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Everything posted by DerDuderich
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Agree. I myself do the very same. Personally I like playing on night servers, I think night adds a lot to the atmosphere. You can really feel the danger then. If I was on a protected privat server with only "normal" players I would definitly play on normal settings and actually use chemlights and stuff. But with all the KoS Call-Of-Duty Kiddies recently it's a suicide mission to play on normal settings and carry a light. If the server has more then 10 players you'll be dead within 10 Minutes without seing a player. I guarantee it. :( So I drop both, flashlight and battery (stun is useless imho, unless I encounter a bandit I'm friendly anyways).
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Ok guys :) So for everyone that isn't up to date: Apparently will will get lockpicking very soon, in the newest devblog there is a new item mentioned, a "Lock Picking kit" (here). Now obviously this is going to be a first step into barricading: Locked doors that you can unlock with the above mentioned item. Now we do not know exactly how locking doors and lockpicking is going to work, but there are basically two possibilitys for lockpicking: 1. Plain trial and error This is the most "basic" version: The lockpicking kit has a certain % chance to unlock a door, depending maybe on the quality of the lock (5% breaking a pristine lock, 20% breaking a damaged lock, and so on). When you find a locked door, you look at it, you select "Pick lock" from the menu and you repeat this (smash the F key) until the door is open. Propably there will be a cance, you'll break one of the wrenches and destroy your lockpicking set, let's say 1%. Now this system would be pure luck, basically without any player impact on the result. 2. Minigame(s) Now the other option would be to implement a "lockpicking minigame" as we know it for example from Skyrim or the Mafia series: Picture 1: Breaking into a car in Mafia 2 Picture 2: Picking a lock in TES: Skyrim This kind of system would allow players to actually "impact" the result by directly influencing what is going on. The downside is, that after a little practice, everyone knows how to pick a lock and locks do not provide any "secure protection" anymore (consider though that one could break the lock with an axe anyways). Now my question is: Which version of lockpicking would do you guys want to see in DayZ? In terms of realism, which one do you consider better?
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Agree! But I feel like there should be some kind of "skill variable" in the equation. Picking a lock takes a lot of practice and by making it pure luck you can't improve or learn...
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I don't get how you can starve to death at the moment. Seriously. There is food like EVERYWHERE. Looking forward to the whine-wars once this game actually becomes a survival game and as hard as it's supposed to be...
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0.49 crashsites (& a few observations)
DerDuderich replied to Davidiusz's topic in General Discussion
iZurvive map has all the new crashsite spawnpoints (the red explosion markers). I just found a helicopter on the field north of the NWAF. -
Well, first of: Modding will be a big part of the game and if you have a nice idea, make your own mod/server plugin and see if people like it. However, the thing with spawning in groups is: Even though I totally understand why "casual" gamers would like such a feature, the big problem is that most people will abuse it. How? For example a group of 5 people spawns, check which one has the best locations (closest to the airfield) and everyone teleports to him. Or people offer "taxi services" like this: Forum conversation: Player A: Hey, I need to get to Cherno as fast as possible Random player B: Jo, I'm at Cherno, come join my group and teleport to me No matter how you restrict it, people will find a way to mess with the system and so it's best to completly keep it out of DayZ.
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So I would like to try out fishing. But I can't because for some reason I can't find a Fishing Hook. Don't ask me why, over the past two weeks I couldn't find a single one. Since the other items required (rope, stick, worms) are much easier to find, I've been carrying them around with me for weeks now blocking inventory slots. But they're useless without the hook. I'm not a professional fisher (we go fishing once a year maybe?) but from my experience it shouldn't be a problem to craft a somewhat useable hook yourself. But because I didn't want to rely on my personal experience, I looked up "fishing" in some survival books. Turns out I was right: You should be able to use a little piece of wood or bone (with sharpened ends) as a fishing hook. This graphic illustrates how it is supposed to work: So essentially I'm asking for the option to craft an Improvised Fishing Hook. Wooden Stick + Kitchen Knife/Hunting Knife = Improvised Fishing Hook Of cause the Impovised Hook would have a significant lower chance to actually catch a fish, compared to the professional Fishing Hook. But still, it would be a nice additional to the game in terms of realism... Source: Nehberg, Rüdiger: Die Kunst zu Überleben: Survival. Munich, 2004.
