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Everything posted by [email protected]

  1. My understanding of the mechanics is dead Z's are not counted in the total number of Z's that can spawn per player at any one time. As soon as you kill 1 Z and move within the zone of location which causes Z's to spawn, you will trigger another Z. I like it because it stops players just mowing down all the Z's in a town and then freely looting. If you want a real world 'reason' why this happens.. maybe the newly spawned Z's heard the gunfire in the town and ambled in from the nearby countryside..
  2. I think you may have left clicked when selecting to 'take' gear from a Z. Avoid doing this, best thing to do is open up the 'gear' menu and then move the items across to your pack, then close the gear interface. If you are wanting to close your action menu, use the right mouse button.
  3. It is totally chance based. If loot is spawning, guns will be spawning, either you're following behind people who are nicking up the guns or just being really unlucky. Under different updates of the game I was averaging 1 rifle every deerstand looking in about 20 in a row (sometimes I'd have no rifle, but often I'd have 2 in the one deer stand.. choices choices!). Lately it has been alot harder, and it took me for ever to find a pistol.. the one I got now was found on a body of a bandit my mate killed. If you prioratize your building searching, only going for the ones with a chance of spawning guns your luck will improve.
  4. Z's only spawn when people get within about 200 meters of a building that triggers a Z spawn. It would be simple to place 'inivisble' spawn spots in the wilderness, after all, if a player is outside in the wilderness, they won't be causing Z's to spawn. It would work, and I wouldn't mind it.. I am very aware when I'm running around in the wilderness, but mainly just for other players and trying to tell my location. With bringing out bear traps might make things more complicated, and Z's would add one more level of complexity to the whole mix.. but I would +1 it still, all said and done.
  5. Two buildings in that entire list that have 0 loot listed and potential for zombies, and that's not even guaranteed to be 100% accurate. Zombies typically = Loot possible. Rough count on that list shows 42 seperate buildings that have Z's but no loot. Not sure when you stopped counting.. maybe just finished at under 'default' Check under 'Residential'.
  6. For a time I ran around with both a main weapon M16A2 and a MP5SD6 with a couple of mags in my pack. Helped that I had a 24 slot bag, but it gave me the flexability to switch out before I went into a Z populated area just incase. Note - You have 4 x the chance of AK ammo spawning than MP5SD ammo spawning. Ammo for both only spawn as 'general' Military loot. Loot spawns in barracks have a 57% chance of being 'general' military loot, and deer stands have a 47% chance of being 'general' military loot.
  7. icebluehusky@bigpond.com

    Shoot on Sight

    No offence for people who are calling for it, but PVE only would totally suck. The enjoyment would be over after an hour. 1 - Get off the beach 2 - Roam around a town, find a gun, matches, knife, hatchet and water bottle. 3 - Live off the land never having to enter a town again or 3 - Go postal on a town full of Z's, die and start again. It's the fear factor of knowing someone could be watching you, waiting for you to get close, get surrounded by Z's or get lazy. Making you tripple check if there is anyone around the hunter stand or town you're about to enter, wondering if it was you or someone else that triggered that bunch of Z's to spawn.
  8. Does anyone know of any video that shows how this mechanic works, at what range and how audible it is?
  9. icebluehusky@bigpond.com

    Night...

    Just a suggestion, post what time and TZ you play in, and what servers you frequent..
  10. icebluehusky@bigpond.com

