Forums Announcement
Read-Only Mode for Announcements & Changelogs
Dear Survivors, we'd like to inform you that this forum will transition to read-only mode. From now on, it will serve exclusively as a platform for official announcements and changelogs.
For all community discussions, debates, and engagement, we encourage you to join us on our social media platforms: Discord, Twitter/X, Facebook.
Thank you for being a valued part of our community. We look forward to connecting with you on our other channels!
Stay safe out there,
Your DayZ Team
-
Content Count
1577 -
Joined
-
Last visited
Everything posted by rickyriot
-
New Update Rolling out on experimental 0.36.115535
rickyriot replied to Rancor's topic in General Discussion
Has to be weather. -
The real question is why watch someone else play DayZ when you can play it yourself? Heh, of course the same question could be asked of porn.. ;)
-
Oh, and this is a generic comment to all who have replied. I'd just like to thank you all for replying in an open minded way. This thread could have easily turned into a slagging match but there have been some good arguments both for and against. From my point of view I am at least heartened that while not in the majority, my view regarding NV/IR is not restricted to a fringe selection of players.
-
Hope you enjoy it. For me night time DayZ adds such a lovely extra depth to what is an excellently deep game that it's a shame to see gamma exploits for the SA and (for the mod at least) the proliferation of NV gear. This is primarily the reason for this thread. I understand that many people like the idea of them and there is certainly a good argument for them to be included, I just worry that the subtlety and differing strategies involved in the night time cycle will be lost as you will have some with a huge advantage over others.
-
This was one of the best things about DayZ, I absolutely flipped out when I first heard that on one server there was a guy that had a base set up and was running a bus up and down the coast collecting fresh spawns, giving them hints and tips on how to survive the apocalypse then letting them loose with some simple supplies. Granted that was ages ago, but to me it just underlined the whole craziness involved in the giant social experiment that DayZ offers.
-
I am not arguing your right to have that opinion, but I think your logic is flawed. Why not have those who have survived longer have better accuracy with weapons like CoD does as people "level up"? Why not stop those who have just joined from picking up powerful weapons, forcing them to only use axes and pistols in the first few hours of their survival? Why? Because they are silly ideas, but they are an extension to your logic. Unless I have somehow read your comments wrongly, I think that there should be no benefit other than what you have looted over a fresh spawn. However NV/IR provides such a massive disparity between players, regardless of how long they have been playing.
-
Let's do this 4chan style.. > Fully geared up North of Svetlo, > rejoin the server at night, no problem I have a torch, > turn on the torch and see trees in front of > see town in the distance. > start walking. > Didn't realise I had logged out at the top of a cliff and the trees the torch picked up were on the other side a small gulley. Fall to me death. > FML.
-
I'll admit that I had not noticed many of these around recently, have they "fallen off" the loot table or something?
-
So.... do we miss having to hunt for these?
rickyriot replied to rickyriot's topic in General Discussion
BadAsh, I didn't think you were being serious. Anyone who has played the mod would recognise them as the bane of their life. Many of us have suffered the driver timing out, going off the road, crashing and buggering the wheel leaving you with an unlockable car in the middle of the countryside stuffed with all sorts of goodies except a spare wheel. -
Persistent storage containers; do you like the idea or not?
rickyriot replied to -MadTommy's topic in General Discussion
Oh, now, I disagree. Especially considering weather will start affecting your health, you should be able to create some form of shelter. -
So.... do we miss having to hunt for these?
rickyriot replied to rickyriot's topic in General Discussion
And on the flip side, whenever you needed a wheel.... ROTOR! Bah.... -
Problem is you can't have it both ways. Large distance viewing when you need it and short when you don't. If you expect to see a player 1000m away in the countryside then you should expect to see a player 1000m away in the city, just that with the city you need to render all the buildings in the scene as well with that level of clarity.
