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seaweed

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Everything posted by seaweed

  1. I used to have a set up exactly like you and used this mod (or a version of it) to play many Arma 2 scenarios in the past. Full Night Vision Goggles with clean lens http://www.armaholic.com/page.php?id=6123 Probex
  2. This is a suggestion about how to prevent "server hoppers" from spawning behind people in buildings. Player presence detection algorithm. If possible, it would be a good idea for the server to run a check for any players present, let's say within 50m radius of the spawn location, before the new player is allowed to enter the server. If another player is detected within that distance, than a message stating something like "Your spawn location is currently occupied, please try again in a moment" would display, and a new player would have to wait for the location to free up before being allowed to spawn in, or would have to go to another server. This check would serve the purpose of preventing people from spawning inside the Barracks or Stores, for example, when other players are already occupying the bulding. Many people have been killed by players spawning inside buildings right after those very buildings have been "cleared" of enemy presence. PS. Somebody, please correct the title spelling because apparently I'm not allowed :-)
  3. seaweed

    Server Hoppoing Player Presence Check

    A bump for self. I do not want this issue buried, because it is an important one. Moderator: Please change Hoppoing to Hopping in the title for me :-)
  4. seaweed

    Pending Update: Build 1.7.2

    yup, I found 2 pairs by a crash site just north of Stary Sobor.. aamof, I've found 3-4 crash sites up there.. there seems to always be at least one pair there. First thing you should do when you spawn is locate the nearest dear stand.. if possible, hit a few of them along the backroads leading north. Then try to find a drugstore, you will almost always find plenty of food and most of the tools, plus bigger packs.. another good place to find guns is in a church, but churches and drugstores are dangerous.. Finally, if you find a smoke nade, hold onto it.. when you are ready to leave town, they can be invaluable because all of the zombies in the area will run to it when you throw it, allowing you to bolt the other way. Follow those tips, stay away from the coast, and *never* trust another player. You will be fine. If you try to head for Cherno or Elektro right away, be ready to respawn again very soon. :P These crash sites, do they re-spawn their gear or do you have to catch them early right after the server restart?
  5. seaweed

    Pending Update: Build 1.7.2

    +1. As if the game already didnt have problems with enter-able buildings. Those few that remains are either barbed wired' date=' tank trapped and now will be bear trapped. Excellent. [/quote']
  6. seaweed

    Pending Update: Build 1.7.2

    What's with the self-righteous indignation? Is the problem here the fact that I dare to express a dissenting opinion? Do I MUST post bug reports to qualify in order to post an opinion? My opinion is a productive one, because I firmly believe that adding autonomous weapons (eg. Bear Traps) will affect this game in a negative way. It's not a BUG, but I believe that it's a bad idea and the game can be better off without things of this nature. It's not a complaint, it's a warning. Original post: http://dayzmod.com/forum/showthread.php?tid=18575&pid=204165#pid204165
  7. seaweed

    Pending Update: Build 1.7.2

    BEAR TRAPS? Seriously?? Why are we putting in more insidious tools for players to hurt each other rather than dealing with serious bugs and basic functionality first? Aren't there enough problems to be dealt with without adding new unknowns? Why would we want to provide the players with the ability to hurt each without even having to be present on location? Now we are going to see barbed wire mazes (I know it's being dealt with, but there was no need for it in the first place) along with "mine fields" of bear traps. Let's focus our efforts where it counts, not on superfluous counter productive crap like bear-traps, tank-traps, barbed wire, or whatever else comes to mind. How about the ability to wield an axe without having to put the primary weapon in the backpack, and possibly having that weapon eaten in the process, for example?
  8. seaweed

    Pending Update: Build 1.7.2

    +2, or whatever number it happens to be by now. I'm actually for NOT having the zombies inside at all. If they went in and out, it would be different. As is, they just stand inside and it is impossible to get around them unless one kills them. They ALWAYS aggro first too.
  9. seaweed