    bandits

    Bandits apparently are now able to be disconcerned from other survivors by a heartrate you hear when right beside them and looking at them. Of course, this means you need to be right beside said bandit, in which case it's probably too late. Would love to see a vid of this mechanic in practice.. none of my friends are bandits (yet), so I know what to listen for.
  11. I think it comes from the fact that every gun has 'natural' zeroing to a certain range.. perhaps varies weapon to weapon (i.e. 25m for pistols, 50m for shotguns, 100m for assault rifles, 300m for sniper rifles). If you were really curious, load up a Arma 2 game maker game at a rifle range and test it out with your current gun.
  12. Yup' date=' but it will check and give you an error notification if there is no space. [/quote'] Hmmm.. okay.. a couple of scenarios.. (note - I have not played DayZ since 1.7.1.1, so the mechanics are soley based on information I have read with patch notes) Scenario 1 - Player has a main weapon equiped, a sidearm equiped and a full bag of items. He wishes to equip his light to go in a dark room. He has to Make 6 slots free in his pack for the handgun, and probably one slot per magazine of ammo for his handgun. He has to deposit items on the ground to move the handgun to his pack, then he can equip the torch to use. He has the problem that he has now deposited 6+ items on the ground, which he has to return to at a later time, trusting he comes out of the building the same direction, and with enough time to find the items again (obviously in a time restrictive situation, would make this very hard, especially to select what items are more 'loseable' than others. Analysis - Under the older system, he is actually no worse now than he was before. Previously, 6 slots in his backpack would be taken up with the torch anyway. Benefit of having the torch on the toolbelt means a player had 6 more 'temporary' item slots in their backpack than they normally would have. It's a blessing. Scenario 2 - Player 1 has a main weapon, a silenced side arm, a torch and full bags and inventory. Player 2 (a friend) has the above, except a normal sidearm compared to a silenced sidearm, and no torch. They are about to go inside a building. Player 1 wants to give player 2 his torch to lead the way with the torch with player 1 able to silently kill any threats (assuming Player 1 does not trust player 2 enough to give him the silenced weapon instead, or maybe Player 2 is not a good a shot as player 1). Player 1 needs to drop items from his backpack (6+ slots to be free), to be able to move the pistol into his pack (could drop his gun on the floor, but who wants to do that with a silenced weapon?), to then take the torch off his toolbelt, then drop the torch onto the loot pile, then re-arm his sidearm, then pick up his dropped loot. Analysis - This is a very time consuminig process, especially in a time restricted situation if the threat is an aproaching Z or player. Is it possible to have two options appear with a right click on the torch on the toolbelt? 1 to 'Equip Flashlight' as stated above, and 2 to 'Drop torch'?
  13. I played on ANZ 10 last night. Despite using the latest beta patch and the temporary latest DayZ patch, they still had deaths showing up on chat. I was shocked at the number of times I saw someone 'killed' due to trying to get a better respawn. In the space of 5 minutes, I saw the same 4 players get 'killed' more times than the number of players on the server. One guy was so perstistant with it he killed himself at least 20-30 times in the space of 15 minutes. Based on previous statements, even from Rocket, this is a big no-no, due to the stresses it places on the main database. Could these things be causing a bit of the desync problems we are seeing? I may be wrong, but I assume that a player creating a new life requests more data from the main database than a simple update that happens during game play? Is this type of action considered a kickable or banable offence? Is there a log that server admins can review due to the rampant mis-use of this action, even if the chat does not display 'death posts'?
  14. -2 GMT, so yeah, day time for our night time. To turn around what I previously said, ANZ 9 last night was full and a couple of mates had to get off the server due to major issues with lag and red/yellow link icons on the screen. I really think it has to do with the servers themselves or the lack of frequent restarts of the servers. I was on ANZ 4 last night and it was 40/40, but not really that bad. I wonder if OS servers suffer the same problems when they reach peak numbers.
  15. I haven't played on any OS servers that were anywhere near capacity. I've been playing on ANZ9 the last couple of nights, and as they've been updating the Arma 2 Beta Patch on a very regular basis, this has kept player numbers down (previously this server was near max capacity). Whith only 20 or so players, the server is very smooth, no dramas at all. I have noticed ANZ 1-4 have been better since they reduced the max player limit from 50 to 40. Maybe they need to drop that a bit lower for more constant stability?
  16. What weapon has the most Zombie kills, and what weapon has the most player kills?
  17. Does anyone know the equipment storage capacity of the tractor?
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