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nakor
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Everything posted by nakor
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A mosin nagant would be awesome from an immersion standpoint, but in terms of gameplay I don't see much difference. Well, except for the iron sights i suppose.
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That many hits should kill any player. Whenever I hear about something like this my first suspect is lag or hit detection problems. It probably took that many shots because some of them were missing. In the future I'd recommend that one of you roll with a crossbow and the other use an AK or something similar. Anymore, when I run into a player at that range, I just unload a clip at their upper torso. You're likely to get a headshot or take them out in a hail of bullets :-P
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Could be cool, but I'd want ACRE or something similar governing communication. No magic group channel for you :-P
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+1 Never seen a sandbag, which in terms of realism is pretty damn dumb. Large sacks aren't exactly a rare thing.
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Am I a bully or was this justice?
nakor replied to torph (DayZ)'s topic in DayZ Mod General Discussion
That'll teach them to stroll through the middle of bean-town shooting unarmed folk and acting like they own the place. -
Yes it does work wonders, hence the timer. People who want to meta-game like this are going to keep doing it anyway because they know damn well that it is faster to respawn a couple of times to move kilometers up the coast than it is to run the whole way. The point is to prevent them from clogging up the master server without the fix being a pain in the ass for everyone else.
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Rocket: I get that you anticipate removing the respawn button being a bitch, but can't this wait for some kind of spawning overhaul? Instead of just hitting a button, now people will just run 10 yards to the nearest zombie flock and wait to get beaten to death so they can respawn. All you're really going to accomplish is slowing them down. If people clogging up the master server by spamming respawn to get better spawn points is an issue, wouldn't it be better to just slap a timer on the respawn button? Disable it for 120, 180 seconds -or w/e- after each spawn. It should accomplish the same thing without requiring players to get beat on by zeds -or a doorway :-P- to respawn.
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I experimented with grenade chucking in Arma a bit. Basically the circle you get for aiming the grenade (if its not turned off) is going to be the top of the parabola. The longer you hold down throw the further it goes. That is how frag grenades work anyway. It is extremely non-intuitive but I was able to get fairly good with them after about 15 minutes of practice in the armory. PS - If there is anything overhead you are screwed. PPS - Throwing smoke grenades indoors can cause certain buildings to collapse.
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Admin Abuse, Banned for NO REASON!
nakor replied to cubbieshater's topic in Mod Servers & Private Hives
You spelled intelligence wrong. Context matters Slang is not a banable offense. Some damn kid. Meaning its ok for some people to use that word but not others? That shit don't fly sir -
Day Z is insulting to LGBT people
nakor replied to [email protected]'s topic in DayZ Mod General Discussion
I believe the OP has some valid points about the role of genders but in a post-apocalyptic zombie horror setting there are some deeper questions that need to be answered. For example, what gender are the zombies? Frankly, its small minded and morally wrong to simply assume that these poor victims of the apocalypse have retained their original anatomy AND to exclude zombie genders from the acceptable gender choices simply because they have undead differently-able reproductive systems. What could the zombie genders be? What sort of equipment might they be packing? I don't know but I can say one thing for sure: oscillating meat weasel. -
I envy the guys with SUPER computers who plays this game
nakor replied to whatever (DayZ)'s topic in DayZ Mod General Discussion
PC master race here to mock your pain: AMD Phenom II X4 3.2GHz 8 GB RAM @ 1333MHz GTX 260 Cheap shit 7200 RPM HD I never run below 30 fps. Ever. Because unlike you, I took the time to learn how to optimize the damn game for steady performance. Arma II has a HOST, A BIBLICAL HOST of options to customize the performance and quality of the game. Use them. And FFS ask for help instead of raging about how your shit isn't working as well as you think it should. There is at least one performance optimization thread on this forum that is absolutely amazing. Find it. -
If military spawns become rarer the result will be that average players won't see it all and loot farmers will... oh yeah. They'll still have it because low drop percentage basically doesn't affect them.
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Things I wish were never introduced to DayZ
nakor replied to ForcefulCJS's topic in DayZ Mod General Discussion
The game has equipment that confers a massive advantage over people without that equipment. This is supposed to be balanced by the fact that it is "rare". Groups of server hopping loot farmers have negated the mechanic intended to balance this type of gear. NVGs and thermal scopes need to be balanced in some other way or the current balance mechanic should be improved. PS: Delicious tears of loot farmers are delicious. -
Yep, got this too.
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The hourglass is annoying because 9/10 you are just sitting there waiting to die. If you could still respawn and get it over with, it would be different, but the game menu is disabled when you are unconscious. I know the point is to make it harder for people to disconnect out of death, but realistically that doesn't work. All it does is annoy people who are staring at that damn hourglass doing nothing but waiting to bleed out.
