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Everything posted by pilgrim*
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they just changed the forum layout so ATM no one knows their way around - NP.
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Are you playing DayZ Mod, Cobra? - You should post this in the DayZ Mod section of the forum, not here in DayZ-PC this is for the DayZ SA game Post there and ask a forum moderator [use Report Post] to delete this thread here .. you will have a better chance of a reply. xx
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Hey this is a GREAT photo What you need is six helmets on the floor exactly like this -AND- 8 or 10 zombies right outside the door to stop you going crazy Then DayZ would start to get HOT
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A thing you could maybe do: Get in touch with Trusted Medics of the Wasteland These guys really are trustworthy - they do medical aid round the world in DayZ - If you tell them your problem they might give you psychological aid and counseling seeing as you are about to Suicide (or maybe they will have to do it for you?) And so they could have a medic stand by to collect your gear and hand it back to you when you respawn. I DON'T KNOW if they will do this - but ask them. Specially because the BI "stuck player" service is out of action right now. tell them you need HUMANITARIAN AID
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If you can not move in any direction at all it will be difficult to get out. Suicide is the easiest way. Keep spamming run and jump all the time and turning your character around in all directions at the same time. You might suddenly get out if you do it enough. Also you can request BI to get your character unstuck. They can do this but it may take a while (I don't know how long). dayz support
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Can you lie down, or crawl or roll ?
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The big car park at Svergino to the south of the main road - it is a good enough place to start if you are in that area. In village houses look at shelves, surfaces, floor spawn places, or you will miss unboxed ammo. If you just look in the room from the door or you run through you most probably won't see it.
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Player stats shouldn't show players killed
pilgrim* replied to WilliamTheConqueror's topic in General Discussion
Hmm .. so you don't know if your character is a killer or not ? interesting ... I want stats on how many non-lethal player hits I've scored with my FAL and also with my STICK. Also how many chickens I've eaten and what weapon I killed them with and if I boiled them or roasted them. I need this to remember who I am in the game. I'm not boasting (I never boast) BUT I really wasted a lot of livestock it's only fair to have the exact number recorded. Also we need a Steam Achievement for every 10000 cans of RASPUTIN. -
I'm totally impressed - a Gews motorized expedition! Truly- he stops at nothing, he is the Scott and Amundsen of Chernarus Perhaps there is a sea-floor continuous land-link from the mainland to the island, somewhere? I have heard the debug plains have at least one bottomless hole in them. Also - at those depths I guess you couldn't see a swimmer on the surface guiding you?
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Glad to see that insta-death on the police stairs is still a thing
pilgrim* replied to The Daryl Dixon's topic in General Discussion
There are a lot fewer deadly bugs in SA than there were, unless you have a laggy variable connection But jumping from rock to rock on the cliffs or running up and down buildings with the high-speed key on all the time will get you killed sooner or later. Take it easy. At home you wouldn't run down spiral stairs with 50kilos of weapons and gear on your back (or maybe you would, I dunno) To make sure, i hear that if you do the jump action it re-synchs you with the server, so you both know where you are. there is a recent thread on unexplained deaths if you look around. Also, falling down stairs in police stations has famously been known to happen IRL, from time to time, so perhaps this is just game realism ? xx -
Does loot in persistent storage affect the spawn rates of the immediate area?
pilgrim* replied to koujou_1's topic in Troubleshooting
re read my post then argue it out among yourselves here https://forums.dayzgame.com/index.php?/topic/231007-server-prices-are-going-up/#entry2329605 click on this image to read what one GSP says about it thanx xx -
Does loot in persistent storage affect the spawn rates of the immediate area?
