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
slyder73
Members-
Content Count
404 -
Joined
-
Last visited
Everything posted by slyder73
-
The sights of your gun are modelled the same way real life gun sights are. It will be "zeroed" for something like 200 meters. That means your straight line of sight through the sights has to intersect the bullet at 200 meters. When you aim your gun, depending on where the sights are zeroes, you are actually aming the gun upwards and the bullet leaves the barrel on an upwards trajectory. It follows an arc, and starts to fall, the point in the fall where it comes across your line of sight is the zero. If you are fiing CLOSER than the zero, the bullet will be travelling above your zero point. If you are firing FARTHER than your zero the bullet will be below. Here is an example graphic http://dryfiregun.com/Physics%20of%20Firearms.htm
-
I am also experiencing this issue. All updated servers (I am also updated) I get this. Black 10 seconds, on 1 second. I spawned on the beach with a new life and notice that even while black, my charactar can still move.
-
Perhaps every time someone logs into a server, a timer starts...say 10 mins. That timer decreases to zero. If a player leaves the server before the 10 mins is up, and there is 7 minutes for example left on the clock, they cannot join another server until that 7 mins is up plus a new 10 mins for the new server for a total of 17 min wait to play. If a player is a zero, then no wait (they can join but a new 10 min clock starts). This greatly increases the time any server hopper has to wait and minimally inconveniences those of us who sometimes HAVE to change servers because of bugs or server crashes right off the bat. Anyone who stays more than 10 mins on a server won't notice the system. If I join and can't play well at night and logoff with 8 mins left, and can't join another server for 18 mins, that is first of all my issue becauuse I choose to not play at night and it's not that bad. A server hopper would find changing more than a server or two at a time adds up fast.
-
1.7.2 Opinion thread. All your opinions, good and bad, go here.
slyder73 replied to Denuth's topic in DayZ Mod General Discussion
Not sure what game you are playing. The Zombies do not run faster than you. Have you tried this or just repeating rumours? I've ran from zombies many times, even last night. They take off running very fast and accellerate to speed but if you get up and run you will go the same speed, they won't catch you. They do not run faster. You can run through trees or around buildings and if you lose line of sight they stop following you. OR, run into a building, they stop runnign at the doorway and walk slowly. Then you can kill them. They stop running at any building or fence. They also die just as easy. Not sure where that complaint came from either. I killed 15 last night with a hatchet just by standing on one side of a fence, attracting themand waiting for them to slow down to get over. Walk up to fence and BAM, dead zombie in 1 hit, every time. Then they were clear for a few mins, they do not spawn too fast. Also, have you noticed the "visual" indicator on your debug monitor? That is the distance at which zombies can see you. Stand or crouch or move fast and it gets bigger. At 120 they can see you 120 meters away. If you belly crawl slowly it might be down at 10. I've had it down at 6 and was able to crawl right past zombies. If you are not paying attention to things it will get you killed. Try new things, learn what others are doing. Zombies are not much different. -
1.7.2 Opinion thread. All your opinions, good and bad, go here.
slyder73 replied to Denuth's topic in DayZ Mod General Discussion
While playing the new 1.7.2, we've found that the zombie ability to see you has changed depending on whether you are standing or laying down etc. It is harder for sure, but if you belly crawl slowly they can't see you until VERY close. The debug monitor now has a "visual" indicator. That is the distance at which ZOmbies can see you. If you stand up in a field by a town and it jumps to 100, they can see you from 100m away and wil likely come running. Crouch might be down to 55 or so. But belly crawling can get you down to 10 or 12. You can crawl into almost any place you could 2 patches ago when crouch walking by now getting on your belly and crawling. Players just have to think more about the zombies now and take into account the visual range. I find it more exciting, but not that much more difficult. Zombies are not broken it will just take a few weeks for the player base to catch up and learn new successful strategies and techniques for dealing with them. -
1.7.2 Opinion thread. All your opinions, good and bad, go here.
slyder73 replied to Denuth's topic in DayZ Mod General Discussion
Are you kidding? I hope so. lol If you want the "more to offer" just play the game, not the DayZ mod. Arma2 is an amazing game and LOTS IS offered, military combat both big and small, all the vehicles and weapons etc. There are massing RPG servers. There are coop servers, there are RTS style gameplay elements on the Evolution/CTI modes. If you bought Arma2 to play the DayZ mod it's awesome too. But DayZ is what it is. If you want the rest, check out the actual game you bought. -
The beta has changed a few times in the past week. It will automatically update it for you. It only takes a few seconds for me. Shouldn't be taking that long. Menu screen wavy....no idea.