-
Persistent storage containers; do you like the idea or not?
rickyriot replied to -MadTommy's topic in General Discussion
The problem, OP, is that if we include permanent building, and that looks very likely to be included at some point in time, how can we not have the ability to have permanent storage with that? Personally I quite like the idea of buried caches, which don't show any obvious signs on the ground. You would then record the co-ords of the buried item or use a metal detector to find them. It would be low maintenance on the server, it wouldn't require any extra rendering (technically you could have hundreds of caches within an area with no FPS drops, yet you couldn't have that with tents for example). It would provide another use for the spade too, and give a whole new gametype of "cache hunting" for loot. Obviously only certain things could be buried, perhaps not large weapons, but certainly nothing bigger. -
It's a mix of all sorts of things, and I am certainly no expert, however I have never had any problems regarding seeing players and/or zombies.
-
Flares were brilliant. Let's be honest when we all first played the mod at night and made our way into a town which has a flare burning away in one the streets it was spooky as fuck. You know someone is there as the flare is there, but are they still there? Are they using the flare because they want to see something? Is it a honey trap? Then you add in the zombies which are drawn to them like magnets. I can't wait to see what flares will look like with the new light rendering.
-
Couldn't disagree more. All that does is pander to people who actually don't want to play night but will because they can use NV to make it more like daytime.
-
The config file is your friend, I use that rather than the in game GUI. Go to your documents folder, find the DayZ folder, and open up the yourname.DayZProfile file (changing yourname to the name you use for the game), then look for the following lines.. sceneComplexity=xxx;shadowZDistance=xxx;viewDistance=xxx;preferredObjectViewDistance=xxx; Push them as high as your FPS will allow and you'll find, like Jimmy Cliff, "you can see clearly".
-
Can someone give some advice on this? I'm beyond confused..
rickyriot replied to ArsenicLamb's topic in General Discussion
This is at the very top right (NE) of the map, at the start of the debug plains. North of the new town of Svetlo. If you keep on going up the coastline you will find several of these "pools" that have rendering issues. I did have a couple of screenshots of this but can't find them. This is a very retarded quick map reference.. -
Decent enough idea as it stops players just running about in the dark with NV on permanently. I've got a feeling you were one of those who did run around in the dark with NV on permanently.. ;) To address both points quoted, I like the idea of NV and IR in the game. It's realistic and with modern technology you don't need to be military or have a lot of money in order to own both of these things. However that doesn't stop me feeling they provide just too great an advantage over those who don't have it and this comes from experience playing the mod where they were not difficult to get hold of.
-
Yeah there is a moon, and not only a moon but stars too. In fact it's actually easier to navigate around Chernarus at night than it is during the day as you can use the stars just like sailors used to. http://www.youtube.com/watch?v=jqelc7x70vQ I am not sure whether the latitude of the star layout is based on the geographical location of the server (in the same way the timezone can) but I believe it's always based on the Northern hemisphere. Sorry Aussies, Newzies and South Africans, no Southern Cross only a Pole Star.
-
Dreadful idea.
-
Has the dynamic damage made it to stable yet? I fell off the middle level (1st floor in the EU, 2nd floor US) in a barn the other day but was pleasantly surprised to find myself still alive. Broken leg, granted, but still no death.
-
Why the dayz formula will ultimately fail
rickyriot replied to randalmcdaniels's topic in General Discussion
Nice trolling OP. -
If the rain is infected, then *everything* is infected except for what is in tins. All the plants would be infected (and if you are talking acid rain they would all die), animals and fish would also die if that was the case. For me, I think the survival aspect is improved by the ability to collect rain. If it needs purifying that would be OK, I suppose, but I do think that all easy sources of water should be infected; ponds and pumps, but that is purely down to balancing the game more to the survival aspect.
-
Water purification will be done in two manners, in the same way as the mod, tablets and boiling. With weather now becoming an influence on your health (not implemented yet but soon will be) this means fires need to be built in order to keep warm, this also leads onto the ability to boil water. Personally I'd like to see all water infected both pumps and ponds, it increases the survival aspect and leads into the back story of how the infection was spread. There is an argument for only certain pumps to be infected as anyone with a keen eye on history will know about the Broad Street cholera outbreak in London in the 1800's.. http://en.wikipedia.org/wiki/1854_Broad_Street_cholera_outbreak What would be a nice addition would be the collection of water from rain and theoretically that would always be pure.