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kwhy (DayZ)

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Everything posted by kwhy (DayZ)

  1. kwhy (DayZ)

    Possible improvements to hunger/thirst

    Didn't Rocket say in one of his interviews that ideally he would have like to get rid of parts of the UI and replace it with visual and audible indicators to represent things like hunger, thirst, and pain? I guess the question is how far do you go so not to upset the balance of gamers vs simulators? Since this is a survival game then for me a key aspect should be getting food and water. I'd like to see more ways of gathering/making food incorporated like plant life, bugs, rain water catching, condensation devices, salt water filtering...ect. I felt the urgency to get food in 1.7.1.2, but now back to 1.7.1.5 I've been able to get food and water pretty easy. Right now you need food and water but you can wait to the very last minute and have no repercussions doing so. So basically everyone is like a car's gas tank. Once it is on empty you just need to fill it up. Where as in real life you can't just fill up at the last minute. Taking away the food indicator and adding stuff like a growling stomach, slower movement speeds, heavy breathing, blurry sight, slower blood recovery, ect would add a whole new obstacle to the game, but doing so your going to upset the crowd that doesn't want to have to micro manage themselves. Maybe if these indicators and effects had a slow degradation curve on things like movement speed, breathing, aiming, blurry vision, ect it might be received better, but I'm all for it.
  2. Can the power of the interw3bs + community alone actually change the way the game is played without changing or limiting DayZ's ingame mechanics? What if DayZ had a OFFICIAL *Survival Week* or just one *White Flag Day* where everyone would be asked (the key here is asked) to please put down your weapons against each other and try to team up and work together. This day/week would need to be officially endorsed somehow on the main website, spammed on the forums, and maybe even updated through the game engine on that day/week. I think this would be a great social gaming experiment to see just what might happen on an offical day/week like this not to mention a great way to test the alpha's ingame mechanics with hopefully *friendly* confrontation with complete strangers. Would people actually try and band together or would the murder rates just soar?! I'm in no ways wanting to get rid of bandits or limit anyones options in game since one of the greatest thrills of this game is that you just don't know what is going to happen during an encounter with another player, but since this is an Alpha shouldn't things like this be tested. So how about it? Roll the dice...see what happens.
  3. here is my suggestion... Ask and allow each player an option to set 1 IP address as their *home* server within the game. Players can choose/re-choose their home server once they are SPAWNED in the game via some menu. The home would be the default server you created your character for new players. All existing players default to the first server they log into. Anytime you log into a non home server you will be first asked if you want to make this your home server, and if you choose no you can somehow reselect that ingame without any penalty. So while you play on your home server you can log in and out with no delay just like how the game works now. So you disconnectors are safe. If you log into any other server that is not your home server have the database store/check LAST disconnect INGAME times/date. I assume since they are updated constantly that it probably even stores the last update time/date and could compare it to the new log in time and date. Compare the times to the new login time and if the time difference is less than 10 (this seems reasonable time) minutes make the player wait until that time penalty is reached. example.. JoeDirtZ logs out of US Detroit #102 at 05:01pm 06/20/12 ** HOME ** JoeDirtZ logs into Atlanta #994 at 05:03pm 06/20/12 the difference in time is 2 minutes. Mr Dirtz has to wait 8 minutes to spawn into the game on the Atlanta server since it is not home and since it not been 10 mins. (8 mins is nothing) So this doesn't stop you from server hoping, but it does throttle it. tl;dr - throttle those biatches!
  4. kwhy (DayZ)

    Hotfix Build 1.7.1.5 Rolling Update

    i may have ran into the same bug after about an hour of play. I was unable to switch between the normal walk / run modes. full run would work sometimes' date=' but I absolutely couldn't crouch-run no matter what I tried. I alt-tabbed out of the game and confirmed my shift key was working like normal and wasn't sticking so I don't know what might have caused that. also to add I was able to get some infected to leave a camped shed by throwing a can nearby. They were not moving until I threw the can which allowed me to sneak in and get the goods. [hr'] i may have ran into the same bug after about an hour of play. I was unable to switch between the normal walk / run modes. full run would work sometimes, but I absolutely couldn't crouch-run no matter what I tried. I alt-tabbed out of the game and confirmed my shift key was working like normal and wasn't sticking so I don't know what might have caused that. also to add I was able to get some infected to leave a camped shed by throwing a can nearby. They were not moving until I threw the can which allowed me to sneak in and get the goods.
  5. kwhy (DayZ)

