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Taso (DayZ)

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Everything posted by Taso (DayZ)

  1. Taso (DayZ)

    As long as I didn't hack it in right?

    Let's give this a bit of a metaphorical spin using (unfortunately) Halo. There was a multiplayer game mode in Halo 2, if you're familiar, called Juggernaut. One character was the juggernaut, the others were not. To become the Juggernaut, all you had to do was kill the Juggernaut. However, he was significantly faster, stronger, and depending on the game mode, had better weapons than you. Frankly, that's how I view any DayZ situation, hacking or otherwise (except for God Mode. That shit crosses the line). If someone has better stuff than you, find a way to kill them. If you kill them, you earned their stuff. Whether or not THEY earned it doesn't matter because by overcoming that advantage, you DID. Now yes, it might be one thing to find 100 of this gun spawned on the ground. There was no earning to be had. But if you legitimately killed a fellow who had this weapon, then by the laws of DayZ, you earned that weapon because you earned the kill. I don't think it's fair to conflate hacking with killing a hacker and taking his stuff. If I kill a hacker who had a helicopter, then I earned that helicopter just the same as if I'd killed a legit player with a helicopter.
  2. Taso (DayZ)

    As long as I didn't hack it in right?

    The moral obligation is iffy at best. What's the real difference between someone hacking in an AS50 then dying to a fresh player, and someone stockpiling AS50s from heli crash sites and dying to a fresh player with one. For the sake of the discussion, let's pretend we're dealing with regular AS50s (and we can consider OP's case a unique circumstance). Ultimately, the only difference I see pragmatically is one of time. One person took the faster, less rewarding route to get the gun. However, in both circumstances, someone with an abundant supply of normally overpowered weaponry lost it to a fresh player. The fresh player picks it up for virtually no work. What moral compass is at play in that scenario? Is there an obligation to assume that an easy kill on a ghillied sniper was probably a result of it being a hacker? Or do you assess the likelihood of the alternatives? Or do you not worry about it, take what you got lucky enough to find, and move on with it. You'll end up dying eventually- as will the next person who uses whatever gun you have and the next after that, and so on in that fashion. Disclaimer- I'm not suggesting it's okay to hack items, simply that to best a player with a large advantage over you yields certain rewards in-game comparable to the advantage the player had. If you get the kill, you earned the gear. (This is merely an opinion of mine, feel free to disagree) EDIT: And I hate to call your buddy a liar, but Battle Eye is script detection. If he was globally banned, there was no human component to it. He was caught with a script. Whether or not it was a false positive (those can happen with automated systems), I couldn't say, but I can say with full confidence that he was not banned for a weapon he picked up.
  3. Taso (DayZ)

    As long as I didn't hack it in right?

    Regardless of whether or not there is a moral obligation to not use the weapon, there is no legal obligation to throw it away. You are at 0 risk from being globally banned. If an admin kills you, finds the weapon, and remembers your name, you can be banned from his server, but the odds of that happening are low at best. The thing is more of a collector's item that should be on display in a DayZ ingame museum. To reiterate- no, you will not get banned unless a server admin feeling particularly self-righteous sees you using it and assumes you hacked it in. Even then, it's only a single server. Everyone in this thread saying otherwise has no idea what they're talking about (reading direct quotes from Rocket is hard). EDIT: I think there's a need to remind people in this thread what Battle Eye's function is. Battle Eye is a script detector that observes, reports, and blocks outside material from running within the engine. Once something is within the engine, Battle Eye has NO interest in it whatsoever. It doesn't care who's using it, if it lives forever, if it shoots rainbows and cupcakes, or if it makes crude jokes at the holder's expense. Battle Eye detects scripts. That's it.
  4. Taso (DayZ)

    Wipe all tents...

