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Everything posted by WolfgangErikson
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What are these green markers on GPS?
WolfgangErikson replied to selfcommander's topic in New Player Discussion
I believe they are either Trees or Mountains. If trees (probably not) they probably signify some sort of scenic spot like you would see on a tourist map. If they are mountain (which I think they are) then they are the significant peaks of the regions mountains. -
Why is such a drastic increase in enterable buildings considered a good thing?
WolfgangErikson replied to BC_Hawke's topic in General Discussion
Once proper Zombies are introduced, I think you will see a rise in player interactions. I know in the mod, most of the times I encountered players was when I was forced to fight off zombies. Zombies in the mod were great at revealing your position to other players and vice versa. -
Player Governor: Wrong signature for file addons\weapon_muzzles.pbo
WolfgangErikson replied to zimtente's topic in Troubleshooting
I have seen that message (maybe not the same exact *.pbo file) many times with "Governor" replaced by many other player names. That is a line being added to the server log file, I don't know why they sometimes (always?) appear on screen for other players, but it does... and it's quite common. Perhaps just another method for identifying potential hackers? Here is a link to a similar post (in Arma II: AO) demonstrating the log created with a different player name: http://forums.bistudio.com/showthread.php?134536-Getting-kicked-from-servers-for-wrong-signatures And another Arma II bug report example: https://dev.withsix.com/issues/24568 You'll notice the message has different player names instead of Governor. In the first example, the player posting the report was the one with the incorrect file, and was also booted because of it. Again, unless your name is the one appearing in those messages, I wouldn't worry about it. I'm 90% sure I'm right, but am ready and willing to be corrected by other more active players. -
Player Governor: Wrong signature for file addons\weapon_muzzles.pbo
WolfgangErikson replied to zimtente's topic in Troubleshooting
Those messages appear to pretty much everyone. There was a player named "Governor" on that server, the error was due to him. I don't think you have to worry about anything unless you were "Governor" -
Agreed with Rossums. It would be nice, but an essential gameplay mechanic of DayZ is resource and inventory management. When you start removing some of these restrictions your remove some of the strategy involved with selecting your gear. Once you start removing challenge from a game, you start to remove the fun (even if you think you would enjoy it better) history shows (at least my history) that games without challenges quickly become boring and forgotten. Besides, you can already carry around a raincoat. As you said, it only takes up 2 slots. If a rain emergency comes up take off your police shirt, put it in your bag, and don the raincoat. You'll have to make some decisions if your inventory is full since you'll lose some slots with the swtich, but as I said earlier, thats part of the game play, and part of the challenge. You will be rewarded by your ability to protect yourself from the elements by sacrificing inventory space.
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Reduce the grey effect when you lose blood
WolfgangErikson replied to Kracken823's topic in Suggestions
If you keep your nutrition up, it's quite easy to keep the color on your screen. I like the effect as it provides a sense of urgency to getting your blood level up. If you mostly gray, you got hurt pretty bad. One or two hits won't bring it down very far, and if your healthy, color will return pretty quickly. 5 - 10 minutes? I never really kept track, but it doesn't last long. -
Probably the first time this has happened, a holdup where both sides recorded and what goes through the minds of both sides! Thanks to Sobieski
WolfgangErikson replied to iConnorN's topic in Gallery
He got lucky you messed up with your hands and couldn't equip that pistol. Dang, I wanted to see your plan come into action. -
More weapon break downs (Like Trumpet)
WolfgangErikson replied to Lt. Aldo Raine's topic in Suggestions
Well certainly, if a weapon can do it, let it do it. What that doesn't mean however is that we have to include any of these weapons. The balancing would be achieved by limiting those types of weapons that are included, not by limiting the functions of weapons that could be folded up. That is more what I meant. Any collapsible weapons could be simply made to be pretty rare. -
I second the post above. Rain gear can save your life. If you find one, put it in your pack, it only takes up two slots. You don't have to always wear it if you don't like the way it looks. When it rains, switch your gear. Keeping dry is the most important part about not freezing. I died of hypothermia one time because I spend a few hours looking for a raincoat in the rain. Even while constantly stopping to drying of my clothes in the fire and warm up, I just couldn't keep up with my dropping temperature. Since then I always keep one in my bag.
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I do hope they bring back the Tin-cans from the mod. I'm suspecting they will once they finish implementing the Zombie AI and stealth mechanics though. I agree with the requirement to cover your tracks (if your worried about it) by hiding your tin-cans or otherwise leaving a trail of used food. Anything that tells me other players are playing the game (when I don't actually encounter them) is a good idea.
