx
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Is it just me or is the game worse then a year ago?
pilgrim* replied to guynumber7's topic in General Discussion
It's you -
Found a couple tents, emptied them, and filled back up with fish
pilgrim* replied to emuthreat's topic in Gallery
leave that tent with the sun on it for a week or so -
- survival bonus - I suggested this way back, more than a year ago - but no one was listening Anyone who has more than (for example) 1858 Beanz on this forum should get an ingame button on the Radio And they can use it once each DayZ login to call an Orbital Strike on any player on the server who has less beanz that would only be a fair reward for all their hard work playing this **** Game xx
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So at the end of the day's play you run back to your base and you log out. Then when you log in next time you are in your base. That is your reward for having a base. But if you get killed (you are DEAD) - why have you "earned" the right to respawn where you want? You are DEAD, you blew it - you earned Nothing. If you could get back to your base by death-travel, or log-in travel everyone would suicide at the end of every PvP session, or use that just to teleport back home across the map after every journey. Run to the barracks - loot up - teleport back to camp. Hicks says Fast Travel will never be in the game, but you want an instant "Back To Base" button ? * Already - To put a stop to suicide-travel I suggest a multi-spawn timer (like the log-in timer) so that you respawn at the same respawn location if you die within a few minutes. This would make suicide travel a lot less "useful" fo meta-gamers When I respawn, I take it from there, I never suicide to get to some other place. I've died of exposure crawling down a beach with a broken leg in the rain .. far from my tent, far from my friends - I don't "suicide" - Suicide is for the Weak. But that's because I like playing DayZ
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logically the timer is set on the top level container and items inside a container are not timed so a rag has a 'timer' when it is on the ground if a rag is in a backpack on the ground the backpack has the 'timer', the rag despawns with the backpack if the backpack is in a barrel the backpack has no timer it despawns with the barrel if the backpack is on a player the backpack has no timer, the backpack despawns with the player (a live player has no despawn timer, heh) I suggest that ATM to reset the "despawn countdown" on any item on the ground, you have to pick it up and throw it back on the ground same for rags, guns, tents, barrels .. ?? Seeing something listed in the UI window does not seem to count as "interacting" ?? So what does count ??
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I always thought it would be a good idea to have a <freshspawn timer> - so that when you die and respawn somewhere, if you die again inside 10 mins you are spawned at that same place again. You have to stay alive (or stay logged out) more than 10 to be respawned somewhere else. This would really cut down travel by suicide. [ Don't worry about my friend ET - he has a public transport fetish. Put a ticket collector's hat in the game and he'll wear it for 100 years.] xx
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but it's easy to tell if a player is around by looking at the zombies now, in SA.. right ? or do you mean - the more zombies there are in SA, the easier it is to see what they are doing - so it's a good thing there aren't many?
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:) IS NOT PROBLEM (no stress)
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- difficulty sucks - :)
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Gameservers say: "Policies on these .. DayZ Standalone-dedicated DAYZ servers we host are enforced by clients and not by GameServers.com" clients = the server Admin who pays for the server. this means the server admin decides what happens on his server. end of topic.
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^ If the despawn timer was an absolute value and set for each item, it would have to be individually flagged and a timer decremented each tick for every single loot item. I don't think the sever does that. So you can't say, "when I leave an item on the ground, it will despawn after exactly 16 mins and 42 seconds" (eg) more likely : - everything dropped is tagged (A) as it is dropped - at regular intervals everything already (B) is moved to (R) and everything tagged (A) is moved to tag (B) anything (R) can be despawned this is several thousand times more efficient than updating individual timers every tick
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^ This is good advice. Also - as well as learning "the game" and the map, and how to craft, and where to find gear.. also learn how to be nervous and alert. If you see 10 or 12 or players logged in - then maybe that is the perfect population to begin with, because then you never know when someone will turn up, nearly anyplace on the map, and there is just enough risk for you to be nervous ALL the time. Being nervous and alert is GOOD in DayZ - it is one of the main things to get used to IMO. I think a big disadvantage for beginners is you don't have a sense of "danger" - you walk around not realizing if you are overlooked, or how other players generally move, and don't know how Paranoid you should be (you SHOULD be paranoid). Some startup players run around without looking at all and don't ever see anyone else until they meet them on the stairs in a police station. Unless you only want to yolo-PVP-deathmatch (you can if you want) I'd say get used to being stressed, be alert when you move.. always THINK there is another player close by, expect someone to come into that village when you are looting, check if someone is there as you move in. - ya know - when you go in a house, do you close the door before you loot? so is there a back door open? how do you know there's no one upstairs? what do you look at when you're filling your canteen at a pump? how do you check out a police station or a barracks from a distance? if you are inside there what is your fast escape rout? [experienced players like S3EV3N and ☣BioHaze☣ know this stuff, its total instinct in them by now] It used to be natural to stay frosty, because there were always zombies around all habitable map locations and crash sites, to keep you awake - now there are not, so you just have to learn it the hard way. enjoy
