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Everything posted by Tatanko
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Decided to have a little holiday get-together with some friends. A few from real life, a few from here, and a few I know from the private server we were playing on. The event took place on Skalisty Island because I felt that the island is underutilized as a destination. Turned out to be great fun and it was nice to see everyone put down their guns for a few hours and enjoy a good time. We cooked over the fire, played Christmas music, drank Kvass, got into fist fights, and told terrible stories. People came and went, but over the course of more than 2.5 hours we did have 14 people at once. Big thank you to Weyland, Odin Lowe, Barnabus, and everyone else! :)
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We absolutely need to do this kind of thing more often. The location made it extra special though!Thank you sir for getting people whitelisted all week and providing awesomely appropriate Christmas music for the party :)
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Meet & Greet hosted by [FOG] (Jan. 18th, Sun.)
Tatanko replied to blunce's topic in General Discussion
I hope to attend, but I don't want to make any promises just yet! ;) -
Meet & Greet hosted by [FOG] (Jan. 18th, Sun.)
Tatanko replied to blunce's topic in General Discussion
Not sure if I can make it, but best of luck. Social gatherings on this game are where it's at. Just had a holiday party last night myself (see: here) and it was a success. Did something similar a few weeks ago, too :) -
That does seem a bit absurd, doesn't it? I've never personally run into the issue of not being able to get warm, and it doesn't seem terribly common, but obviously it happens. Is your character wet, by chance? I can't imagine they still would be after 30 minutes of game time next to a fire, but...
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It's usually over by mid-afternoon where I'm at, probably like 2 or 3 hours from now I would say. From the sounds of things it should have been over already. Perhaps they ran into a snag doing the backup?
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As Kirov said, the middle of the map is generally best. There are hotspots for certain animals too, though. Like for example if I want to hunt goats I almost automatically travel to Msta. The area of Novy Lug is good for bagging a cow. The fields around Prud and Old Fields generally have deer running around. I almost never find animals when I'm just walking through the woods though. It's nearly always in open fields of some sort.
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Oh, it got close... Somehow nobody killed each other, at least not until AFTER the party was over and people were leaving the island. Thanks! Certainly :) Thanks, Jester. Glad you were able to attend! Haha you're welcome next year!
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That'd be me :p http://forums.dayzgame.com/index.php?/topic/211594-tatankos-guide-to-screenshots/ *Sigh* It should just get stickied already lol
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Sorry :( Happy Holidays all the same!
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I set a goal for myself nearly a year ago to do a complete overhaul all of the location-related pages on the wiki. Nearly 700 hours later, I've basically met that goal and crawled every inch of the map a hundred times over in the process. This year's goal will be to overhaul.... everything else. Ultimately, I want to be able to say that I helped compile a definitive resource that has all the answers (and more) to any question you could ask about this game. I've got some really good ideas of my own brewing as well that will probably begin to see the light of day over the holidays :)
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I would certainly hope so given their size. Even on a serving-to-serving basis though, the pumpkin should be more nutritious. A tomato is a lot of water.
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Yet another thing I didn't know because I haven't really played the Mod: those are old bunker models, huh? Thanks for sharing, Weyland!
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The debut of the first build of 0.52 on the Experimental branch today brought with a laundry list of map additions and enhancements -- everything from whole towns to minuscule changes in detail on existing locations. In total 6 new villages were added in the north along with further development of the landscape between them. Here's a complete rundown: Kamensk addedKrasnoe addedStary Yar addedPolesovo addedRatnoe addedZaprudnoe addedMine at Kamensk completely revampedIt is possible that more was changed, and there are still a few things that I need to confirm, so I'll update this to reflect that when I do. For now, enjoy my usual round of screenshots. I didn't manage to make it to everything in one go, but here's what I've got so far. EDIT: Scroll down to post #15 to see the rest of the updates :) We begin with the revamped Mine at Kamensk:
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This. After what the team went through on Friday, they deserve all the thanks in the world.
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Not so sure about the ballistic vest. It's been in and out of the game files a number of times now.
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They were both carry-overs from Arma, I believe via the Mod. They were likely left in as filler until other vests could be created and added to the game. The wiki page claims that these are still in the game files, but I'm not sure if that's true anymore. I have no way of confirming it though.
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This is all so great. I don't think I could have imagined doing something like this, say, back in April. Now we need greater variety like Whyherro123 said, then we need the cooking mechanic to catch up to horticulture so we can put it all to good use ;)
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You nailed it. Core DayZ SA will be "limited." Mods to the end product will likely be able to deliver Epoch-style construction though, if that's your thing. That is a tough correlation to break if it's all you've ever played. (I started on the Standalone, by the way.)
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Well, don't forget they are hoping to up the player count per server at some point (they've already gone from 40 to 50). That said, I agree, it is nice to find yourself a village and just set up shop for a while. There are quite a few rarely-travelled villages that don't even have names, too. Thank you for the kind words. These are exactly what you said: kind deeds. I do this purely for the enjoyment and education of other forum-goers in this community. Plus, it's always fun to have some screenshot candy to look at, right? :) These screenshots serve the dual purpose of showing off the updates and acting as updates for the wiki as well, so I definitely get my use out of them.
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Finally, we have the quaint town of Zaprudnoe even farther to the west, before you reach Novaya Petrovka.
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To the northwest of that, we have the new town of Polesovo.
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Moving on, we have the new village of Ratnoe along the northern highway.