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Everything posted by iBane
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This gun should mainly be for zed killing and it should kill them with one headshot. I'm okay with many body shots, but one to the head should be enough for any zed. Good thing it's just the experimental prototype and they can improve the damage table easily.
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Oh my some folks in this community...
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"What we are working on" is not the same as "what you're getting in the next patch." That's why terms such as "work commenced" and "progress continued" were used in the sections discussing hunting/cooking/survival. In regards to the patch the work was specifically focused on stability and bug fixing. Why are you surprised then at the patch notes for v0.42?
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Pending Changelog: Experimental Branch: 0.42.116002
iBane replied to rocket's topic in News & Announcements
Looks like these are the differences between v37 and v42: Actions: You can catch rain into canteen and water-bottle from inventory Crafting: SKS paint recipe Crafting: Firefighter Axe paint recipeCrafting: B95 paint recipeGear: Green and black variant of firefighter axe addedGear: Rabbit leg, boar steak and chicken breasts addedGear: Flat Cap red/black/brown/blue/green/grey/check variants addedGear: Green and black variant of SKSGear: Green and black variant of B95Gear: Long wooden ash stickSpawns: Sporter 22, CR75, Amphibia S, 1911 and respective magazines and ammo (22LR and 9mm) added to spawnsSpawns: Wool Coats and Flat Caps added to spawnsAnimations: Rolling left/right while zoomed in sights makes player zoom out for the duration of the roll.Animations: Player can now be properly knocked out while in water.Animations: holding animations of various weapon magazines correctly linkedAnimations: Evade animations in prone (Q and E) are faster now.Gear: Purification tablets package contains ten tablets now. Cholera removing functionality added.Gear: Even lower chance of backpacks spawning on construction sitesGraphics: Fix of geometry trace for flaresGraphics: Rain now does not fall inside buildings for those on Lower/Disabled shadow settingsNetwork: Optimizations to network messaging updates should result in reduced bandwidth and some increases in FPS for clients/serverStructures: Items disappearing when dropped near stairs or wallsSound: subsonic projectiles no longer emit supersonic crack -
Pending Changelog: Experimental Branch: 0.42.116002
iBane replied to rocket's topic in News & Announcements
YES! EXPERIMENTAL BEING UPDATED!!!! -
Pending Changelog: Experimental Branch: 0.42.116002
iBane replied to rocket's topic in News & Announcements
Lol! You're probably right, but fingers crossed. -
What kind of food recipes do you want in DayZ
iBane replied to Pokerguy12's topic in General Discussion
Bangers and Mash -
Nope just the cleanliness/clarity of the optic. As others have pointed out the LRS has a coding issue which results in the actual path of the bullet being slightly left of the cross-hair intersection. This has been fixed on the Experimental branch servers and will be fixed with the next update to Stable branch servers which should be today.
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Most of the time being in or around Elektro and Cherno will get you killed if you're not incredibly patient and methodical. Particularly if you're alone. Secondly, as a fresh spawn if your goal is to get kitted out in 5 mins by running to high-activity areas like Elektro or Cherno to loot a dead guy you're going to die more times than not. This isn't the best way to play the game if you want to avoid dying A LOT. When you're fresh you should be looking to avoid high-population areas.
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Rocket confirmed in an interview it's 1km as others have said.
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First of all this section of the forums is for "general discussion" not bug reporting Second, there are a number of reasons this occasionally still happens, all of which are well documented...do some research Third, you've provide absolutely zero useful information in your whine/rant for anyone in the community or from the Dev QA team to help diagnose what might have happened in your situation Fourth, if you use the search function before posting you'll find 100s of threads with this same topic ("lost loot" 137 hits, "disappearing loot" 157 hits)
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[HOWTO] Test Experimenal Builds / Help the Dev´s to improve Quality
iBane replied to Sloddor's topic in General Discussion
US Experimental servers are setup to run late afternoon to early evening (about 3 hrs daytime and 1 hour nighttime) then they restart. This avoids the 12 nighttime which so many people want to avoid and respawns loot frequently. -
Name 5 thinga you want the most for dayz asap.
iBane replied to Serious Stan's topic in General Discussion
1. For the community to stop being impatient 2. See number 1. -
Shakespeare wrote a play about this: "Much Ado About Nothing"
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I'd like there to be abandoned underground nuclear silos that can be turned into bases. It would also be cool if you could scavenge for parts (incredibly rare) and activate a un-detonated warhead (incredibly arduous process) and kill everyone on the server resulting in a temporary nuclear wasteland followed by server restart. Doesn't mean it's gonna happen...but maybe someone will mod 'em in
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Dude, you are correct about clips not being magazines but seriously...
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Lolllzzz
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Ironically this vid creator concludes there is no incentive for players to work together playing DayZ, but couldn't have possibly conducted his player interviews without the help of his friend/bodyguard.
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Discussion: Giving Players a Reason to Interact, not just KOS.
iBane replied to D Train's topic in General Discussion
Says who, where? So in the end, you're asking for a weird hero/nice-guy reward system to overcome an "fairness" imbalance that doesn't exist yet, but might sometime in the future? Hmmm. I think it's time you: -
For the TL;DW crowd basically the conclusion is that players kill each other because there is no serious obstacle or threat in the game. All obstacles can be overcome individually so there is no incentive to work together so we shoot each other. This is partially true, but people work together in groups all the time. I'd say it would be truer to say that people behave in different ways depending on their mood and often go the vicious killer route because it's something else to do in the game and there are no real life consequences.
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I'm going to regret this, but I'll bite. My prediction - amateur armchair psychology fueled by oversimplification and rampant stereotyping. We shall see.
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Discussion: Giving Players a Reason to Interact, not just KOS.
iBane replied to D Train's topic in General Discussion
These are "benefits" the players create for themselves by killing other players. The system isn't giving them an extra benefit because they killed another player. However, I can make the argument that there are at least three disadvantages to KOS or bandit behavior. You typically need to be in busy or dangerous areas, discharging firearms attracts attention to your location making it difficult to loot your prey, and most combat interactions end up ruining or damaging significant portions of the "extra loot" they are after. Should players of the bandit/KOS mentality be complaining that the system is unfairly stacked against them because of these trade-offs??? -
Discussion: Giving Players a Reason to Interact, not just KOS.
iBane replied to D Train's topic in General Discussion
Why should "the system" incentivize one type of play over another? -
At this time they have no purpose in the game. This was true with paper and pens as well, until the note functionality was implemented. My point is that we do not know the purpose books will have in the future. Maybe they will be needed to light logs on fire for a camp fire (kindling for the logs). Maybe the will have other uses in future versions of the crafting system. We have no idea. Just ignore them for now.
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Discussion: Giving Players a Reason to Interact, not just KOS.
iBane replied to D Train's topic in General Discussion
You have to been seen to be KOS; period. People being KOS all the time are making bad choices about where they go, how they move through the game world, and the manner they choose to initiate contact with other "unknown" players. No amount of special game rewards or perks can or should overcome impatient or reckless player choices. You can initiate contact with players without exposing yourself to being KOS. You can avoid players you don't know. You can take steps to minimize the chances you'll be spotted before you spot them. You can take steps to make sure that when your spotted you're not a sitting duck or easy prey. This is how you deal with KOS, rather than asking the devs to put in a hand-holding system that gives bad & reckless players protection or advantages that bandits or KOS thugs don't have. I'm not a KOS thug or bandit, but last time I checked bandits and thugs still spawned into the world with nothing and had to get themselves geared up from nothing. They managed to stay alive long enough to put themselves in a position to grief you, so why don't you figure out how to do the same.