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They are not mosquitoes they are CRISPR-modified Experimental Small Flying Creatures (ESFCs) we scatter a few out for mass immunity induction and weaponized viral pathogen deployment tests :) xx p
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Of course the parameters of the 'economy' influence gameplay - private/public has nothing to do with this. [end of my off-topic remark, see ya around sexy]
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Yes - stashed and carried loot is not counted in the calculation of total loot on server as a result, after a month of play on any server, the total number of "rare" items stashed will be large And always gets larger. Especially guns - when a tent is found the "rare" guns are stolen, when a player is killed his "rare" gun is taken So "rare" guns always spawn faster than they despawn. The result is eventually a big overdose of "rare" loot stashed on the server the number of "rare" items in play keeps going up. Nothing else can happen. Very few guns despawn. I think this is the real reason many people are getting bored with DayZ at the moment. Maybe they just don't see it. Most of the regular players have tents loaded with rare gear and common gear, so gear is not important to them. There is not much point in looting, nothing is rare if you already have 2 or 3 of them, right? Many players are worn-out with having so much gear and they are waiting for the big server reset so they can start again.
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Buakaw - a player who is logged out is not in the game. I kind of hoped you'd work that out for yourself. Also, for instance - how many AKMs spawn on a server in total? Do you know the set number? So how long would it take the "first griefer to log in" to collect all the AKMs ? .. hmmm .. (nope - I'm just coughing I aint laughing) * The idea of including player-owned-loot in the total loot-in-play calculation is a game balancing action - it's no big deal.
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Dear sweet Buakaw - You don't understand what "scarce" means, you didn't read my post very carefully- but that's your right - and you got your ideas mixed up. The idea of including player-owned-loot in the total loot-in-play calculation is a game balancing action - it's no big deal It makes for more committed and less predictable gameplay. Which is what I want. xx pilgrim
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Is there any hope left? Please tell there is!
pilgrim* replied to -MadTommy's topic in General Discussion
-MadTommy is actually a "FanBoy" from far back - like me and others - that's why he asked these questions. There aren't a lot of "facts" in your quote and there is already a reply. Red_Ensign has it right - I paid up for the SA just to put money back, in return for the hundreds of hours I had in the Mod. For me that's like buying a drink for a friend. So the hundreds of hours after that in SA have been pretty much free. No one can do anything several times a week for 4 or 5 years without it being "not the same" as it was at the start (well - almost anything?) Nobody ever complains about the development of a Mod even though it keeps changing and updating (for years) - that's because a mod doesn't have a marker saying "this side is alpha/this side is 1.0" Why do you want development to be finished? So you can say "this game is old" and throw it away. Wrap your head around the product cycle, dude. Play the game. Saying you want wolves or less loot or better crafting or higher FTP makes sense. Saying you want the game "finished" makes no sense. -
Yes because that would mean the grenades were stashed in a tent on the server. This is the same as players grabbing all the vehicles and hiding them away. We play that way right now. I guess you KNOW Buakaw - being well informed on the game - that the absolute minimum number of items on a server for it to be "playable" is (Dev statement) 20000. So how many tents would you need on that server to stash away ALL the loot until no more loot spawned? Do the math dude. With a normal spread of players trying to grab loot, that would be at least 500 tents with 40 items stashed in each one - and Buakaw, you couldn't find any of them ? [I don't understand why you say <<Maybe it would be healthier for you to move on and let the game go for a while. And this forum.>> Is that 100% off topic, or you're covering for not following the discussion on scarcity for the last 2 years? There's has been a lot about it. Read it, and then make a contribution when you are up to speed] Rare Items in DayZ
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If you give us the server IP and name, schwims1, someone can get back to you in a short time with the answer. One of us can log in to check, and come back to tell you what's happening. :)
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Is there any hope left? Please tell there is!
pilgrim* replied to -MadTommy's topic in General Discussion
IMO the question is - is DayZ a fun and playable game right now? BI have a history of updating stuff all the time - they don't push a game out, say "finished" and turn their backs on the clients. They could do that almost anytime, but looking at their history we see that is not their policy. So we wont complain if they add and refine for years (that's a big advantage, right?) as long as the game is playable ATM and you get your kick out of it. So is it playable? Saying it is "in development" is maybe a side issue and not that important. I hope I'm not offending players who want the box to have "1.0" stamped on it. Bottom line is - either it is fun right now, or it is not fun right now.