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There is a simple fix for this. When you log in, all of the loot laying on the ground within 500m of you is despawned and the spawn timer for the area is reset. People will still be able to sit outside of loot zones and server hop, but they will have to deal with the zeds around the spawns on each server they switch too. Also, the disappearing loot will alert players already in the area. Alternatively, you could add a server wide message stating what area a player is in when they log in. IE: ServingHoppingChodaMaster has entered Novy Sobor, or SuperEpicMasterWoodsMan has entered Chernarus Wilderness. Edit: The server wide message would read the same as the messages you get when you log in. So, if you're not in a town, your location is still anonymous.
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I was out griefing people and then they got mad and denounced me on the forums for being a pain in the ass. Houston we have confirmation: Mission PITA accomplished.
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So, after throwing a smoke grenade inside a hanger and having it explode and fall on me, I was able to glitch myself outside of the rubble. Of course my leg was broken, I was concussed, bleeding and the game was forcing me to crawl forwards endlessly preventing me from using any of my bandages. At that point I attempted to disconnect, noticing the concussion a split second to late. So now, as I'm writing my character is on the ground bleeding. Why the hell am I sitting at this screen? Its already a death sentence. -This entire rant typed in the time it took to bleed to death from 10k blood. -INB4 alpha, QQ & tears: ttttppppbbbbbttttthhhhhh
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We need to be able to defend ourselves
nakor replied to MrFoxx's topic in DayZ Mod General Discussion
Bitching about bitching: Double useless. Regardless of what you think about his delivery, he has a valid point. Players need some kind of mechanic to defend themselves against zeds, and other especially other players. Sneaking through town for 20 minutes only to get capped in the head by a player with a gun, spawn after spawn after spawn isn't even good anti-game play. Its just troll fodder for people laming around the coast with rifles. -
The spawns are random, sounds like you kind of the got shaft on that run. The vast quantities of loot to be had at NWAF are mostly the result of groups of players camping out and farming the spawns. In my experience if you go through the barracks, the towers and all the hangers you will find 1-2 civy weapons, 2-3 military weapons and a random assortment of ammo and gear. You might have better luck hunting around for crashed helicopters, supposedly there is some primo stuff to be found laying in the grass around them that I've never seen at the NWAF.
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" This MOD is just becoming to hard to play ! "
nakor replied to Housedog's topic in DayZ Mod General Discussion
Getting started without a squad and a truckload of guns to back you up is ridiculous now. Starting out with nothing leads to some great PvE gameplay but it is also a horrible PvP mechanic. There have always been a significant number of people trolling the starter areas ambushing newly spawned players. How in the hell is taking away any means of defending yourself at the start supposed to help this? I love the PvE gameplay the limited EQ spawns bring but until there is a working mechanic to discourage players from shooting each other for lulz we're gonna need something for defense. Even a makarov with 1 clip would be enough. -
Respawn roulette: repeatedly suiciding and reconnecting to get a better spawn location. Basically the current spawn locations are A) crap - kamenka. B) Meh - Solnichy C) good - balota, electro, cherno, berezino. When you spawn you have two options, take whatever the spawn roulette gave you or try again. Realistically, there is no reason to take a bad spawn because when you do, the result is that you are stuck in the jogging simulator traveling to a starting location with useful gear. So why spend all that time running when you can just spin the respawn wheel again? My suggestion is, allow players to pick a respawn area and cut out the unnecessary running. When a player spawns put them into the game at one several random predetermined spawn location within a mile of the middle of the area they picked. This way random spawning is preserved, but players don't have to waste 20-30 mins listening to their character wheeze through the woods. This would also make meeting up with people far less time consuming and obnoxious.
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Its too convenient to spawn within a mile of the pre-existing spawn points where you already appear randomly? Well following that kind of logic -less convenient is better-, we might as well spawn a mile out in the ocean and get warmed up with a good swim. What? Not convenient enough after all? Maybe this game ain't for you son *pat* *pat* Removing the respawn button would be a waste of time. Players would just run into a zed - there is always one nearby - and get their respawn anyway. Traveling across the game world isn't the problem. The problem is that there is a method to circumvent traveling that cannot be reasonably removed. I'd be interested to hear other ideas.
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Switching between your pistol and flashlight would be easier if you could holster your pistol in the tool belt too.
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I've noticed that mindless PVP is far less of a problem since the starting gear and global chat have been removed. None of the survivors I've encountered have shot on sight and I've been less inclined to as well. Starting out really does take some work now, and tbh most of the people I see don't have gear that I want anyway. The effort of killing them and dealing with the zeds is rarely worth it. Its better to just find the stuff yourself. Unfortunately, claners are a problem. These guys face little challenge in the game and can farm up a stockpile of all the best gear (and vehicles) rather quickly. Which of course strips most of the fun out of the game, leaving them little to do besides running around at night with NVGs and rifles picking off loners bumbling around in the dark with a pistol. Really the game is geared towards lone wolf play (maybe groups of 2-3) atm. I imagine more content for 5+ groups is in the pipeline - Build yer own fort? Sell supplies, fight off random bandit raids (Roving NPC bandit gangs attacking forts and zombie swarms climbing the walls?) IDK, but groups reduce the challenge of surviving so they need some sort of goal to meet.