Forums Announcement
Read-Only Mode for Announcements & Changelogs
Dear Survivors, we'd like to inform you that this forum will transition to read-only mode. From now on, it will serve exclusively as a platform for official announcements and changelogs.
For all community discussions, debates, and engagement, we encourage you to join us on our social media platforms: Discord, Twitter/X, Facebook.
Thank you for being a valued part of our community. We look forward to connecting with you on our other channels!
Stay safe out there,
Your DayZ Team
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Everything posted by rocket
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* [NEW] Player body exists for five seconds after disconnect (UNCONFIRMED IF WORKING) * [NEW] Infected see based on eye direction, not on body direction as before
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20 words or less: Spawning without a weapon
rocket replied to rocket's topic in DayZ Mod General Discussion
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20 words or less: Spawning without a weapon
rocket replied to rocket's topic in DayZ Mod General Discussion
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20 words or less: Spawning without a weapon
rocket replied to rocket's topic in DayZ Mod General Discussion
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This is the MOST antisocial game ever
rocket replied to [email protected]'s topic in DayZ Mod General Discussion
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Additional: * [NEW] You can hide from an infected chasing you
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Basically done with this game for now. Sadly, it's just a slow paced deathmatch.
rocket replied to boogiemanfl's topic in DayZ Mod General Discussion
AI, at least for our foreseeable future, will never be as compelling as other players. They are a key aspect of tension. And one does not simply allow players to be zombies. It's a major balancing issue with huge amounts of work, more animations, design of attack modes, exploitability of it, boredom, why are the zombies so smart, etc... etc... It's something I've considered, but it is such a big job that it would need several months work from a professional team dedicated to it, in order to get it working. -
Basically done with this game for now. Sadly, it's just a slow paced deathmatch.
rocket replied to boogiemanfl's topic in DayZ Mod General Discussion
Yes, things are pretty broken and there's hacking, duping, all sorts of issues. But that is a good sign, we're shaking all these issues out now. It's not the standard of "public alphas" which are really just poorly tested Beta's - i.e. the companies are too scared to make any changes or have run out of cash to do any. The only thing that bothers me, is all this talk of "CoD kiddies" and how they can't play games right or they play the games wrong. I saw some kid at E3 who came over to ArmA3 to try it out, he said he had played heaps of CoD. He was damn impressive, not just because he was good but because of his enthusiasm. Once he had learned the controls, he turned around and said "okay, I want to try the hardest thing". I was impressed (Dyslexi can back me up on this, he was there!). Anyway, CoD is an impressive game. I can sit here and go on about how the old XCom, or Desert Strike, or some other old Amiga game was the shit and all this new stuff is crap - but I can't expect people to have played them or to try them out today. I don't know, I think the generalizations aren't entirely accurate. There is a relatively small percentage of players griefing, hacking, and cheating. But that's fine, cause they are fucking obvious about it which makes it easier to identify and focus for future patches. -
How long do the DayZ staff get back to emails?
rocket replied to rocketa's topic in Mod Servers & Private Hives
Currently, the community members managing server installs are all AWOL or have quit, we have a new team on board now, will take them a couple of days to clear out the email (there are over 650 unread on server admin requests alone...) -
Basically done with this game for now. Sadly, it's just a slow paced deathmatch.
rocket replied to boogiemanfl's topic in DayZ Mod General Discussion
All things considered, I'm pretty sure once the group and meta-game content is rounded out, much of this frustration will disappear. I didn't expect any real replayability at this stage, the concepts involved are extremely basic. The fact that it is replayable is kind of bizarre, but cool. So while we're waiting for the "after day 1" content and features to be put in (and it would be bad to rush this), we're testing, finding all the hacks, exploits, mistakes, etc... and tidy those up... then come on in for the big win. It's not all or nothing guys, posts from all angles seem to take things to extremes. I think most people are managing their expectations and adopting a wait and see approach, tipping their hat to some early success. I think that's a pretty sensible way to consider all this. -
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Basically done with this game for now. Sadly, it's just a slow paced deathmatch.
rocket replied to boogiemanfl's topic in DayZ Mod General Discussion
You guys spent yet? -
Indeed, and Hello Kitty are sponsoring the changes to the humanity system. Bad players have a trail of poo coming out of them, but good players leave a trail of rainbows (sponsored by MyLittlePony). Oh, and I see a few lawyers have survived the Zombie Apocalypse. Ah well :P
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Current Changelog Developer's Note: * Requires ArmA2 Beta. Changelog: * [FIXED] Wire Spools, Toolboxes, hedgehog (tank trap) kits not spawning * [FIXED] Bodies still being deleted too quickly sometimes * [FIXED] No backpacks or medical boxes spawning * [FIXED] "No Speaker..." debug report spam * [FIXED] Infected spawning too close to players (minimum 30m now) * [FIXED] Infected not spawning inside buildings any more * [NEW] Infected can't attack through walls * [NEW] Infected can't see through objects any more * [NEW] Infected visibility increased (but limited by LOS) * [NEW] Infected attack range increased (but limited by LOS) * [NEW] Infected can cause greater damage when they hit you * [NEW] Optimized server cleanup routine
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Nope, will not matter
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mo cap. mo problems.
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When I tell you guys who did the mocap, you will shit bricks. And no, it wasn't me.
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In 1.7.1.... A PLANET FULL OF UNICORNS. (planet unicorn heeeeeeeeeey)
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The beta patch is required to enable the Unicorns
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The project is going to continue doing what it was before, compartmentalizing. Its a partnership between a small core of developers, the community, and commercial companies (such as host altitude and multiplay). DayZ will not manage server setup at all, it is now completely community managed. We will have one or two auditors who will occasionally request temporary access to audit server configuration. All DayZ staff do is whitelist. So even if DayZ is compromised this prevents this from happening. Please also remember that I don't control the mirrors. My recommendation is that people use SixUpdater.
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How long do the DayZ staff get back to emails?
rocket replied to rocketa's topic in Mod Servers & Private Hives
The DayZ project does not setup servers - YOU guys do. It is community run. Server hosters themselves provide the team that sets up other servers, none of the development team and even tonic is barely involved in that. I've focused some time to help out and see if the development team can assist the process. -
The latest patch introduced crashed helicopters, spawned randomly around the map, that have some uber loot in them. They will look like smoking wrecks. It was supposed to be an Easter egg. Unfortunately, I forgot about my anti-hacking scripts. As such, do NOT get inside the crashed helicopters. You will be instantly killed and/or turned into a wild boar (perminantly) and/or ejected into the sky at 100m/s (or any number of other fun ways I deal with hackers in the scripts). So, until the next patch, please ONLY get inside the UH1H (green) helicopters. Do NOT get in the grey ones! Please pass this onto others in game.
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Good repro The issue is because on every damage to the vehicle, it is saving updates (with required pauses). I will address this in the server code files.
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Negative, Unicorns have always been part of Alpha's, everyone knows that. Furthermore, for the past three weeks I have been telling anyone who will listen that teamplay aspects are receiving my key attention. More to follow.
DayZ Hero