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More weapon break downs (Like Trumpet)
WolfgangErikson replied to Lt. Aldo Raine's topic in Suggestions
I don't want to see a lot of weapons that can do this, but certainly some of the lower-ranked ones. Can we at least have the ability to un-string our bows so we can carry the ash-wood stick in our melee slot? -
Tracking System Addition - Timed Grass Trampling
WolfgangErikson replied to icehex's topic in Suggestions
1000x Yes. I really like the idea of getting to a new town and looking for evidence that someone was there within the past hour or so, especially since it would take more than just a passive effort to determine that. Even if it doesn't result in encounters, it helps me feel less alone. Everytime I play I think of this and wish it were so. I think there are already very very feint footprints (right?), but it would be cool if they were made slightly darker if you had previously traveled in dirt/mud/water. Grass should most definitely be trampled when running through it. I would suggest the ability to prevent leaving tracks if you use the crouch-walk mechanic (or maybe even regular walk). -
swords, smithing, furnace, melee and ragnar
WolfgangErikson replied to Wookieenoob's topic in Suggestions
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What System Would You Like Implemented
WolfgangErikson replied to hyerjohn's topic in General Discussion
Other. Why isn't proper zombie AI on that list? Edit: hmmm... I guess that's not really a "system" of mechanics in the way you are suggesting.... I might change my vote. Edit: changed my vote to Motor vehicles. Honestly I would most like to see more in-depth disease and illness implementation. I voted motor vehicles however because I believe that mechanic will have a deeper impact at making the game more playable. I am really looking forward to high level health management though. -
Reduce running speed by increments as vehicles are introduced
WolfgangErikson replied to theirongiant's topic in Suggestions
Sure, why not? Only when vehicles become readily available of course. -
This won't happen in the foreseeable future, sorry. You should have checked the requirements before your purchase. You might be able to Boot Camp your mac to run windows, and then run DayZ, but I doubt if it will run very well. You will still want to check the minimum requirements in this case to see if this is even an option.
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I have been playing for quite a long time, and have never once gotten the sick status. I got it today. It appeared almost simultaneously with the occurrence of the "bleeding" status from a zombie attack. I haven't eaten any rotten food or anything. I have consistantly had the healthy/healing status, and am not stuffed or anything like that. The only thing I have done abnormal this round is that I found and ate two bites of some antibiotics and vitamins. That was around 20 minutes before the sick status appeared, so I am skeptical that it is the cause. I did drink from a pond around 5 minutes before that, but I have been doing that since I started playing DayZ. Has anybody else had or heard of the sick status appearing in such a strange manor? Know of any ways to rid myself of whatever ailment I have? 1st person server if anybody is wondering.
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Thanks for the replies. I had completely forgotten about infection from attempting to heal wounds. I had the thought right before bed that I might have used damaged rags. You are right though, now that I think about it, I had used a sewing kit: I had no idea those had a chance of causing infection. Thanks again. PS: For some reason my character is gone, so none of this matters now other than for future knowledge. I'm pretty sure I was on an empty server. I'm not sure why it got wiped. I logged off shortly after getting sick to prevent my degradation before I could get a solution. I logged in about 5 minutes later to a new character. It didn't even give me the "You are dead" screen. Anyway, It probably wasn't a problem with the sickness that caused it, but I though I would share.
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---ATTENTION ALL SERVER HOSTERS---
WolfgangErikson replied to airborneguy's topic in General Discussion
Isn't that what he said? -
Have any of you ever been camping? Those gas lanterns aren't that tough to handle. These are like propane lanterns, not oil lanterns. I've never once tripped and fallen with it, or was even ever worried about it. I have certainly never been worried about starting a fire if I did, most people have enough manual dexterity to prevent such a disaster. As far as a percent chance to cause fire damage if the player is shot? No. But if the lantern itself is shot in the gas tank? Yes, and a high percentage at that, and a small explosion. We certainly should be able to carry chemlights and lanterns in one hand however.
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Why is this even a topic? This feature already exists in the game.
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Oh ok. that makes more sense now. thanks.
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Seems like too much trouble to use a tent if I have to unpack it every Tuesday. Your list of things to set on the ground seems quite large since I can just but these on the ground, and store the rest in backpacks. I do not doubt the epicness of tents once they are fully functional though....
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Should scopes in dayz have the ability to zero?
WolfgangErikson replied to Karmaterror's topic in General Discussion
Yeah, I'm cool with wind not being a factor in a the game, that gets a bit too nitpicky. Range should definitely be a factor though. I understand how zeroing rifles work IRL and am glad some of it is implemented in game. Does the in-game ranging require adjusting the scope? Are the iron-sights pre-marked? I guess I'm OK with iron sights being marked already. I guess my real questions is how do the scopes work? Is the center already sighted in? Do they require adjustment to fire accurately and at the desired distance? I would hope that is the case. -
Then what purpose do tents have? Why not just let your gear lie on the ground?