pilgrim* replied to koujou_1's topic in Troubleshooting
just a note about your police station experiment A tent or a barrel is a standard spawn object - it just has a very long lifetime before despawn (10 days?) - I mean that a tent is ordinary countable loot, it is not inside a stash, it is lying on the landscape like any loot object. So if you piled 20 empty tents on the roof of a building, they would not despawn until you had left them untouched for a long time - but - the building would still think it had 20 loot objects lying around in it. If you put all those tents inside one tent - then the building would think it had just one loot object lying around. eg: This is why there is a max number of barrels that can spawn one one server.. when all the barrels are hidden away by players, they are still counted as loot objects on the landscape (they are not stashed inside anything) so no more will spawn at the spawn points. But as long as you keep putting ALL the spawned AKs inside stashes, then they don't count in the spawn calculation, and AKs will go on spawning at the same rate as if there were none around. So a server with a lot of stashed gear will stop spawning tents and barrels before it runs out of new gear to stash in them. eh .. I think. -
Does loot in persistent storage affect the spawn rates of the immediate area?
pilgrim* replied to koujou_1's topic in Troubleshooting
Yes - I agree with you about the loot economy - what I meant was, that all the stored loot has to be generated and placed by the server, so that it "exists" inside the tents and barrels - unless it is only "created" by the server when you actually open the tent and look inside (still, it has to be taken into account, so the server always knows where it is and knows it has not been moved, etc).. so I wondered,, even though it is not counted in the loot spawn economy, there might be some part of the loot spawn software function that has to "mark up" that <x items are in this tent and Y items are in that tent, etc etc>.. each tick.. (so the persistent loot that does not change is all accounted for and in place) and then the server goes on to do the normal loot spawn - it does the spawn without including what is in storage .. but it does have to enumerate and locate/update everything in storage as well.. I wondered if that might slow down the part of the program that deals with loot. this was simply an idea, is all.. due to me thinking I see an odd spawn rate that starts a few minutes after I move into a deserted area (unlike my previous experience). You may be right about the way the loot is prioritized by area, because when I arrive the existing loot is uninteresting (shirts, mainly.. ), and the more generally interesting stuff - ammo, pristine objects, beanz, - seem to turn up after a few minutes.. Not an enormous amount, but I think I notice an increase in interesting items. I'm experimenting.. only that - but your experiment with the police station is good, because a tent in the area should have zero effect on loot spawn there, in theory. But that seems not to be the case. Also I'm sure the Devs are adjusting a number of loot related areas fairly frequently (or ATM fairly constantly?). They can do it at any time from the office, directly to the Central Hive server, without having to send changes out with scheduled updates. also, thanx for the info and the research Ahnion (Great Scott! - I need to figure how to use this as a tent detector) xx pilgrim -
but even that can't explain EVERYTHING
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Does loot in persistent storage affect the spawn rates of the immediate area?
pilgrim* replied to koujou_1's topic in Troubleshooting
I have noticed on one server I play where I know there is a lot of loot stashed (probably a very large amount) - a spawn slowdown (?) seems to happen. Maybe I'm wrong: If I enter a village there is hardly any loot around, really not a lot (couple of shirts and hoes) - but after I have been in that local area maybe 10 mins it seems to respawn more actively and stock itself up again.. At first I thought this was because other players had been through recently = normal. But I have also played when there was no one else on the server - me alone for an hour before - and it SEEMS to me that this still really happens, just the same. Also these are little village places I'm looking at - not the locations where players usually log in for a quick grab and log out again.. Same when the serve is populated - other players are very often regulars who stay on for a long time, and they are not even in that half of the map. I hardly ever see stuff spawn in front of me (two or 3 items in a week maybe) but if I hang around a while in that village, it is worthwhile making a second pass through the houses. - In fact making a first pass is not worthwhile, only the second time