-
Here is some feedback from a years long Arma2 vet. First, don't look at those tables or whatever you were looking at. The game tries to model the realistic ballistics and "firepower" of the in game weapons. They do a pretty good job. The weapon tables only take into account someone's very narrow criteria of what might be useful to THEM. That does not mean it is useful to YOU in the game for your play style. If you've played only DayZ, don't listen to any threads that tell you what is and what is not a "sniper" weapon. Your iron sights will do you fine at almost ANY distance you will encounter players in DayZ. The exception is if you WANT to be a killer and lay someplace and prey on players. In that case, you will need a scope; preferable one with ranges precut into the reticle. A scope is nice sounding but it gets in the way most of the time. Click to iron sights and if you have a large calibre gun youwill kill anything in 1 shot. (depending on server, you may have crosshairs. Those help, but not necessary) Lee Enfield, FN-FAL, Winchester etc are the guns to have, or M14. The AKM and other AK variants in game take too many shots to kill a target, have terrible sight picture when recoil is factored in and when you have to fire several shots you draw a LOT of attention. Bottom line: Any rifle without a scope will be good close in, meaning 0 to 300 yards or so. 99% of the time in Arma2 and in DayZ you will not be aiming at anyone beyond that zone. In fact, most ofthe time it will be MUCH closer. So, you are looking for a gun with stopping power, you want a 1 shot kill. The M-14 will do that. It fires a .308 calibre round (7.62 x .51 for NATO folk), which will make your day very bad. You can fire that at someone's head at 300 yards to 600 yards and get a 1 shot kill. The bullets drop, aim for the head past 200 yards and you will kill them, whether you have a scope or not. Scopes don't really help in this mod and most often get in the way (unless you are wanting to just lay in wait and shoot great distances at targets that have come to a stand still). Learn the iron sights. Conserve ammo. If someone is far away, DON'T shoot them...observe and watch them move away and then carry on. If you shoot at them you draw attention to yourself of not only nearby zombies and your target but of ALL the players in the audible viciinity who will now be hunting the sound (or moving away from it as would be the wiser choice).
-
What MineZ is Doing Right, and What DayZ Could Learn From It.
slyder73 replied to Time Glitch's topic in DayZ Mod General Discussion
Those stats were posted on other threads by one of the Devs. They have been well discussed. Sorry, I can't remember the thread title or dev name for posts search. You will have to do the research yourself. -
What MineZ is Doing Right, and What DayZ Could Learn From It.
slyder73 replied to Time Glitch's topic in DayZ Mod General Discussion
And THIS is the great PvP gameplay that brings 500,000 players here in just a few months. What makes sense alone does not make sense in a group. Additional game dynamics like group/social interactions and results have rarely or NEVER been done in FPS games before. Thanks for the post. As with any other forum for a video game, most of the posts are triggered by emotional reactions without thinking, coloured by the posters not knowing each other and thinking it is ok to just be dicks and think of themselves all the time. Just play for a few months people. Try single play, try group play. Try being friendly and try not being friendly. When the game is done and past Beta....which will be LONG after it's current Alpha (we play to test) stage, THEN come back and complain if all the feedback and bug reports and OBJECTIVE (meaning when you die it is not the end of the world) gameplay are still making you think there is a balance issue. Then come back and post that you have a problem with a gameplay mechanic and you're likely to get a somewhat reasonable discussion. -
Experimental 1.7.2.1 test patch
slyder73 replied to Ander (DayZ)'s topic in Mod Announcements & Info
Unlike being able to cook for my family, playing video games is not a life skill. Again, please be helpful. Arma2 has always attracted a segment of the more mature gaming community. Some of us play Arma2 because it is the most realistic representation of our experiences. The DayZ mod is one of the best mods I've tried since the internet has been around. Many of the posters here are learning and just don't have the time and experience to do it as fast as those like you who claim to be an expert on the internet. Why or why not use Six Updater? If one wants to install the patches etc, what process/instructions would you leave here? -