    Frustrated of DayZ? Play ArmA 2!

    wasteland and PR sound cool. anyone know the name of the Arma 2 mod or game mode that allows a group of guys to play as attacking side to find intel and capture areas? Is this insurgency? And if it is what is the setup to allow player to join OpFor? So basically you have a large group of human BlueFor players and a few 2-3 Opfor players. The Opfor force is much larger of course and AI controlled except for the 2-3 players who can jump around to any AI not engaged. I loved playing this mode last year, but it seemed to be rare along with actual PVP type servers. This at least had some element of player vs player if setup to allow players to join OpFor.
  6. make entryway less houses/ farms / buildings have some significance by giving them a very small chance of loot drop if player decides to break in. This option of course would be highly risky to alert any surrounding Zeds or Players (have it trigger a loud sound bite). Also require the player to stand to do this and of course they couldn't just play it like some roulette machine back to back. It would have some long cool down. I'm not saying drop high end gear, but at least some of the lower tier stuff might be nice to have SOME chance of finding something like matches, crackers, small amount of food. My vision is that even if it was a very small chance it might make that visit to Jed's Farm house worth trying instead of just looking and saying, "Naw, no doorway...no point".
  7. The one thing that kind of bothers me right now with DayZ is here we are stranded on a large body of land and we feel the need to have to travel into towns to survive while 90% of the surrounding forest is being wasted other than finding a safe place to get away and camp. I think the survival aspect could really be improved upon and a whole other aspect of game play could be introduced if more real world survival tactics were added to the game. I'm talking about living off the land, eating bugs, bark, digging holes, making traps, shelters, ect.. Killing zombies is fun for food, but with the 1.7.1.1 hotfix that limited food supplies really pushed me to the idea that there should be something other than beans, sardines, and meat. I personally like the idea of canned food being scarce if we had a few other options. I'm no Bear Grylis or Les Stroud but I do know if I was in this situation I might adapt to eating bugs, plants, tree bark, or whatever else survivalists do instead of relying on finding canned food or risking death every day sneaking around zombies. Now maybe from a gaming aspect the developers really don't want us to stay in the woods, but from a survival aspect who the heck wouldn't stay in the woods about 99.99% of the time? So maybe move the threat of zombie pacts to roam more into the woods over time. I remember this question on an SAT test from high school. The old dig a hole in direct sunlight, put a container in the hole, stretch a bag over, put a rock in center, and weigh down the surrounding parts with rocks. After time condensation builds and will slowly drip into your container. Thus you get water over time. Maybe with specific items something like this could be crafted and placed on the ground and then it would just be matter of waiting a certain amount of game time for water. 1 can/ bucket/ canteen + 1 bag + shovel (or something to dig) + rocks/cans/small objects = full can of water in X amount of game time. Maybe make it so you can't move the item once placed, but can reuse it so this makes players still have to rely on going to town to find certain items or coming only back to this spot. How about traps for small animals. Heck traps for large animals. bait + wood + knife (sharpen sticks) + rope / wire / twine = small animal trap. And each type of bait the player tried might have higher / lower chance of drawing an animal to it. Require that no players or zombies be in the area and after X amount of time roll the dice based on type bait used, weather conditions, animals in the area, ect...and then the player might return to find a rabbit caught, or maybe nothing at all, or maybe even a zombie gets caught in the trap by mistake. how cool would that be? What about boiling water? There doesn't seem to be any running streams in game (or at least I haven't found any) so how safe would it be to fill your canteen at a pond or even an infected area's well. check out this site... http://www.survivaloutdoorskills.com/purifying_water.htm read up on the 2 cans urine / saltwater technique with fire. so 2-4 empty soda cans + knife (cut the cans in half or make tops) + some sort of tubing/pipe + fire + salt water / urine = water maybe we should be able to capture water from the ocean, but drinking it without doing certain techniques would be fatal. all that is just the tip of the iceberg and I'm sure tons of cool ideas could come out of it, heck I bet a whole survival guide could be made and sold separately if these type of dynamics were in game.
  8. I'd like to see this expanded on by not just taking away supplies but at the same time making more ways for the player to possibly obtain them... Something along the lines like this... http://dayzmod.com/forum/showthread.php?tid=15375 The beauty is that a mess of things that could be incorporated that the casual gamer could just skip if he/she just wants to play duck duck goose with zombies.
  9. kwhy (DayZ)