    ^ This here's a guy who has never done an organized chopper run. Back when I was running the crashed helicopter route every day, I would regularly end any given day with that many AS50s and NVGs. L85s were less common, but a good day would yield two. M9SDs are a joke to find if you camp a military spawn for more than an hour. On topic- Fix dupe bug, wipe everyone and everything, remove tents from the game or else make them permanently owned by the person who places them. Sitting in between is an awkward encouragement of using tents, but also never dying (which eliminates most of the point of the tent) Sergeant, I know this thread's your baby and all, but you don't need to reply to each person who posts, and you definitely don't need to double-post.
  5. I've seen a few other threads on radios, but they seem short-sighted in scope- so I want to make this a comprehensive thread detailing why radios are a necessary addition to this game! 1. Realism We all know this game focuses a lot on the aspect of realism and immersion to grant us a fundamentally unique experience. I think we can all agree that Side Chat being available to all players was NOT working towards those ends. Part of this is because people can spam, part of this (for the most stringent RPers) is because people will type in shorthand, and part of this is because all players anywhere can hear all other players whether they want to or not, and there's nothing you can do about it. So, why add the radio? With the ideal radio, you can turn it on or off to start with. Furthermore, the ideal radio would have a large number of frequencies available to it. Perhaps some would be set as default modes of chat. The starting frequency for radios could be the open "Survivors" channel, where anyone can talk to anyone else (ideally using the microphone, but using text if not maybe). Then there could be a frequency for people looking to find partners or groups. And of course, we can have numerous frequencies for private groups to utilize. 1.5 Having frequencies for private groups open up a unique opportunity for two different things: 1. The implementation of radio frequency passwords, so that clans can enjoy the privacy of Mumble/Vent/Teamspeak, but with the flexibility of an in-game voice network that people can join easily if they need. 2. NOT having passwords, and instead making it a deliberate tactic that players can get on radio frequencies waiting and listening for a clan to speak- then using their own chatting to locate them. This represents a more realistic idea of radios, where an open frequency is a double-edged sword that can be used against you! 2. Solving the problem of massive loneliness and Shoot On Site (SoS) style play We're all familiar with how anxiety-provoking this game can be when you have no clue where you are and you're scared of running into someone who will shoot you first and ask questions later- One of the beautiful things about side chat is that you could ask someone 200 feet away if they were friendly or not. Of course, this wasn't very realistic, but if you couldn't ask them, it was always safer to shoot them. With a radio system, players could at least be given the chance to communicate their harmlessness. Furthermore, meetings could be setup and large group resistances could be orchestrated without losing sight of the immersion we seek. Ultimately, while the game has a lot to offer in the way of PvP, I think we can all agree that working together adds amazing elements to it as well, and it shouldn't be disregarded as a mechanic. With the radio, it's encouraged! 3. Beginner aid! Spawning as a new player bites. Chances are, you or someone you know has spawned since 1.7.1 only to find they have no means of protection and they're not sure where to go. Especially new players. New players have no idea what's going on, and unfortunately, without a basic starting weapon, water, and food, they have no idea how any of the mechanics work either! Now, this isn't something I'm completely sold on, but what if all starting spawn points alongside the coast came equipped with a tall pole that had a radio transceiver embedded into it. The radio could not be moved, so you'd be forced to give up your only means of outside contact when you moved, BUT you would be able to ask necessary questions and also possibly enlist some outside help before setting off. These same stations would be peppered throughout the landscape for the same reason. Portable radios wouldn't be COMMON per se, but they wouldn't be too rare either. As rare as a watch or a compass perhaps. Ultimately, with this feature, you would want to have a function to mute other players in-game through the Players tab in the map menu. The goal of the radio would be to increase player interaction (both negative AND positive), while increasing the immersive elements of player-communication, and at the same time, increasing the survivability and knowledge base of new players far faster than when they start the game completely alone. 4. Alternate communication tool- The Megaphone! As I mentioned earlier, we (the community) have a rather nasty "Shoot on Sight" policy in most servers. I know for my part, if I see someone running along, I would rather not kill them, but I also don't want to lose my stuff. Imagine an item, the megaphone, which is just another communication channel with its own color that transmits your voice up to 200 yards instead of the base 40? Could easily have this in addition to the radio. *WINK* I appreciate all comments and criticisms, and I will update my posts with better ideas and good feedback!
  6. Taso (DayZ)

    Dead Player bodies disappearing?