Experimental 1.7.2.1 test patch
slyder73 replied to Ander (DayZ)'s topic in Mod Announcements & Info
Look at you Mr. Judgy. I switched to Six UPdater because like many here and many who never come on the forums, I'm not an expert at file moving and that type of thing. I know, you say you are and because of that you seem to judge everyone else as less than you. Between, work, projects, family and life I don't care to devote unnecessary time to learn something a program can do for me. Instead of being a dick, why not provide helpful information for those who don't know how to do things. Like instructions? Or a suggestion to use or don't use the Six Updater and why you think that. etc. -
Experimental 1.7.2.1 test patch
slyder73 replied to Ander (DayZ)'s topic in Mod Announcements & Info
The BAF is the British Armed Forces addon. You can add the free content or pay for the enhanced full BAF content. Both are the same, paid has more detail. -
For some it might work walking back. But I'm 29 km from the closest point of the playable map. I have walked partway but it takes too long and really isn't any fun. I've killed myself to try to respawn and ended up 29km from the playzone, no matter how much closer I've walked. No point walking for an hour and a half to get to play just to have to spawn back out there if I die. Even when I've respawned from out there I have not lost the back and toolbelt items I have. I'ts really bugged and I agree this should be a priority fix. I imagine if this many people are posting here and reading it, there are many more who never post and are also experiencing the debug bug. And most players who play DayZ will never come to the forums, so many of them will also have this issue.
-
What MineZ is Doing Right, and What DayZ Could Learn From It.
slyder73 replied to Time Glitch's topic in DayZ Mod General Discussion
I've seen several different types of nukes/ ICBM's that players can launch in regular Arma2 over the years. They look pretty damn spectacular when they go off....but don't fly your aircraft too close trying to get a look, the radiation kills the engine and you crash. :P In DayZ, hmm....Would love to see what can happen to Chernogorsk, big Zombie cleanse! -
The game is Arma2. It is indeed about PvP, or PvAI. The game is great for that. This DayZ mod is not the Arma2 game. It is a mod. This mod is not "about" PvP. As the devs (rocket) has described it; a social experiment. That doesn't mean your style is wrong, but it does mean you justifying your style as right is certainly wrong. If all you do is play to kill people, then you are getting a very shallow experience (enjoy if that is all you look for).
-
Judging by your first line and by the many lines of tortured highschool level English in all of your posts, you are indeed in highschool. It has been said already; perhaps CoD is a game more suited for you.
-
What MineZ is Doing Right, and What DayZ Could Learn From It.
slyder73 replied to Time Glitch's topic in DayZ Mod General Discussion
Can't believe a crafting game almost in ASCII graphics that is targeted to preteens is being compared to DayZ?! Can't believe there are pages of comments. Completely different target audiences and philosophy and a radical difference in level of realism. -
I am also experiencing the debug plains bug. I was in the debug plains for a couple weeks, unable to play for 1.7.1.5. I updated to 1.7.2 through Six Updater yesterday on it's release. I played for a few minutes successfully (WHOOOHOO). I then had a disconnect and crashed when my Windows 7 Firewall asked me for permission to allow access to the internet for the game. I came back on and have been put back in the debug wilderness. I have tried a half dozen servers, all the same. Is there any other info I can provide to help fix this? It's been weeks and I have literally gotten 2 mins of playtime in and now back in the debug land. I'm running Steam version of Arma2 with all Steam versions of addons (OA, BAF, PMC). Running the current beta. Windows 7. Nvidia GTX 260, Graphics drivers updated. Not sure of all the servers I tried yesterday, but tonight I was in debug on Seattle 118. I did NOT have a ghillie suit. I have a Czech backpack still with some medical supplies and food in it. I have a toolbelt with map, compass, flashlight, knife. My main gear, (AKM and .45 revolver included) disappeared a few weeks ago when I originally ended up in debug land. *EDIT* added...I can't remember but I think back in 1.7.1.4 I found a military suit of some sort. I notice my charactar is not wearing the usual spawn blue jeans etc. I have on camo and no sleeves butit is not a ghillie suit. ANything else helpful?
