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Your DayZ Team
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Posts posted by iBane
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Tents confirmed?
Nothing confirmed. No changelog yet...however:
Experimental update this weekend is aimed to have respawning loot, and basic persistence. Will be doing another on Mon/Tues.
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From twitter 4 hour downtime expected:
Experimental servers going down, Update Incoming, ETA 4 hours from posting
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Ok so I think the "ignore windows setting" you are talking about applies to mice drivers other than those made by razer. The default setting is the 6th notch in the windows mouse pointer speed setting. Changing this is not recommended. I assume the setting you are talking about just sets this value to 6 (or equivalently it ignores it).
Basically yes, that's it. It does depend on the mouse and software (and probably OS as well...I've not used Win 8 for example).
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then why do people call them a placeholder instead of a fucking work on progress, that's what they are?
Just cheap excusiness, i guess. The forums are full of it anyway.
Think of them as prototype 1.0 zombies if you like that better than "placeholder". The new studio BI acquired is working on prototype 2.0 with improved pathfinding, improved collision, physics/ragdoll, and I'm sure many other things. The current zombies are not really W.I.P. because (from my reading of developer comments anyway) they are not working to tweak or improve them. They are building a new prototype (2.0) basically from scratch and will completely replace the current zombies (prototype 1.0).
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if they were placeholders, they wouldnt need to be worked on as they are right now, would they?
they're said to be placeholders so everybody can have an excuse when someone brings up how broken are they.
if they were really placeholders, they would be left as they are and in some time a completely new AI would be released in its place.
The place holders can be used to test gameplay components such as AI coding, clipping, pathfinding, ragdoll, physics etc., even though they are not the final version.
The zombies aren't just one thing. They are a combination of many different systems and thousands of lines of code. Further more they may have tweaked the zeds for nothing related to any of this, but to test other connected systems like the new network messaging system. Or as Orlok said their behavior changed unexpectedly due to something else they changed.
The point is that there are many plausible and reasonable explanations for why placeholder zombies change patch-to-patch. To say they intentionally did it, but for no good reason at all (your assertion) is not reasonable or plausible. So put your big boy pants on or go play something else for a while.
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"Disable any Windows control over your mouse" what do you mean by this?
Your mouse vendor's software should allow you to ignore Windows settings. The exact option type and description depends on the mouse you have, but if it's any kind of gaming mouse you can do this.
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Then why fucking change zombies at all? Why waist time fucking with broken zombies when they should be working on the core and better zombies? By changing the broken ass zombies at all, they are showing the world...... " look, this is the quality of my work, I think this is better". Its fucking ridiculous how bad this makes the Dayz project look. What the fuck is quality control doing over there?
They are test zombies they can and are being used to test out different and new things even though they are placeholders. You might want to consider waiting to play until full release because the development process is hindering you from getting the gameplay experience you want.
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I think they really need to tone down the sensitivity. The only way to get round it is to decrease DPI or windows mouse sensitivity, but this has the drawback of the cursor in the inventory/menu being really slow. I prefer the new movement, but it is a big problem at the moment.
I also think the weapon lag should be increased (and I come from a cs/bf background!).
There's your problem. "Windows Mouse Sensitivity." Disable any Windows control over your mouse. Use only the mouse vendor software and in-game settings.
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Definitive statement about zombies as they are currently configured:
"There is no point in us balancing the zombies as nearly everything about them is placeholder, specifically:
- New AI pathfinding due, first iteration starts being tested in next few weeks
- New Zombie Behavior, allowing much more emphasis on player stealth
- New collision system for AI objects"
- Dean Hall
/thread
edit: fixed bullets
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For some reason i cant post in the bugtracker so id share some important fixes and bugs here wich i think and i have heard fr.o.m. Many others are very important to fix to improve gameplay before more bugs add up.
Here it goes
Small but important fixes to improve gameplay.
- Tweak hunger/thirst , you should not need to drink 15times in a row from a well to get hydrated, nor eating 5 cans to get rid of the hunger icon, also you should be able to go longer without being hungry/thirsty.
- Make Suppressor's/silencers work.
- Fix the random zombie/drink sounds from ambiets sounds/animals etc.
