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Your DayZ Team
xRann
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Everything posted by xRann
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I think they were just using http://forums.dayzgame.com/index.php?/topic/157148-correcting-sa-ballistics/?hl=ballistics Ballistics only, at least from the sounds of the patch log. Accuracy is going to take some screaming and shit, with the way attachments are going...
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A few questions for the "KoS playstyle" people out there....
xRann replied to Felony Inhibitor's topic in General Discussion
You know how many books I can read while I eat my beans after all these schmoes are gone? -
OP, try hardcore servers. You'll still have some good pvp but generally people are more engaging. And word to the wise, any server that advertises it's pve is just baiting you in for troll fodder.
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Suggestions how i could survive the ambush the next time
xRann replied to Tikka (DayZ)'s topic in General Discussion
Also helps to set up your own sniper, best way to kill a sniper is with one. -
Could you explain the difference between "KoS" and killing in general? I, for one, truly fail to see any distiction between killing and killing...
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A new idea to stop the "kill-on-sight" mentality
xRann replied to Beetlejuice (DayZ)'s topic in General Discussion
In regards to your last sentence. Yes, there will always be people who "want to watch the world burn". In time with more additonal features I'm sure "KoS" will decrease a bit, but you have to understand something. Killing, whether on sight or not, will always happen and there's no reason to try and stop it. The very nature of this game is that you can/may/will die very often by the choices you make. Even if you believe your choice was "good" or correct, it can and will get you killed. You also need to understand that the mentalitly of killing on sight would indeed be rampant, as it is in game. Due to the nature of human survival instincts we're left with two very base and primary responses to precieved threats. Fight or flight. Killing on sight is not a problem. It's a legitimate, albeit boring, playstyle. Even if you don't agree with it, there is nothing to "fix" -
To those who dislike the new combat logging timer
xRann replied to africanhungergames's topic in General Discussion
And decrease server performance while it has to calculate on every bullet fired...no. -
Please go read http://forums.dayzgame.com/index.php?/topic/171394-to-those-who-dislike-the-new-combat-logging-timer/ and http://forums.dayzgame.com/index.php?/topic/171370-the-antihopexiting-timers/ read and you'll understand why that has been tested and is not possible.
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You've got to be high. I've no training and can use my r700 quite effectivly. All the training I have had was well after that and mostly on M16/4's and M9's.
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I'd think you'd be hard pressed to bang out 6-700m shots accuratly with one.
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was watching till I heard "sa-leen"...close tab MASHASMMAHSASMASH CLOSE!...two seconds damn you, two seconds to google and listen... http://www.merriam-webster.com/audio.php?file=saline01&word=saline&text=\%CB%88s%C4%81-%CB%8Cl%C4%93n%2C%20-%CB%8Cl%C4%ABn\
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To those who dislike the new combat logging timer
xRann replied to africanhungergames's topic in General Discussion
There is no way for the server cannot tell how you disconnected, just that you disconnected. The act of manually logging out by hitting esc>exit, alt+ctrl+del>end process, alt+f4, unplugging your modem/router/pc. It doesn't matter, disconnecting is disconnecting. And Crooked Hauser, What's the deal with your hostilitly toward "bandits" this isn't even about legitimate playstyles but exploits that abuse the system. -
To those who dislike the new combat logging timer
xRann replied to africanhungergames's topic in General Discussion
With the ability to abort you can circumvents the entire point of not being able to combat log. The advantaged gained could be any number of things from seeing them move away from your location or into a kill box and gaining an upper hand. And in failing that advantage to arrive simply combat log. -
To those who dislike the new combat logging timer
xRann replied to africanhungergames's topic in General Discussion
I've explained it multiple times, in this thread and others, but fuck it, here's another. I get in a good position and start my logout timer. If nobody shows, abort and restart the logout timer. If someone shows, gain a tactical advantage or logout. Or If enaged, take cover and start my logout timer. If the attacker doesn't show, log out or abort. If the attacker shows, gain a tactical advantage or log. Having an abortable timer can be abused. It was tested and found to be abusable. Hence, NO ABORTABLE TIMER. -
Sorry Johnny, I can't hear you over all this sick loot!
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To those who dislike the new combat logging timer
xRann replied to africanhungergames's topic in General Discussion
I regularly walk away from my computer and go down stairs to smoke, eat, talk to the wife or kids, and never have an issue. Am gone between 1-10m, you're doing it wrong. You also fail to realize that a timer was tested, found to be abuseable, and that is why we don't have one. -
That brought me to tears all over again and I feel very ashamed for my erroneous miss quote.
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While the current implementation doesn't eliminate server hopping it has stopped ghosting. I'm sure adjustments will be made, but it does limit hopping to gear. Most the time someone hopping for gear is only on the server for limited time, maybe a few minutes, to check 1-3 high value building and then repeat. 20 minutes, sounds like you hit the entire airfield, which means you were a potential target of opportunity for someone. Most people who hop, get in, get out, repeat as fast as possible.
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Good riddance. Please request your friends do the same.
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Can't join Stable Branch = BEST THING EVER
xRann replied to pacific_coast's topic in General Discussion
stable vs experimental are very different animals. better interactions all around, even when death is a result. haha, so many times I've run into a town, seen people looting and all parties are like "You got any foods?" "You checked (nearby town)?" "Fuck...later man, good luck!" Starvation is becoming a huge killer on 'em, it's hysterical. -
https://rdl.train.army.mil/catalog/view/100.ATSC/434948EB-8945-4C25-9389-B33B4927856C-1308726234899/3-22.9/chap2.htm#_Toc211311856 baah, link instead because copy paste was all jacked.
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Check with Gews.
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..but never to five.
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A new idea to stop the "kill-on-sight" mentality
xRann replied to Beetlejuice (DayZ)'s topic in General Discussion
Please refer back to my previous post because I don't think you understand what I mean. You want a different game. From the mod to SA, the game is what it is. You are more than welcome to suggest it, as others have already, but I'm just informing you that it's probably never going to happen because it would alter the game so drastically away from what it is. -
A new idea to stop the "kill-on-sight" mentality
xRann replied to Beetlejuice (DayZ)'s topic in General Discussion
I'll state again, the game is both immersive and meta. Player knowledge == character knowledge. You cannot then limit someones character while not limiting their actual knowledge. Examples: I know landnav and Chern almost like the back of my hand. My character does because I do even when he's a freshspawn. How in your system, would you limit this? I'm a medic. How could you limit one area of my skillset while still remaining immersive and meta? Once vehicles are added, how could you limit an actual mechanics knowledge to make repairs? Or a pilot to fly My point is, you cannot limit a characters knowledge and still remain the same game. The entire premise and sandbox style of the game would be altered and changed.