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scriptfactory

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Everything posted by scriptfactory

  1. scriptfactory

    What's the current hacking status like in DayZ:SA?

    What? You mean infinite ammo mags aren't a part of the game? I do mostly agree with you but I feel that if you kill another person with an infinite mag you should be temporary banned. Knowingly exploiting should be punished. Just like all of the wall glitchers. If you are glitched in a wall and kill someone, temp ban. I don't care if these people feign innocence. Virtually no one uses an infinite mag by accident...
  2. scriptfactory

    any point in having a sidearm?

    The .22 pistol is badass for quietly killing zombies. Also, on Experimental I carry a 9mm handgun because it shares bullets with my MP5 and I thought that was cool.
  3. scriptfactory

    I find it sad that NEAF is still getting camped

    @OP I don't find it sad. I do stay away from NEAF unless I am a fresh spawn, though. That place is a madhouse. Still, there aren't very many things to do in DayZ at the moment: Do stupid stuff and (optionally) make Youtube videos.Do PvP and (optionally) make Youtube videos.Collect gear like Pokemon.The current state of PvP in DayZ SA sucks. Hit registration is abysmal. With all of the desync in-game, hitting a moving target takes more luck that skill. Performance is horrible with lags fucking up most firefights. Glitches have as much of a chance of killing you as another player (hyperbole). So I play game #3. Collect gear. KoS when necessary. KoS when someone has gear I want. Leave people alone unless they look like they need help. When fully geared suicide in Berezino or Svetlo. Respawn. Once persistent items and barricading are added I will do the exact same thing except I will store my gear and go look for more. Once faction identification and vehicles are added my friends will start playing again. Once companion animals are added I will join a private RP server.
  4. scriptfactory

    The lone wolf

    I love stalking people. The best is when they logout in a forest and you get a free kill.
  5. scriptfactory

    Were Gorka camo jackets ever implemented?

    Green gorka top + green cargo pants looks nice.
  6. scriptfactory

    When did they make DayZ look so awful?

    There was a thread similar to this one posted in these forums recently. You are not alone. I have noticed this as well and have always ran DayZ with (pretty much) maximized settings. They definitely changed something (perhaps to increase performance).
  7. scriptfactory

    Multiple Hive servers Vs Sandbox

    This will never happen in DayZ but H1Z1/Forgelight now has the capability to support a 16,000km² map with over 1000 players. Maybe you should check that game out if you are looking for huge maps with a bunch of players. You mean normal people. Normal people have infected gaming. Gamers may call these people "casuals" but actually they are the majority in the gaming community and there is a reason why companies change their games to appeal to this crowd. Money.
  8. scriptfactory

    Buff crossbows and normal bow

    Love the suggestions. Using bows/crossbows is super lame, at the moment. They are weak, hard to find ammo for and have super shitty reload times. There is no reason for me to use one because "stealth" doesn't matter in DayZ right now. Other suggestion: Pulling an arrow from a zombie and shooting it into a player should cause sickness.
  9. scriptfactory

    What's the current hacking status like in DayZ:SA?

    Well, only partially. It is possible that people are also using a hacking tool to create the hacked mags.
  10. scriptfactory

    Do you want moderation of the mods on DayZ?

    How do you keep that from happening? The vast majority of users don't like the hardcore experience. If you make it easier for them to get guns and shoot each other, they will.
  11. scriptfactory

    so when is the move to the new engine?

    It will take the current DayZ engine as a basis for sure. After everyone was crying about how stupid it was to move to a new engine Rocket and Hicks posted on Reddit to the effect of, "Of course we aren't just dropping all of the work we have done on the current engine." I do think there is a new team working exclusively on the Enfusion engine, though.
  12. You could save character positions per server and not globally.
  13. scriptfactory

    Graphics worsening?

    The graphics are definitely different, somehow. Like the tree/bush models/textures look worse. I think they shortened the rendering distance or added distance fog, too.
  14. scriptfactory

    The spirit of day z is dieing

    I was on my phone and the emoticon didn't show up correctly. I didn't understand that as sarcasm. Sorry. XD
  15. scriptfactory

    The spirit of day z is dieing

    Lies. Natural disasters happen all the time and the last thing people think about is killing their neighbors. Looting stores, yes. Stealing from friends/neighbors, perhaps. Killing neighbors, never. Helping neighbors or strangers in need? Often.
  16. They should allow people to sell loot for in-game currency. - Players can "mine" in caves or rivers to collect gold. You have a super low chance of getting gold in this way. Like you might find 1 gram of gold in 24 hours of mining. - Players can call in an airdrop using the radio. The airdrop has to be paid for with gold hanging in the air in a balloon, kinda' like the [skyhook system](http://en.wikipedia.org/wiki/Fulton_surface-to-air_recovery_system). - Only basic resources (medical supplies, food, building materials, ammo) can be bought. - The drop location is marked by the requesting player with red smoke. Players will need to wait between 15-30 minutes for the airdrop to come. - Any player can collect the drop. - Players pay for the airdrop with gold. The amount of gold that can be hung has a fixed maximum per balloon. Instant economy that will let players trade in-game items for gold that can be converted to base supplies.
  17. I love the public hive. I don't want to lose my character because a server shut down. If I lose my persistent storage, OK. I actually wish they would let server owners set which hive characters should be loaded from. So a group of clans could create a new private hive "ring" that would link all of their clan servers (and loot) together.
  18. I hope they don't implement the "everything is persistent" mechanic. Loot will spawn dynamically which means it should also despawn dynamically. Once loot is spawned it can't just stay persistent in one world forever. Once an item is actually picked up and placed into a persistent container it should still despawn after a specific amount of time if the player account that farmed it doesn't login. I have been saying this from the beginning. If they wanted to fix server hopping and ghosting they just need to make spawn locations saved per server, not per character. Upon login the server needs to detect if the player character is spawning in a valid location. If the spawn location doesn't exist (never visited this server before) or is invalid (inside of another player's base) you are assigned a random spawn location (perhaps within 1 km or whatever). This would also encourage map exploration and encourage players to stick to the same servers so they are more likely spawn in a safe location. Also, fixed spawn locations are in the Rezzed roadmap. How would these be implemented without the player location being saved per server?
  19. There needs to be an in-game mechanic, IMO, that tells you if a server has high-value loot and the general location. That is why I said tie the zombie population density directly to the amount of high-value items in an area. That way, if you see a horde of zombies you know that you should search the area for good loot.
  20. I linked to a specific spot in the video. Maybe it doesn't work with the preview. At about 26 minutes Rocket talks about going to other servers that you know has a part you are looking for and stealing it. I guess you already know this. He is counting on "clan raids" being a part of endgame content, IMO.
  21. Go to: www.youtube.com/watch?v=es42HrtPB3I&t=26m10s
  22. Cross-server clan battles are a part of the game design. Also, I don't see the servers being able to handle more than 100-150 players max. Allowing items to be transferred cross-server is an easy way to give the game an "MMO feel" with these limited server populations.
  23. It won't prevent weapon duping. That is another topic. In fact, a global loot system just gives an overwhelming advantage to cheaters using ESP hacks (which are hard to detect). It would kind be cool if zombie spawn rate was tied to the amount of rare items on a server, though. Clans that stockpiled a huge amount of weaponry would have to defend their base from a larger amount of zombies. This way players could tell if a server had a lot of rare loot.
  24. scriptfactory

    The great M4 delete

    A gun is like a penis. You've got to keep it hidden and if you wave it in someone's face they will probably call the cops.
  25. scriptfactory

    We NEED some way to identify heros and bandits.

    Why are the bad people black, Frosti? XD
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