- Fix slow UI (you sometimes need to press the actionbuttons 1-3 times to get a response, and they are delayed and funky)
- Fix Binoculars/sniper scopes (some backpacks cant be used with scopes you see the backpack in the sights) and binoculars Only works standing up.
- Tweak bullet/melee damage to clothes and items inside the clothes (one bullet shoulnd't ruin a vest and all items in it, maybe make the vest damaged and ruin one of the items in the vest, certianly not all 6 items since i dont think a bullet would hit all items at the same time)
- Fix ACOG magnification level that is only 1.65x now(bugged) to 4x as it should be
- When you drop a item/weapon on a floor/near a window, the item/weapon falls outside the house/window(s) or down to the other floor(s)
Few, if any of these, are "small" fixes in terms of effort. They are, however, small in terms of their degree of impact on actual game play. (You've admitted this in the title of your post.) These are optimizations, tweaks, and bug fixes for secondary and tertiary game components. Early Alpha is about getting primary components in place and functioning properly. If this was beta or full release you'd be right to elevate them for attention, however this is early Alpha.
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lollll this community.
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Good post. One correction. The pic you have for the CZ is incorrect. That is a pic of CZ's SP-01. The in game CZ is a reproduction of the CZ 75:

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Same for me, but I just got the "energized" message right before I logged off and I remember there being a delay (of a few minutes at most) before I'd see the "Healing" or "Healthy" status appear. So I was assuming I just hadn't waited long enough.
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Now that the item damage mechanic has been in place for quite a while we can form an educated opinion on it now.
So do you guys now like or absolutely hate the item damage mechanic, the mechanic where gunshot wounds ruin everything on a players body.
The mechanic initially was added as a deterrent for banditry but lets be honest it did no such thing and nothing outside of removing all guns in the game would do that.
I personally find the mechanic absolutely useless and more importantly is detrimental to gameplay.
It is imo detrimental to gameplay merely because it punishes a certain style of gameplay while promoting another. This is something that really should not happen in a sandbox game.
The other reason why it is bad is that it makes certain weapons absolutely useless, shotguns are downright useless for me because they destroy every single piece of equipment a player I shoot with has.
As a bandit these are my opinions but how do you feel about this mechanic ?
IMO it depends on the designed purpose of the mechanic. If it's supposed to bring "realism" to combat (things get damaged in combat) then I'd say it's overdone currently. Five 9mm rounds through a jacket won't ruin it...they will ruin the guy wearing it, but not the jacket. The jacket can still be worn, provide warmth, protection, and could easily be mended/patched. The permanent consequence would probably just be blood stains...and even these if addressed quickly and in the right manner could be dealt with. So I think the current system fails the "realism" test.
If the mechanic is over-done intentionally (items are purposely ruined from unrealistic amounts or types of damage) as a way to add "significant consequences" to combat/KOS, then I'd say it fails to do so at this time. PVP is rampant in the game and has been since day one. Hyper item damage has done nothing to discourage this.
If the survival aspects of the game change (i.e. clothing quality & type become critical due to weather, temperature, etc.) and the scarcity of good clothing is increased then maybe the hyper-damage mechanic would do something to discourage completely senseless combat/KOS (which I believe Rocket mentioned in one of the very early video dev blogs). I really doubt it though. Players with the survivor mentality will be concerned about preparing for inclement weather and the like, but these folks aren't typically running around KOS'ing or just looking for a fight. Players who are primarily focused on the PVP aspects of the game learn not to get attached to their gear (or anyone else's) and typically could care less whether combat ruins the other guy's pants...so the mechanic will be ignored by them.
So, in the end, I can't find a real justification for the system as it currently works. It's not realistic and it doesn't really impact the PVP aspect of the game by adding "consequences." Maybe there is another reason the system is setup this way that I haven't thought of. I agree with the OP. There isn't much justification for the current system and it detracts from gameplay.
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i currently play the standalone and never have played the mod ! my son however has started to play the arma 2 mod and he is on a server and the admin is charging him £10 to build a base and give him a certain weapon is this normal practice and a fair price ?
