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Your DayZ Team
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Everything posted by rocket
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Roger, im workin on it, real sorry the tents + vehicles are in such a state... going to get that fixed. Also the bandit switching should now be fixed (in 1.5.5)
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Roger, restarting now. thanks for letting us know, please do post notices like this when you see a server having trouble. we have so many to admin no.
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Only some PMC, BAF, and OA models allow the use of backpacks. The ArmA2 default models cannot use backpacks.
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USELESS TENTS - stuff inside gets deleted
rocket replied to drakenof's topic in DayZ Mod Troubleshooting
Is the tent gone, or has it just spawned empty? -
dayz.pbo and check dayz_anim.pbo also
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Can you starve to death or die of thirst whilst logged out?
rocket replied to AshB's topic in DayZ Mod General Discussion
Well its been out now for a couple of days. Is this case closed or did the hello kitty backpacks not make up for it? -
How to become a member on the dayz site?
rocket replied to sanktas's topic in DayZ Mod General Discussion
send icecream -
People Are Food Too: A Case for Cannibalism!
rocket replied to Goose Springsteen's topic in DayZ Mod Suggestions
Cool idea, although if you wanted too, say, see this as a standalone game or as part of another game *for reals* then such an addition would probably mean you couldn't play it in carebear countries like Australia -
walk to the edge and push the "v" key
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Bad artifacting when running beta?
rocket replied to Mugen (DayZ)'s topic in DayZ Mod Troubleshooting
Yes. However past experience indicates I will replace this bug with other more creative bugs. -
Bad artifacting when running beta?
rocket replied to Mugen (DayZ)'s topic in DayZ Mod Troubleshooting
Yeah my bad. -
What happens if you on a boat/helicopter and the server crashes
rocket replied to Baskerville (DayZ)'s topic in DayZ Mod General Discussion
In summary: You do not sync your position while in a vehicle. Vehicles do not sync while they are moving. Vehicles/tents are local to that server -
Also folks, it's alpha. Loot spawn *locations* are a content issue :) Tier'd loot spawn system is confirmed but not a priority as the current one pretty much works. But more diversity isn't really an issue that needs to be dealt with right now, but soon! Content will roll in slowly as the updates allow, but I won't release new content and sites unless there has been a critical change in that file for some other reason. So content updates will be periodic.
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Let me cavet this reply by saying the bandit system isn't really working as intended. But my intention is that humanity is not a judgement, it merely reflects the choices that your gameplay have made on your character. It's the only trait that is persistent across characters - if you last character was a badass bandit then the next one will reflect your chosen playstyle. Whenever you kill a non-bandit, the intention is that your character will be affected by it. If he shoots someone who was clearly a bad guy, he's not affected. In fact, in some cases he feels better about it. The intention is not to cast judgement on your playstyle - after all, you survive by any means. Kind of like with Hitman - you can do it stealth or go in guns blazing... but each choice has its consequences. Such consequences present real challenges for designers, so they tend to be avoided because such design challenges are expensive to solve. However by providing you an environment where what you do has consequences, both intangible and tangible, the idea is that I force you to make some tough decisions. "Do I take the beans, or the Ammo?", "Do I kill that guy just to be sure? Or do I see if he is friendly?" It is going to take me weeks, if not months, to find the recipe for the right balance with this whole humanity gambit (there is of course also the chance I won't find it). But, like I said, its not the kind of thing studios usually explore because its hard and expensive. So if I am dedicated to it and we experiment a bit and try, I'm sure the right mechanic balance will come along. The end result, the intention, is really important here. To keep that tension running through your head, force you to make all these split second decisions using your intuition and gut. But what I don't want to do is force you into a particular gameplay because of a bad mechanic. The mechanic should reflect your chosen gameplay style.
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What happens if you on a boat/helicopter and the server crashes
rocket replied to Baskerville (DayZ)'s topic in DayZ Mod General Discussion
Vehicles are going to be buggy as hell for the next few weeks, but what I can say is what they SHOULD do: Position sync request is sent when you get in/out of a vehicle. That is a forced save (instant). Inventory sync request happens if your inventory changes near a vehicle. -
The experience at the moment is very digital - with extremely simplistic animations that were configured very quickly and configuring animations in RV is not my specialty. With attention from a specialist, some more Mocap time, optimization in other areas to free up CPU - I can easily achieve the effect that is needed. I.e. something more fluid, which will convey a much more authentic experience and probably also make it seem much more scary with pretty much the same effect. But that would be a late alpha task - gotta get the things not working right first. Like hearing peoples thoughts and ideas on it though, it's helpful.
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Totally agree that it needs tweaking. However, having had my arse kicked a few times in real life, I think people don't realize how easy it is to get knocked out - particularly if you are holding something (i.e. a rifle). One lucky hit to your head is all it takes. I'm not really aiming for realism here, but authenticity would be nice. I.e. one determined person (in this case lacking brain function and highly aggressive) can really fuck your day up quite nicely. I want to do raychecks and then have the hits dependent on positioning (behind you higher chance of knockdown), and factor blood pressure into it - but that requires an overhaul of one of the mechanics that actually works (well technically anyway), so its not super high on my list right now. And thats more CPU cycle taken up when i only have 30% of the frame for ingame scripts. If it was done in the source of the game itself... well... different story :P
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There are technical and design reasons for the coastal spawn. The "spawn anywhere on map" presents some serious balancing and technical issues that have not been overcome. My recommendation to new players, is to avoid Cherno and Electro. Which, I kind of think shows that the experience is authentic. In a major breakdown of society, you probably would want to avoid major settlements.
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You dont turn into a bandit by killing bandits
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server name pls. It is probably because a server admin restarted HIVE wrongly.
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Can you starve to death or die of thirst whilst logged out?
rocket replied to AshB's topic in DayZ Mod General Discussion
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Well you still gotta find the stuff. And doesn't stop the zombies, or the snipers. It just tells you the probabilities.
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Why would I delete it? I say well played sir, well played :) I like to think the values are pretty intuitive anyway, this just makes it easier.
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Actually its on Alpha. If its still doing this on Beta then yes, we'll all be a little concerned :)
DayZ Hero