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Well obviously fishing will become much more important once the rediculous spawnrates have been adjusted and there isn't a ton of food in every damn building anymore. Currently hunting/fishing is unimportant but the time will come when it'll be an essential part of surviving...
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Hey guys! I have a problem that really bothers me. So I usually don't watch many streams or videos because I think it's more fun playing myself. However, last friday (I think?) I was watching the dev stream and I noticed something weird. While I have almost all my graphic settings as high as possible (except for shadows i think to gain a few extra FPS), objects that are far away look "bad" on my system. It's not terrible, I didn't even notice it before because it has always been like this but now that I know that it actually can look better I get somewhat angry every time I watch the horizon (yes, I am what some people call a "graphics-whore" :P) Please have a look at these screenshots I took right from last weeks stream: (The small text is hard to read, sorry for that, looked better in GIMP, it says: "The mountains far away are pretty dark and the contours aren't clear to see"). http://i.imgur.com/3nS3JGf.jpg Well to sum it up, DayZ does look... good there. Now please have a look at this screenshot I took half an hour ago on my system: http://i.imgur.com/dEXvFZ6.jpg As stated, the mountains far away are way to bright and I don't know, it just looks bad imho. Any speculations, tipps or ideas? --- My PC: OS: Windows 64B w. 8GB RAM CPU: Intel Core i5 2500 @ 3.30Ghz Mainboard: ASUS P8H61-M LE GPU: AMD Radeon HD 6870
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I watched the last Dev stream and to be honest, I didn't like it too much. I think it's great that the devs try to be in touch with the community, I really apprechiate their effort, but I think a stream is the wrong way. Why? Basically because a stream is not "searchable" like a text document. Either you watch the whole 60+ minutes stream, or you don't. And if you don't watch it all, you miss important information. Now the thing is, 90% of what is said in there has been said 100 times before and because stupid people ask the same stupid question(s) over and over again (When will vehicles come? What vehicle will come? What color? When? Will I be able to attach a big-massacre-multi-chaingun to it?) a lot of what is said in there is... boring and important or new questions are ignored between all the flaming... Now if I'm looking for a special piece of information (e.g.: What did devs say about the current issues with doors not syncing correctly) there is no way for me to search the stream or quickjump to the point where they talk about it. Or if I forgot and want to look up something that was said in a stream weeks ago, I have no way to figure out when exactly in what stream it was. As I said, I really apprechiate how streams lets us take part in the development, but I personally would prefer a "traditional" Q&A, where the community can send in questions as plain text and the devs respond in text. (kinda like Blizzards blueposts)...
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The map development is currently (only) focusing on the north of the map because it used to be completly empty. After the north is finished, the "old" parts of the map will be reworked too. I think SenChi said a while ago that he wasn't happy with Elektro and Cherno and that those old citys will get complete overhauls including new and unique buildings, too (once the north is finished). Also several "special" locations have been confirmed, and people had a TON of good ideas (abandoned amusement park, soccer stadium, government buildings, big shipyard, oilrig, aircraft carrier...). The problem with expanding the map ("new landmass") has already been discussed several times. The bottom line is, that even if it might not be completly impossible, it would be at least very, very hard to expand the map. Suggestions like your second picture are most likely not going to happen, allthough it would be completly possible to add new (small) islands and expand the land into the ocean to a certain degree. I personally am completly fine with not making Chernarus bigger. I would like to see other maps instead, as big as Chernarus, but with a different setting, e.g.: an "american" map, based on the (mostly rural) northern part of the US, with great lakes, cities looking like chicago, small farms etc. an "exotic" map, with white beaches, palmtress, swamps and mosquitos. Propably not one big landmass big several larger islands (landscape like Florida, Louisiana & Co., Bahamas, carribean). The "TRUE BLOOD" setting most likely... a middle east/african style desert map (Takistan look-alike). With sand, rocks and more sand. Oilfields and very little vegetation. Very limited water ressources. And a LOT of HEAT. Some kind of snowy winter map. Either a winter-version of Chernarus or a completly new map. "Austria" for example, gives nice options for unique buildings and architecture... or scandinavia, how about norway or finland? Large mountains, a lot of nature and fewer houses adn only two or three big cities.So you have different settings to choose from, propably with different loot tables (new weapons and items), other options ("Search for Coconuts"), different dangers (Crocodiles instead of wolves) and so on.
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[Graphics] Why does my horizon look weird?
