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rickyriot

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Everything posted by rickyriot

  1. I am sure I don't need to explain what the edge of the map looks like, but for those who have never ventured there (and who knows there might be), here is a thumbnail.. (click for bigger image - although why you would need one is beyond me) Ok, so now we all know what it looks like, what is your opinion on it. I'll admit I don't have any in depth knowledge of the game engine that gives me an insight into how easy it is to change what happens here. Perhaps the "hard edge" that we have now is both the most efficient way of dealing with the edge, or perhaps it's the only way to deal with it. For me, though, I find it a real breaking of the fourth wall moment when I encounter it. Of course there is always a trade off between realism and practicalities, but I would like to think there are better options than what there is now. I've listed some options in a poll but if you have a better idea please add it into the thread. Now, of the options two of them (water/mountains and cliffs) are based around stopping the user accessing the area beyond the map which, when aircraft are introduced, may be a problem while two of them relate to a repeating algorithm to generate a repeating landscape and I'm thinking something like the way Minecraft can do it from one seed. Anyway, let's see what is the most popular option, or what innovative ideas others can come up with.
  2. rickyriot

    What to do with the edges of the map?

    I do agree with you, but I find the hard edge worse just now. I'd much prefer being stopped by mountains than just an invisible force field which I find the worst cop out in game development. Obviously DayZ/Arma go with the "into the void" idea rather than the "the void is impassable" one. I added in two options of an algorithm that generates repeating landscape based on a seed system (a la Minecraft), so perhaps that would suit you better. I also agree with the issue regarding aircraft. That puts the fly in the ointment of having ground object creating a barrier.
  3. rickyriot

    What to do with the edges of the map?

    I understand why people might want to see it turned into an island but doesn't that go against the backstory? My preferred option would be cliffs with maybe a deep ravine that can't be climbed down into and out of. Perhaps turning Grozovoy Pass into some sort of heavily fortified border post so you could turn that into the one passage way out of the area, allowing for further map expansion (or new maps) later on.
  4. rickyriot

    What to do with the edges of the map?

    Yeah. because the weed wouldn't make you paranoid.. ;)
  5. rickyriot

    0.51 Magazine Rarity

    Carbines fecking everywhere. Only once did I find a carbine mag (military barracks) and as sod's law would have it, I didn't need it.
  6. rickyriot

    What to do with the edges of the map?

    I would do that in the forest or on a hillside, at least there you have a view. In "purgatory" there's nothing to admire while you have a smoke. I suppose you don't need to worry about someone creeping up on you though.
  7. Not sure if many of you have run into this, and apologies if it's already been mentioned, but sometimes I find myself with a little pile of zombies at a doorway which I am unable to walk over nor vault. While this isn't a huge deal as the zombies will disappear fairly quickly this method might also work for other player bodies if they trap you in a room - something that happened to me at a barracks, and I just ended up logging out and coming back later once the body had gone - as obviously player bodies have a much longer persistence once dead. Anyway, crawling is the answer, as can be seen below... 1) Doorway blocked: 2) Crawl, crawl, crawl: 3) FREEDOM! (Said in a broad Scots accent) As I say, this might work for player bodies too, but I've not actually tried it yet.
  8. rickyriot

    Zombie door blockers - solution

    Ah, now, that does make sense.
  9. rickyriot

    Invisible zombie is attacking me.

    I had this bug months ago.
  10. rickyriot

    Zombie door blockers - solution

    I realise DayZ is now some way away from Arma, but it had the lift and carry option. I do seem to remember one of the devs (rocket?) going on about putting this into the build at some point so you could drag your buddy out of the line of fire to perform triage. Who knows when it was said, mind, might have been ages ago and it's been dropped.
  11. rickyriot

    Zombie door blockers - solution

    I didn't realise the "hide body" option had gone until I encountered this. I honestly don't know how long it's been missing from the options. In terms of realism, it's a bit daft to be able to make a body sink into the ground, so I am not so sure I want the option returned. What would be nice though would be, if you have a spade, the option to bury a body. It's good to be able to hide your tracks. Of course the option to drag bodies and stuff them into wardrobes would be even better! :D
  12. rickyriot