He should never pay to play on a server. EVER. There are tons of free servers available with options like this. Donations are fine...when they are voluntary.
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You can learn how to play the game on either SA or the Mod...yes, details are different, but the basic mechanics are the same. That being said the Mod, as Salva points out, is currently in a mature state with much greater in-game content , numerous server setups/variations, additional maps, etc.
I started and learned to play DayZ on the SA version, but have gone over to the Mod (mostly the EPOCH variation). I go back to SA and will continue to do so when major content updates roll-out, but between these there's just a lot more to do in the Mod.
Good luck!
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Anyone like me and jumped staight into SA?
I bought the mod for $6 and now I am going back to it. Wonder what I should expect since I won't play until I get home from work.
Try EPOCH as well. It's good fun. Lot's to do.
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Is there a Wil Wheaton "Don't Be a Moron Pledge" yet?
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There's a lot of 14 year old twerps (one lives in my house) that could benefit from this vid...
Will is dead-on...when we grew up the kind of behavior that has now become not only commonplace, but expected in many cases, was nonexistent. Of course, online gaming for me started with DOOM, a modem, and a buddy in another dorm room down the hall.
I pledge to obey Wheaton's Law. Doesn't mean I won't kill you, but I won't force you to crawl without a splint or abuse you verbally. Anyone else wanna take the pledge?
I don't need to take the pledge because I already have...good post OP.
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Pretty much all of this stuff would be best slated for Beta or post release content add-on. Alpha is about foundation/critical structure development & implementation followed by stabilization and optimization.
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Zombie Bait - craftable item.
Deployment: Throw it on the ground and zeds in the area will aggro to it and be occupied for a short length of time (say 1-2 minutes).
Purpose/Uses:
- Provide a zombie distraction method that can be used as a stealth mechanic in high-zed population areas for looting
- Allow a player to distract zombies while they move into and out of a confined area or tight building like a barracks
- Allow solo players & small teams who don't want the noise of shooting zeds to move through an area quietly
- Allow players to deal with zeds in sniper zones without making their presence as obvious as running in the open
- Give the player an alternative to very slow stealth movement in a dangerous, high-traffic area like an airfield, where steal+speed is usually the best option
- Assumes zeds are optimized/in-game in greater numbers and are dangerous
Possible Recipe:
- Rotted animal meat or uninfected human flesh combined with blood, and/or rotten fish, and/or a plant extract "scent"
- Assumes hunting/fishing and gutting/cleaning are implemented and/or plant harvesting
- Assumes there is a "crafting" method/process to rot meat or a game mechanic implemented for organic loot like meat to age and rot and a way to gather animal/human blood or plant extract
- I would prefer the blood be separate from the medical blood bag or at lease have an alternative related to hunting/fishing
Trade-offs/Balance:
- If the lure/bait isn't stored in a "protector case" or similar air-tight vessel zombies in 15-20m proximity can detect players from the odor of the bait even if they are out of sight (through walls, around corners, etc)
- Zeds not in immediate proximity are alerted by zeds consuming bait (visual similar to seeing player) and investigate: chance of turning a small group of zeds into a dangerous larger group/horde
- If player throws multiple baits in an area with more than one zed, the zeds will consume each bait simultaneously so the effect cannot be stacked simply by throwing multiple lures at one time
- If bait is thrown into an area not-reachable by zombies they will lose interest after a period of time - say 2-3 minutes; (avoids exploit and rewards shrewdness)
- Aggro'd zeds eating bait are naturally a visible indicator of another player in the area
- Consider making human-flesh lures more effective than animal (zeds detect from father away and distracts them somewhat longer)
Just an idea for future content. Not a "do this now or else" bambi rant ;)
Cheers
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That won't prevent exploiting, it would rather lead to a point where serveradmins will abuse it and the reason it won't happen.
Off-topic, but is that avatar James May with a mustache? HAHAHA
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Brian Hicks
Eugen Harton 

Survivor Gamez VI Discussion Thread [SPOILERS]
in General Discussion
Posted
SG is an excellent showcase of how questionable the foundation of this game is. They say no publicity is bad publicity, but SG pushes that rule to the limit for SA.