    Heli crash sites?

    I watched a guy clear zombies around a Heli site (my first Heli find too). He threw a smoke bomb then dragged them back into woods and took them out. I heard shots before this and thought I was being hunted so I was hiding in the woods the whole time watching. I only had an enfield with no ammo. It got quiet after about an hour so I felt it was safe to check out the site and found nothing either. I was hoping I might find a dead player's body in the woods but it was just dead zeds with a little ammo and empty cans. The site was empty as well. man that was an intense 2 hours of me being paranoid thinking I was being chased. so far I can't get any luck with food or water on this player.
  10. kwhy (DayZ)

    Suggestion: Respawn on tent

    here is my take.. What I think is being missed here is that *wasted* time walking back to your tent/body might not be *wasted* time for another player. In other words so that time you have to hoof it back to your tent might be the time Joe Explorer finally gets a chance to move to the NW airfield and the fact you were having to go somewhere else he might have avoided a chance encounter and possible death. Put in fast travel and then noone is ever going to leave the hot spots. I personally don't like the idea of having areas like the NW airfield where almost guaranteed high end gear is going to pop up, but it sort of balances itself in that so much PVP goes on there I assume. So in short fast travel might be easy mode and a time saver for you, but for the same players playing around you (during this same time) it isn't quite fair, especially for newer solo players who aren't grouping up or have a group of guys hording weapons. Also your taking away the whole challenge of having to get back to your tent/body and even though it might seem like a mindless wasted amount of time there is always that chance encounter with Mr Murphy's Law.
  11. see original post here... http://dayzmod.com/forum/showthread.php?tid=14100 zombies back.. [attachment=1079] pretty serious exploit if a player can move around a server like this with absolutely no interaction with zombies.
  12. see original post here... http://dayzmod.com/forum/showthread.php?tid=14100 [attachment=1071] basically I was able to log into a full working server and walk around and interact with the world, but the catch was that there were no zombies. The above server was 49-50 full each time I took pics and running for well over 4 hours since the 1.7.1.1 update. I was able to pick up items which were saved on my account as well as see animals. I don't know if players were visible, but I shot the cow pictured below and logged out and logged back in an hour later to see that cow was still dead. I also went back to areas some items were gone (crossbows and shotguns). Sort of like an alternative carebear universe. (this was all happening in major city area downtown) I might have finally able to resolve this I think which might have been an issue with Arma 2 not loading Combined Ops or parts of Arma 2 when running. heres a pic of same server finally working for me. I tried this on 3 different random servers and the same thing happened. moo cow dead. [attachment=1078] zombies back.. [attachment=1079] pretty serious exploit if a player can move around a server like this with absolutely no interaction with zombies and still pick up any type of loot. Reinstalled Dayz 1.7.1.1 into @DayZ folder and moved the beta executable for Combined OPs and replaced it with the original executable (even though I wasn't runing that from steam). So my guess something was't changing to the right directory and probably loading up some files correctly.
  13. ok someone chime in if they are seeing this same issue right now? Version Arma Beta 1.60.9307 DayZ version 1.7.1.1 logged into 4 different servers so far and this is what keeps happening (hopefuly attachments work) [attachment=1071] no zombies? have no clue if I can see players, but I've been able to run around and grab gear. one other error on select servers... Cannot open object dayz\objects\proxy_man.p3d but can't believe this is causing this
  14. kwhy (DayZ)