    Zombie door blockers - solution

    Yeah, vaulting didn't work. This is twice it's happened in the latest build (zombies this time, player before that). Obviously zombie bodies clear themselves quite quickly, but I spent maybe 10 minutes trying to get past a body in the doorway of the first room (the blue tiled 'bathroom') of the barracks with no luck. I didn't try crawling then, just with these guys. I wouldn't count myself as a novice at either DayZ or games in general so I did all the usual tricks of running and jumping, jumping at an angle, trying to glitch the wall/door while jumping, etc. Crawling was my, "oh, go on then, I've tried everything else". Absolutely no resistance, clipped straight through with ease.
  13. rickyriot

    The Mysterious Case of HOLYSHITTHATSALOTTAGUNS

    But, yeah, I know what you mean. It's either feast of famine with DayZ. When this loot "bug" (or whatever) happens I am like a kid in a sweet shop unsure what to choose and trying to find the right ammo/magazine under all the loot.
  14. rickyriot

    justa rant on food and starvation

    Does coal (and by that I presume you mean charcoal) give you any energy? Before this build, on the experimental .49, I was stuck in an orchard. Unable to travel because I was near death, but I could stave it off by searching for an eating apples (each rotten one was met with an exasperated sigh). No idea why I bothered, but I managed to keep at a consistent near death level for about 2 hours. Thing is, in .50, it's nowhere near as harsh and I've been able to find food fairly easily even on populated servers. Many people overlook tin cans hidden in corners and under tables. What *is* annoying is being really hungry and finding a tin of food but nothing to open it with!
  15. rickyriot

    how has the dry wells affected your gameplay

    I'm sure it's already been mentioned but as you can drink direct from (non sea) water then it's not had as much of an effect as it could have.
  16. rickyriot

    A single screenshot to describe the current 0.50 build.

    Action -> Wring item.
  17. I find the amount of loot available in the current stable branch highly worrying. Not in an "all this loot is making the game too easy" way, but because I am now so attuned to the fact that if I find a single tin of beans I automatically go into paranoid mode expecting another 10 heavily armed people all to be fighting over the scarce resource. So.. seeing this sort of stuff spooks me the f*ck out.
  18. Just a few more crazy loot images. These don't seem to be different to what others have experienced. It does freak me out though...
  19. rickyriot

    Helicopter crash sites?

    I remember the fun of a heli crash on the mod with loads of people all zeroing into the location making for some "fun" encounters. In SA I've passed a few supposed crash sites but yet to find one. Are they random spawns?
  20. rickyriot

    Hoping for character resets!

    I don't agree with regular wipes, but considering the amount of loot currently available I think that it'll need to be reduced (or the bug fixed) and a wipe applied to reflect that.
  21. I thought the devs might be ramping up the loot in order to see how the persistence and the 'hive loot economy' would deal with lots of loot. I was in an army barracks and it made me ridiculously paranoid. Guns, everywhere, military loot, everywhere. However, like bees to honey, it means these sites would be hot as the proverbial potato and I was very keen the get the feck out of these so I could relax.
  22. rickyriot

    How Persistent is Persistence?

    I don't think snares are persistent. I laid one down and was waiting at a distance to see if it was going to work. I needed to log out but never came back until a day later. Snare was gone. Now it's perfectly possible for someone to have come along, seen the snare (perhaps with a caught rabbit) and thought, "bonus". But I was pretty much in the middle of nowhere (down the SW of the map) so the chances of someone spotting it must be pretty bloody slim.
  23. Just to clarify, I am a long time mod player and bought SA the minute it was released on Steam. Since the very early stages of the alpha I've never been killed by a zombie. That might sound like a boast, but it isn't as I am sure there are many out there who are in a similar boat. However I just want to congratulate the devs in making a game that has finally killed me. Twice, in fact, in a row! Obviously some of that was down to my own stupidity (nay, complacency) and assisted by being on a server that had been raped off all it's resources but it's still a bit of a milestone. So, well done devs, you've finally managed to get to a stage where the zombies in a zombie survival game need some level of avoidance. Before some smart arse points out how easy it is to avoid zombies now, of course it is, it's just that previously there was effectively zero chance of them killing you, now there is at least some chance of them doing enough damage to kill you off. I say all this without a hint of sarcasm, I genuinely mean it. Well done.
  24. rickyriot

    Well done devs. No, really, I mean it...

    Both fairly straight forward to be honest, with both of them revolving around finding myself bleeding to death from zombie attacks and not finding any rags/bandages to patch myself up. In the mod I was a very close combat player, whether it's against a person or a zombie, so the hitbox (both yours and theirs) has been a bit of a nightmare in SA but it's definitely improving.
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