through seems OK. I thought maybe this was the server being slow because it already has large stocks of stored loot to 'check off' for the loot cycles. I hear that - in one case at least - the GSPs have begun to say DayZ is taking up more sever resources, so they are "having to" increase the price: 1 ) this could be be the usual yearly price-adjustment bull**** excuse everybody sends out (and even if it is true and SA is now taking "more resources" it may be nothing to do with loot numbers) 2 ) it could just be my idea about this spawn slowdown when the server is accounting for large loot-piles may be totally completely wrong this is only an impression I get, with no evidence. But I'm starting to feel used to it and play to it, know what I mean? xx I like the test you did with the police building Ahnion - that is interesting..OK, .. hmm -
Follow in the footsteps of the great: but I think it's never been done in a ground vhicle so this could be a DayZ First ? you might find some useful advice from this great classic account https://forums.dayzgame.com/index.php?/topic/201494-journey-to-schadenfreude-island/#entry2026445 Swimming on the surface he notes the ocean floor <<at the deepest point it reaches a depth of 182 meters (597 feet), which is about 6 Devil's Castles or 3-2/3 Cherno sniper towers. If the water suddenly disappeared it would take over 6-1/2 seconds to hit the seafloor>> - you'll need good navigation? some way of keeping warm? food? Go for it.. if you never come back you'll be remembered forever as a hero. xx
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oops.. There IS a ski-run on the map already I'm so dumb I just didn't notice what it was.. I've been past/across it a god few times (maybe I was thinking about something else) I live in a ski area IRL and the on-map ski-run is a good representation of the last slope /end of a run.. it even has an arrival area /spectator barrier So there should be a drag lift, or a wrecked one xx
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The "Keep-Out" PUBLIC SERVERS and what THE DEVS can DO about them Right now, Illegally kicking other players out of public hive servers means stockpiling loot objects. These do not go back into the loot-economy circulation (no one can get to the tents and capture or move the stockpiled gear). Items are deliberately stockpiled, so the loot economy - (tplanned scarcity or common availability) - becomes unpredictable and open to exploitation by deliberate calculated intent. You might call this an economic collapse. If you kick players from 'your' public server (for any reason) and stockpile loot, the server loot will go on spawning, because the loot in your tents and barrels is not counted in the spawn calculation. So you can stockpile forever safely as long as you kick. The problem right now is the way the economy deals with "ownership" of loot objects. Stashed items are not counted in the persistence calculation. Obviously BI are very aware of this 'keep out' problem (of course) - and a modification of the central loot economy can deal with it. The advantage for BI is they can do this without relying on complaints to external companies (the server providers). BI can sort this out 100% for themselves, completely free of the SPs who are uninterested by game-loot or fair-play. A number of BI Devs believed and stated that movement between servers was a desirable game-play element, and the original design plan for the central loot economy was to cater for this. So how about this suggestion to solve the problem?: On PUBLIC servers : 1 ) Stashed loot in tents and barrels is INCLUDED in the loot spawn calculation (when you stash too much loot, the spawn rate on your sever will drop for those items, until it stops) 2 ) The quantity of loot spawn is proportionate to the number of players on the public server (few players = the lootspawn goes down, more players = the lootspawn goes up again so public 2-3 player servers who 'whitelist' or kick, must let in more players for their lootspawn to go back up. This is the ideal solution because BI is fully in control of loot distribution. [note] For 1pp public servers, the spawn rate stays the same - (because often there are not many players on 1pp for honest reasons) and this will encourage more players to join 1pp servers. OK: Reduce the interest of loot hoarding = Make public low-pop "kick servers" less profitable. The advantage of improved loot equilibrium, and to open up player movement between servers, is a huge step forward.. Apart from the weekend Shindig - is ANYTHING more important ? By using loot control - the Devs can break away from the SP's complaints departments and make it work themselves for 2016 the BEST IDEA EVER. xx pilgrim Hey - WE are the fanboys, right? WE can stand a few experiments - YOU are the Devs, YOU have the Balls and the Brains. Go for it.