-
Keep in mind the number of players on a server has nothing to do with the number of Zombies on a server. Zombies spawn only when players get into areas where zombies are capable of spawning. If you are on a server with 25 people and all 25 of them are out in the trees roaming where there are no buildings there will be few or no zombies. As players get near towns or buildings or human developed areas, the zombies spawn. If there are a LOT of zombies on a server, all it tells you is that there are players in the major areas. Few zombies means most players are not in places where zombies spawn. When all the players leave an area, the zombies de-spawn eventually until someone else comes along. You can tell from a distance with binocs if there are no zombies, there are likely no players nearby. As you get closer,they spawn. If you look from far away and see zombies, people are nearby.
-
How will people lose zombies when they become fast indoors?
slyder73 replied to amudkipz's topic in DayZ Mod General Discussion
I absolutely agree with you that posts should be helpful towards developing the game beyond Alpha stage. I also agree that things may or may not have gotten worse? I can't say what is worse or better, and neither can you nor anyone else...it is all subjective. All we do as players of this Alpha version is help give data to the developers who will use that to inform their own development of the game to what THEY want it to be. This is what Alpha testing is. What I base my possibly getting worse judgement on though, is that (my disagreeing with your point 5 should illuminate this one) I had to spend the entire life of the 1.7.1.5 update in the debug wilderness. Couldn't play for 2 weeks. So today I update to 1.7.2, played for the first time in 2 weeks! happy! Two mins later I crash because of a firewall query on the updater and BAM....I'm back in the debug wilderness. So no, lets not go backwards, but YES, please, lets fix the important issues BEFORE doing things like adding bear traps! Important issues being the many of us, (only data is my buddy who plays) who have not been able to play for weeks because of the debug issue. Incidentally, he is working fine after the update tonight and Im still in debug plains hell. -
How will people lose zombies when they become fast indoors?
slyder73 replied to amudkipz's topic in DayZ Mod General Discussion
Body armour does not provide health, anyone who has to wear it hates it because it is hot, heavy and ends up stinking. It should be a detriment, making a zombie less able to run fast. It would be much heavier. Military training doesn't make one faster either. Zombies should not be faster on bases, but perhaps the body amour that slows them down should also be protecting military grade zombies that hold better loot (military loot). -
I tried to post this over in the bug reports but it wouldn't show up, even when I tried again. I used the Six Updater earlier this afternoon to update my game to 1.7.2. I was able to load and get on a server and play for a few minutes. I got disconnected by my Windows 7 firewall when it asked me to allow access to the game again. Seemed working, I come back tonight and now I'm spawning out in the debug Wilderness again. Have tried several servers, all the same. Just a note: I was bugged to the Wilderness then a repeating beach scene for the past 2 weeks. Today was the first time able to play with the 1.7.2 Is there a fix? Has my charactar save become corrupted again? Do I have to wait until the next update???? my ingame name is Slyder73 I have no idea how to find my in game ID number. *EDIT* Just tried again on another server and at least I'm not alone. The animals are out in the debug wilderness with me. Odd.
-
1.7.2 Spawning in debug wilderness
slyder73 replied to slyder73's topic in DayZ Mod General Discussion
I was not aware of moderator approval for bug threads. Thanks. I guess this will be double posted eventually. Bottom line though, is anyone else experiencing this? What conditions? I think mine might have had somethign to do with my Windows 7 firewall disconnecting me from the game server to ask permission...maybe right when the server was saving my data to the database? I don't know, if the debug wilderness is corrupted data I don't know how else it would happen. -
L85A2 gone, snipers will reign supreme
slyder73 replied to TractorFiend's topic in DayZ Mod General Discussion
Incorrect. Search any video on the matter. If you are in the grass from your perspective, you will be sunken into the grass from any distance. Not entirely. BI implemented that a couple years ago because the prone players at distance were SO visible. Players do "sink" down into the ground some, but they are stilll very visible to anyone who knows what they are looking for. You can still see head and shoulders and any movement makes the whole body visible for a short time. There is no grass at distance, only up close in perspective. I think most who play Dayz just don't know this, if they havne't been familiar with Arma2 before. Obviously if you move you can be seen. But it is a fact that if you look down (and only use free-look to look around), given enough grass cover, you can be completely concealed. No, the point is at distance there IS NO GRASS. You as the sniper see grass in your screen, but at a distance, the other players do not see the grass around you, they see bare ground with no foliage. Being prone (in any uniform) allows you to "indent" a little into the ground but still quite visible. I have shot hundreds of guys over the years trying ot use this tactic.