DerDuderich replied to DerDuderich's topic in General Discussion
Overall Quality: Custom VSync: Enabled Textures Video memory: 2048MB Texture Detail: Very high Texture Filtering: Very high Quality Everything on very high except shadows only on High Rendering Antialiasing: Normal Alpha to coverage: All trees + grass Edge Smoothing: FXAA Very High HDR Quality: Low Ambient Occlusion: Enabled Post Processing: Very high I tried to reproduce the issue by serverhopping to servers with different time and weather and the landscape/horizon always looked good: Morning Noon Rainy But then, like 10 Minutes later, the issue shows up again, at "normal" sunny weather at a completly different location: Picture I'm not sure if it's about the weather because on one screenshot it's sunny and everything is fine, on the next screenshots it's sunny and the mountains look bad. I also think that something is wrong with the fog (not matching the clouds color), but somehow it woorks sometimes (note how there is a difference in the color of the fog between the "Morning" and "Rainy" image) while not working at other times. And overall there is a huge difference between how the game looks for me and how it looked at the dev's computer (even though my settings are all on max). Is it maybe a driver/hardware issue? Like the game is better optimized for nvidia cards? -
Is there a way to read books/maps? Is there a use for wrenches/other tools currently?
DerDuderich replied to TheTrollingAss's topic in General Discussion
Apart from the obvious (reading it!) you can rip pages out of books to start a fire or write on them... -
Problem is: The game is FAR to easy at the moment. 1. No teamwork is needed for anything 2. Surviving on your own is very, very simple 3. Every douche can get military gear and weapons without hard work in a very a short time# All this PvP and KoS is mainly happening, because 1.) people are bored because there is nothing to do once you are geared up and 2.) because the game is so easy, we have hordes of "Call of Duty"-type kids that don't know anything else but shooting, dying, respawning... Once the game becomes harder and surviving more of a challenge, all the stupid ego shooter kids whos main goal it is to upload videos with titles like "0ver PWN0r killz 4 bandids with rotten applez in DayZ" to Youtube will whine around for a couple weeks and then go back to Call of Duty and Battlefield. THEN we will eventually see some teamwork.... :D
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Hey guys! I haven't played DayZ for the past 2 months due to important RL matters, so I basically missed the patches 0.46 and 0.47. I returned to Chernarus a couple days ago and even though I'm really pleased with the progress the game has made since, I keep wondering: What happened to "rotten" items? Back when I was playing DayZ (0.44 and 0.45) you would find literally tons of rotten items, basically 2 in 3 fruit/vegetable items were rotten. Rotten Tomatoes, rotten Kiwi, rotten Banana. I played a lot during the past days and I found a lot of items (including a tent) but not a single rotten item. I feel like wandering through a fruit store, there are dozens of fruits (and SO many zucchini?!), but none of them were ever rotten. I checked the patchnotes, but I couldn't find anything. Are rotten items not spawning atm? Did they get removed or sth? :o
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I just got a rotten apple from searching an apple tree. So they got removed from loot spawns but at least for apples there still is a way to get them.
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The War on Wilderness - Reclaiming Myshkino
DerDuderich replied to Katana67's topic in General Discussion
One of the main problems of DayZ is (and has always been, even in the vanilla mod) the fact that military lot is the best loot and the only way to get it is to go to the airfield and/or military camps. This led to players ignoring big parts of the map because the loot you could find there was basically useless if you could go straight for the military loot. I saw this graphic a while back and found it to be pretty accurate: So what has to happen: Drastically (!) reduce the amount of "military items". Put a shitload of zombies on the airfields and military camps so not every douche server hopper can gear up there within 10 minutes but you need a large group (which is already equipped to a certain level including civil guns) to even be able to survive there. Reduce the amount of fixed military spawns at the airfields and increase the amount of random spawns (helicopters, police cars, trucks, trains, crashed planes, ships) and possible spawn locations ALL OVER THE MAP so you have to actually search for loot instead of going to an airfield and getting your guaranteed military outfit. Make civil items competitive. Screw realism, since military loot is the only useful loot, everything else is currently only a placeholder until you get your military outfit. And this is bad. There need to be (craftable?) civil items that provide bonuses at least close to the military items. Or, let me put it this way: Civil items need advantages, not only disadvantages. Also, I think there should be a slight chance of military items spawning in civil places. I don't know, maybe a soldier brought home his helmet and gun? Make travelling a risk (will hopefully happen automatically once zombies are more of a danger). Give players a reason to (re-) visit certain locations. E.g. special items (like special parts for vehicles or special clothing items) that only spawn at very special locations (that are NOT the usual "good gear" spots like the airfields). Example: Include the chainsaw but let it spawn ONLY at maybe 2 or 3 lumber mills and randomly appearing "woodcutter camps".this is Alpha, but I hope we will see most of this happening once the game makes progress. The point I'm trying to make is: There is a whole lot of "wilderness" in Chernarus. You just never go there because...why? It's useless since only like 5% of the map provide useful loot and 4 of these 5% are or in the top northwest corner surrounding the NWAF... -
I just looted a jail and found one of those "Payday"-style masks there (Pic). I already kept wondering why they disappeared, they were really common items until two or three patches ago. You would often find them in barns and at farms and now suddenly they are ultra-rare. That makes sense I guess, it's stupid if everyone runs around with one. But why the hack are the considered military loot? That makes no sense. I don't see a scenario where a soldier would runs around with such a mask, the should be residential loot from "normal" houses and buildings. It's not good that all the desirable loot is spawning at military spawns, those masks were always a reason for me to search normal houses even though I was already fully equipped...