    Bug? NO ZOMBIES. FREE ROAM? pics

    all these servers were maxed out 40+ players.. two of the US Hardcore servers just rebooted with 1.7.1.1 and joined an Atlanta Expert same thing about 1-2 hrs ago. I also joined a veteran server and the same as well. No problems connecting, 15-60ms on all servers. I'm able to run around and all the equipment is saving. Lot of gear, but no signs of life or zombies?! [attachment=1073] So then this might need to be filed under an exploit if noone else is experiencing this. I could easily power up my guy right now.
  15. kwhy (DayZ)

    1.7.1 Zombies

    Whats up with both US Hardcore (Server 1 + 2) servers having absolutely 0 zombies in them right now? 40+ players and no threat besides other players to ransack the entire server? Is this a bug on my end?
  16. kwhy (DayZ)

    1.7.1 Zombies

    first 1.7.1 expert server I joined today and there are no zombies?! around 40 people in the server, but zombies listed at 0/0. I haven't seen one zombie body yet but a bunch of dead bodies far off in town. so I'm guessing its a PVP war going on.
  17. so to update to 1.7.1... so I'm assuming the only file needed is the dayz_code_v1.7.1.rar 17-Jun-2012 03:51 but notice the modified dates here... dayz_anim_v0.2.rar 17-Jun-2012 03:52 dayz_equip_v1.3.rar 17-Jun-2012 03:51 dayz_sfx_v1.2.rar 17-Jun-2012 03:50 dayz_v1.3.rar 17-Jun-2012 03:49 dayz_weapons_v1.2.rar 17-Jun-2012 03:51 except for this one.. dayz_vehicles_v0.1.rar 13-May-2012 20:05 do we need to download all these files with 17-Jun-2012 to update to 1.7.1 or are the only changes in the dayz_code_v1.7.1.rar file?
  18. kwhy (DayZ)

    Which T-Shirt design would you buy?

    how about one with DayZ logo and below it just says... friendly?
  19. Your right your not going to see them below the horizon that is where you have to be careful and use flares, chemlights, and now a flashlight. What you can see are outlines of standing zeds, plants, trees, houses, and even standing or prone players with that much light. And the fact this video is in 3rd person that makes it a bit more easy because you can go prone and not have grass and other items block your view. I played on an expert server (1rst person only) last night before the patch with no gamma modifications on my end and at least 2 hrs of my gaming time consisted of real absolute DARKNESS. I'm talking where the screen is so dark you can't see any outlines because your entire screen is blank and the only way you know your even moving is from the sounds of your footsteps. All I could see at spawn were stars and couldn't make out the separation of the sky and horizon. So what did I do? I basically walked along the water line then moved perpendicular from that and found a road (found by listening to my footsteps) which then I just kept the water or road on my right or left and carefully moved until I heard Zeds which then meant I'm probably near some town or building. Next step is to use some flares or the new flash light. Heck I would have loved to had seen that much light during my first hour of game play but the moon wasn't out at that point. Sure it is tough, but it isn't impossible and for me at least it isn't a game breaker. In the video you can at least make out outlines of trees, houses, and even zeds (the ones that are standing). It is now just a matter of moving, listening, and being careful.
  20. Are you kidding me. This video almost looks like DAYTIME compared to some of the night time moments I've had. If you can at least see the horizon, tree outlines, and beach line then you should be good to go. You don't need a flash light on every second either to move around in this game. You casual gamers and your instant win buttons.
  21. I haven't played Arma 2 in about a year. I was surprised when I loaded it up a few weeks ago in hopes to play some Insurgency and found this new mod called, DayZ. Not only that but there were pages of servers that were full? So I googled DayZ and have been hooked since. Like many are saying this has the success of CS written all over it.
  22. yeah or nay... ability to post notes (in text) in bags of loot, bodies, or maybe on the ground. takes trolling in game to another level. Imagine running across notes like this.. "he tried to take my beans so I laid him out in his jeans" or "look north. I'm watching you" or "I'll be back at 06:00pm. lets work together" or "I headed south from here at 05:30" I think this is pretty realistic in that if you were in an actual situation in hopes to maybe contact some other survivor, this might be your only way to do it.
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