    Pending Update: Build 1.7.2

    Spawning without a weapon. This really is not an issue. It is extremely easy to make it without the gun UNLESS one insists on entering into hostile areas right away. I think that people have learned to spawn and start a shoot-em-up right away instead of hoofing it away from the coast and finding some stuff first. It seems that there is a specific demographic which wants to spend all of their time in Cherno and Elektro shooting each other. That's fine, BUT now they have to find a gun before they can shoot at everything that moves. In summary. It seems that the primary reason for people wanting a gun is to play the game a certain way they like. Now that the guns are gone, people need to adapt to the new challenge, especially since it is not hard to make it just fine as long as one does not insist on wanting to prowl in hostile terrain from the start. Spawn, get away from the coast, find gun, come back and shoot everyone. Simple. (Too much work? Play a different game because Day-Z is NOT meant to be a noob-fest FPS)
  10. seaweed

    Pending Update: Build 1.7.2

    Please, more watches! I only have 10 per arm, and need more to put on my legs.
  11. seaweed

    Pending Update: Build 1.7.2

    I also noticed that Zombies spawn in houses and just stand there like idiots. The only way to enter the house is to aggro them, so unless one has a silenced weapon that option is pretty much out. I mean, what is the point of it anyway? Just to make buildings less accessible? I personally really liked the Zombies in 1.7.0 and would prefer those over the current ones (in terms of hearing and buildings). I like current the ability to be able to lose them sometimes which brings me to my point about speed. Why are Zombies that much faster then humans? That simply means that we cannot ever out run them, but at the same time the Zeds also cannot harm us unless we stop. So we end up with Zombie marathons. The Zombies should run at the speed humans or a bit slower in fact. Ps. For Pete's sake, give us some morphine on the map, pleeease!
  12. seaweed

    Pending Update: Build 1.7.2

    Rocket, Thank you very much for the latest update and keep up the great work! You are a MACHINE! I would like to ask you whether you could release another tiny hot-fix for the weekend (because most working people like myself really only have time on weekends to play seriously) which would fix the apparent total lack of morphine in the game. My friend and I are currently playing and our ENTIRE time for the last two nights has been spent trying to find even one morphine. My friend with a broken leg has by now CRAWLED all the way from the NW airfield to two cities containing stores and still hasn't found a single morphine. Even after multiple reconnects and after walking away and coming back to the stores multiple times he had no luck (plenty of wrist watches though). I have also searched multiple buildings and churches in vain. In fact I died yesterday because of that, with a broken leg. The game is otherwise quite fun to play (zombies' hearing being a small exception) but the complete lack of morphine is taking all of our time instead of us enjoying the game. It is an absolutely crucial element required to survive, and it's missing. I am looking towards the weekend with anticipation and would really appreciate this tiny fix before Saturday, for everyone's benefit as well as my own. Thank you in advance.
  13. Morphine, morphine, morphine, morphine, morphine, morphine, morphine, morphine, morphine, morphine, morphine, morphine, morphine, morphine, morphine, morphine, morphine, morphine. I am NOT a drug addict! Ps. How does morphine cure broken bones, anyways? :-)
  14. seaweed

    Pending Hotfix: Build 1.7.1.5

    Rocket, you are THE man. The hearing sensitivity/noise levels seemed fairly realistic to me in 7.4, except that the game mechanics broke it whenever one tried to walk up the stairs. Then the noise shot waaay high and all the Zeds within 50m could hear it. It's like in this game one can only move on the stairs at a run at all times. It is unfortunate that the Arma engine has this limitation. Another great thanks is for the hatchet fix! THANKS!
  15. seaweed

    Underpants

    Hey guys, "Funny" story. A crapload of servers are reporting an incorrect mod version. Upon entering one such server I was in the usual black/white screen informing me that I have the wrong mod version, so I promptly left and joined another server. My guy at this point showed ZERO inventory. I mean I was literally in my underpants with a totally empty inventory screen and getting hungry. I was totally decked-out before, having survived for a looong time on my original FIRST DayZ life. As as, I'm still on my original 1st life and accumulating new stuff, but this kind of thing is VERY frustrating. Please return the fire making hatchet or I will surely die. QQ I'm so hardcore that if I lose my one and only life I will not be able to play Day-Z ever again! :-D Great thanks for adding a bit of visibility at night. Alpha woes :-) PS. This is my second time starting without a gun (once I spawned in the ocean and swam to shore), and it's not that difficult actually. In fact it's rather fun.
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