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Balota Military Camp Moving to New Location! [SenChi Tweet]
DerDuderich replied to Katana67's topic in General Discussion
Before it was fine because there were no spawns in the south. Now that bambis are spawning again at Balota, they HAD to move the camp... -
The building you call "the nest", this weird bunker-type hideout (2nd picture from the bottom) spawned an SKS for me.
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The War on Wilderness - Reclaiming Myshkino
DerDuderich replied to Katana67's topic in General Discussion
Well the problem is that this so called "player made environment" feature will NEVER work. In any game. Just take a close look at "sandbox" games that already allow players to build buildings and structures. You'll then observe two things: Player exploiting the system The first half of players will for example build rediculously high "sniper towers" right in the middle of big cities, block the entrance to important loot buildings or build stuff under water. Or - good example - take minecraft: People will take great pelasure in destroying other players buildings, build a giant penis and so on. To sum it up: Instead of using the system as it was intended, after 30 minutes all the 12-year-old kids will get bored and start a competition "Who can build the most stupid building right in the middle of Cherno". Now what happens is: Those buildings completly destroy the atmosphere the game and the "sandbox gameplay" becomes a sandbox in kindergarden where everyone behaves like a 5 year old. Players hiding from each other The other half of players will build cool buildings, but because they are afraid of the first half of idiots, they will try to hide those buildings deep in the "wilderness", at the borders of the map.What's the result: Stupid buildings in cities, cool buildings FAR FAR AWAY in the forest and the rest of the map is nothing but empty and boring. This is exactly the problem why devs are currently NOT talking about "base building" but about "barricading". They will hopefully never allow people to build their own buildings because that would destroy the game. And this is why we need a cool map with many different diverse locations... -
What still causes a lot of trouble tho is the desync. As in: You and the zombie are moving while hitting each other, you hit where your client displays the zombie but in fact the zombie has already moved to a different position so you hit into nothing. What I am doing whenever a zombie attacks me: I stop moving so the zombie comes close face to face and stops moving, too. This often causes me to be hit at least once, but it's not really an issue as long as you always have a decent amount of rags with you. Then when we both are standing still take time and aim for the head and you'll often kill him with the first hit...
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You are doing something wrong, the system works very good for me. You need to aim carefully, it's not enough to put your cursor on the zombie. For me especially the Pickaxe works like a charm, even better than the Firefighter Axe. As long as I hit the zombie it's always a onehit. I think because of the new collision check it's helpful to have a weapon with a long range and "hit area". Try for example the Farming Hoe, you needs two hits to kill a zombie but you hit almost every time if he is in front of you...
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Why are "Payday"-masks military loot?
DerDuderich replied to DerDuderich's topic in General Discussion
I don't think so? Just checked the last couple patchnotes and it doesn't say anything about removed masks anywhere. They just messed with the spawnrates as Chaingun already said, they are really rare items. :/ -
Just went there right after server restard. Tons of cans and food in the "normal" tentsNothing at all in the tents with a wooden floorNo zombiesOne pack of .45ACP ammoOne MakarovOne SKSBut I like the toilet cabins, found myself opening all of them hoping for loot. :D And they didn't only "copy and paste" from Balota because afaik the dead bodies lying around there are new... not new to the game, but new to the camp.