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deepfried
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Everything posted by deepfried
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I've played the game for 2 weeks now and i've never been in the position of needing to warm up... never even used a heatpack. I think heat is only a problem if you go swimming right?
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Delete or heavily modify broken leg mechanic.
deepfried replied to ALPHATT (DayZ)'s topic in DayZ Mod Suggestions
yep.. its an alpha mod that is work in progress... no point critiquing it as if it was a final build. Feedback is good but just bear that in mind... most things will change. -
Obviously very very few people would be willing to do that so no its not broken, use your loaf mate.
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Will the game eventually become a zombie survival game?
deepfried replied to [email protected]'s topic in DayZ Mod General Discussion
optional friendly fire off servers. Thats the only way we will truly get coop zombie survival gameplay. -
Because coop is fun? That is why this game doesnt work as intended, most players only find the pvp fun so they play just for that.
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DayZ soon to require only ARMA II (not Arrowhead too)? True/False?
deepfried replied to Thunderlungs's topic in DayZ Mod General Discussion
You should warn him that Arma 2 free has low quality textures... -
My first experience of DayZ
deepfried replied to [email protected]'s topic in DayZ Mod General Discussion
lolz :D if you play for a week without finding food or guns then you are doing it very very wrong. Try thinking about what you would do to survive if DayZ was real life... then try doing that in the game. -
Every time I don't shoot, I regret it.
deepfried replied to Kashus's topic in DayZ Mod General Discussion
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@ Beginners..no gun start is not impossible
deepfried replied to Hetstaine's topic in New Player Discussion
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there is an obvious problem in being able to create multiple characters, i.e. you could use extra characters as a bank for items. That would break the game.
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soda doesnt dehydrate you, you may not get as much hydration from it as plain water but thats all. As for pond/lake water carrying a risk of infection, well it could be implemented i suppose, seems like a fairly minor mechanic to be worrying about at this stage of alpha though.
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nope, just think of the exploits.... You could use your different characters as a bank to store items.
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Yeah starting with a watch would be nice. But you know what? I'd like to see us start with nothing at all, not even the bandage and painkillers, I think that would be even more fun :D IMO a gun isn't even essential survival equipment. Useful and a prudent precaution, but not a survival necessity.
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Why would you remove the pagefile? the pagefile is only used if its needed' date=' if you remove it all you're doing is ensuring that if an app does run out of memory it will crash. [/quote'] By removing it you force Windows to use the RAM for any caching. Thats not smart, some programs are designed to use the pagefile no matter how much RAM you have, plus any 32 bit program is only going to have access to 2gb of ram no matter how much you have installed. The majority of games are compiled for 32bit windows and so can only use 2gb of RAM... having anything more than 4gb in your machine is a bit of a waste for gaming for the most part.
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The broken bone / morphine thing has become an issue in this build, I have no doubt that it will change. This is alpha testing, features get added, removed, tweaked etc.. for testing, sometimes it will be outright broken, to quote Rocket: Side chat has been removed deliberately, see above about features being tweaked/removed. I have no doubt that some new mechanic will take its place to some degree, there is talk of radios. And yes on some servers side chat still works.... mystery to me too, either they are running an old mission file or its hacks.
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You could drop it but it has its own space in the equipment belt, if you keep it there it won't take any space in your inventory.
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temperature is not a fully implemented feature, don't worry about it but that said don't let it get lower than the low 30's. The flashlight only works at night, thats an Arma2 issue. You will find lots and lots of janky and broken shit in the game, this is because its a mod in alpha, you just have to accept it along with the frequent feature changes and tweaks, or leave for now and come back in Beta.
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Frustrated with difficulty curve and comments about simulation aspect
deepfried replied to liamecrow's topic in New Player Discussion
OK first its a mod, second its in alpha = that is the answer to 90% of the technical problems that exist with DayZ. That said, you wont survive every spawn, sometimes a bandit will get you, sometimes you'll take a risk and zombies will get you. You just have to accept that sometimes you will die (and in fact you will die every time, its just a question of how long). Now Tips: (this is just one way to play, not hard and fast rules) To avoid bandits: 1) stay away from Cherno, Elektro, NWAF, Stary. And think twice about the other airfields and large towns. 2) Stay in cover, don't walk/run down roads or though open fields unless absolutely necessary. Try and stay in trees/brush. 3) Leave the coast ASAP, your chance of survival goes up dramatically once you're about 2-3km in land, as most bandits don't spend much or any time in the winderness or small villages (they don't have the patience). 4) before you go into a town or other spawn area, scout it from long range, if you can see zombies then there is another player there as zombies only spawn in a certain radius of a player. To manage Zed: 1) dont get their attention! This take some practice and the details change as the zombies are tweaked in new builds, but try not to be directly in front of a zombie, they can only see you if you are in front of them, never make more than one bar of sound if there are zombies in 50m. Try to keep your viability to 2 bars max and if you get close behind a zombie (you should try never to be in front) then crawl. Never get closer than 5m if you can help it and don't deliberately move into a 10m radius. 2) if you pull aggro you have 2 choices and you have to decide whats best on the fly: head for a building and make a stand, some buildings are much better than others you just have to learn. Also you can often loose zed by going into a building and then going prone, as your vis and audibility will go to nil. The second option which is much more viable in the current build is to sprint away from the town and try to loose the zombies, jink through buildings, turn corners, vault fences, jink through trees... you will be surprised how quick you loose them. 3) You can throw stuff to distract zed, smoke grenades and flares seem to work well but trash like cans and bottles also work. This is a bit hit and miss so I think it might be bugged, but its worth a go when you don't have a gun or no other option presents itself. 4) if you have to shoot a zed then preferably you should use a gun with low or moderate noise, there should be no other zed in 30m preferably more, try and do it in a building, i'm not sure if that muffles the sound but I seem to have better luck this way, and you can always go prone to loose the zed straight away. 5) Zed are attracted to your presence even when they don't know you are there they will err in your direction. So don't stay in one place for long. you can also use this to your advantage: go into one side of a town and sit there for 5 mins, you should pull most of the zed to that side, then back out and flank round to the other side... easy looting. -
So much work for nothing.. Calling in for backup( you guys )
deepfried replied to LegitZohan's topic in New Player Discussion
That hard work is the gameplay. If you don't like it you're in the wrong game! -
Zeds in buildings. Bug or on purpuse?
deepfried replied to Ralphfromdk's topic in New Player Discussion
OK its not a bug... BUT, its not every single building either. You just have to look for empty ones until you have a gun. In my experience most are empty, say 60%. -
in this build the zed are pretty easy to lose, try putting obstacles between you as you run away, jink though buildings and trees, vault low fences etc... then when they are far enough behind hit the deck (prone), they will lose sight of you. their pathfinding is crap, so use that to your advantage.
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Venting, feel free to ignore: entire villages with "fake" houses.
deepfried replied to HedonismBot's topic in New Player Discussion
Yeah this, we all started out with no idea... after a week of playing, or maybe less you'll know most of them and be able to spot them before you even enter the village. Sometimes its just not worth going into some of the very small villages, but most have at least 1 building worth exploring, even if its just a barn on the edge.