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TENTS and PERSISTENCE, Keep-Out PUBLIC SERVERS and THE DEVS
pilgrim* replied to pilgrim*'s topic in Suggestions
i worry about that stinkenheim (yes folk will complain): Your view is is like saying - <<ok you bought Battlefield in Alpha, but now in Final we're telling you it's really Mario - So now you players can't do that Arena stuff you've been playing for the last 2 years, you have to play Mario. Hope that doesn't piss you off.>>> Look at the forums - everyone discussing different things they want in the game: different guns, stuff needs fixing, horses, very rare items, more choice, hunting, new objects, stashes, helis that fly.. everyone talking about equipment, game mechanics, crafting and loot. But all that talk doesn't matter because I have a neat design exploit that gives me everything I want all the time. I have my own server at home just for me, where I can collect anything I want, with zero risk, as much as I like - then I can go and play on other servers - nothing is rare, there is no risk, no competition, I collect everything in private. I don't let others in. When I'm offline I turn my server off so no one can get my stuff. So I start the game already geared up x10. It's SO cool. In fact a lot of people love playing this way. People are buying-in exactly to play this infinite-loot PvP game. You have your own stash of no-danger loot on your "home" server, and you play across all the other public servers. Always geared up and death means nothing. So stinkenheim, friend - You can't really think that this "Wrong Game" should be left like that - all the way to final release - then in a year the Devs have to say: <<Oh by the way, you can't play the game you've been playing all year - you hired a server to play that game, but in fact that was just a server exploit we decided not to fix. Sorry if you bought the wrong game. Too bad.>> I think the important stuff - like what KIND of game you are buying - needs sorting soonest. xx -
Hey don't give it all away dude,!! you already list half a dozen places no one looks except by mistake. I hope your post is just a decoy inside a decoy right? - But it definitely demonstrates the kind of original thinking (that a lot of players don't do) that gives you the best chance. Ive been playing a long time and I thought there were a couple of GOOD ideas right there. beanz.- These are pointers to what can be done.
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TENTS and PERSISTENCE, Keep-Out PUBLIC SERVERS and THE DEVS
pilgrim* replied to pilgrim*'s topic in Suggestions
I'm trying to explain something, but it seems some folk are not very bright, like *simple* dudes who quote a whole post to make one silly comment. Thanks for your help jerk818 - I'll do my best to get my shift key functioning the way you want it - In the meantime try to understand the thread. How's your server ? Big clan? Lots of loot? You never kick players, right? Bring your brain to the discussion. xx pilgrim -
watch out when using Intel Compiler Patcher (ICP) - Battleye doesn't approve it
pilgrim* replied to joe_mcentire's topic in Troubleshooting
hi aticfx32.dll should be in part of your ATI video card driver (as far as I can see) - you got an ATI on your AMD ? if so - reinstall the driver. to get back to the original ICP should make backups of the exec before it shortcuts an Intel C++ code element (CPU Dispatcher) the "Dispatcher" is included in exec files compiled on an Intel C++ Compiler or probably (usually) MS Visual C++ .. [groan] etc etc.. It is an Intel thing, but lots of folk using MS visual C++ don't bother to switch on the "make compatible with AMD" box, due to brainwashing (right lads?).. a wonderful and historical ever-changing situation Some software does not like being interfered with, counts it as reverse engineering (or hacking, I guess) and will complain. But you cannot be the only person to have run into this problem. Battleye should be aware of it. At the worst - just reinstall the whole game? As it runs already on your AMD, using ICP on it wont make any big difference there IMO. xx pilgrim [edit: all those years AMD was in front they gave us s**** and now they pretend we don't exist.. heh ...no change] [edit edit] jeez - it's like training a dog, you have to decide who is boss - computers can really ruin your day if you let them, right ? -
The nobility, skill and courage of french #dayz players summed up in 67 secs
pilgrim* replied to freethink's topic in Gallery
in fact BOTH NO ONE taught me history AND I was raised in a barn Just one mistake S3V3N - I am not a US-American I am a Scot-Irish-Gypsy of British origin, living in FRANCE where I have been for the last twenty-five years I have here on my desk 2 musket balls I dug out of the ground at the site of Ligny, which is not far -in more senses than one - from Waterloo these are Prussian musket balls (not French) - some folk on this Forum could tell the difference at first sight - and nothing to do with 'civil war', but I just thought I'd mention one of my interests. You may think Waterloo is in France (heh).. some people do say dumb stuff around here but its good to be able to laugh. I know you have the best intentions. If your BARN has an internet connection, like mine - why don't you look up the facts and get educated, instead of sounding silly. When historians say a "civil war" they do not mean a "revolution" a "terrorist attack", "invasion", or "war between nations". I deliberately quoted you 4 examples of 4 very different types of civil wars but you didn't get the point. I'll bet you thought I was bullshitting you, hu? Never mind i agree john Cleese is funny. xx