    Me and a buddy killed plenty of people in Cherno on an apartment raid recently, and about half of them disappeared a few seconds after dying. I died during it, and my buddy confirmed that my body disappeared at the same time. He was watching. No one was near. It's definitely a bug.
  7. I'll preface this by saying that, after two weeks, I can assure you that I've approached certain ladders and gates from every feasible angle and distance only to not have them function for me as they do for other players- That said, it's only certain offenders. For example- The green gates throughout certain cities and on top of Green Mountain- I'd heard that you needed to aim at the bottom area of the gate (of course, I tried all angles again)- these gates simply won't open for me (and when others open them, they don't appear open to me) And the ladder issue is most noticeable with two buildings- hospitals and apartments. Apartments have a ladder extending from the top floor to the roof that I am unable to interact with, while hospitals don't appear to have ladders for me at all. I can see people use shaded areas that I assume house ladders, but the ladders are visually not present. Approaching them yields nothing. Other ladders work fine. Ladders throughout the industrial sectors of cities are fine. The ladder in the tower at Green Mountain is fine. Airfield ladders are fine. Does anyone else have this experience or is it just me? Any ideas for fixing it? (While I'm at it, I cannot break glass, and when other players break glass, it doesn't break on my client, despite me watching other players walk through the glass to get to, say, hospital boxes)
  8. As much as I wish it were the case, this is assuredly not a hitbox issue- this is an issue with my client and I have no idea what's causing it. The 100% consistently broken things are glass not ever breaking for me or on my screen and also hospital ladders not existing at all. =( In all circumstances, universally.
  9. I've tried fiddling with various settings, and it hasn't helped any of the issues. =( If I had to wager, I'd say they're all connected in some way.
  10. Date/Time: All the time What happened: While interacting with other players, I frequently note that their clients appear to give them information from the server that doesn't match the information I receive from the server- In particular, long green gates that appear closed to me will sometimes be traversed easily by other players without a second though as though the gate didn't exist at all. Additionally, when watching a friend tonight throw a can at the glass of a hospital, he then waltzed inside while, to me, the glass remained totally in-tact. I could not go into the hospital Where you were: Northern hospital of Chernogorsk What you were doing: Attempting to enter the hospital that was broken into by a squad mate seconds prior *Current installed version: 1.7.1.5 and prior *Server(s) you were on: All applicable *Timeline of events before/after error: I'm unable to do certain things that other players seem to be able to do based on my server-client transaction of information.
  11. Date/Time: Random times each play session What happened: Fairly often, I'll approach a set of doors or a ladder or a tent with the intention of climbing it or closing them, or placing loot only to find that the middle-click option doesn't exist. When I middle click or scroll wheel, the only thing that shows up is the standard option to switch weapons or ammo. This happens at all angles approached for the attempted interaction. Where you were: Most often are ladders with examples being the ladders in the Airfield command towers and the ladders in the Apartment buildings in Chernogorsk. The tent malfunctions most often when it does not yet have any items in it. What you were doing: Attempting to climb ladders or open/close doors or place items in a new tent. (I've never had this problem for opening doors, but I have for closing them) *Current installed version: 1.7.1.5 and prior *Server(s) you were on: All applicable *Timeline of events before/after error: After failing to interact with these objects, the option to climb ladders/close doors will often return to me after I drop items or shoot something and examine loot. The option does not return for a tent unless the tent already has items in it. After the action being re-enabled, it will sometimes stay and sometimes leave again at seemingly random intervals.
  12. Taso (DayZ)

    Another thread advocating radios!

    Megaphone was one I wasn't too sure of- adds that sense of realism, and doesn't require that the receiver have their radio on a specific frequency to avoid getting shot- but really- I'd be worried that they'd get no use since everyone plays by Shoot-on-Sight... Mayhaps a lower humanity should cause some sort of problem for a person...
  13. Taso (DayZ)

    Pending Hotfix: Build 1.7.1.5

    Any word on loot table rebalancing issues? For the six hours I played last night, I found two Enfields and a single Makarov, no watches, compasses, maps, only a single bag. Nearly every loot pile was trash, ammo, and flares/chemlights. This included loot spawns that I spawned by being the first person to a town. (I had these issues two days ago as well)
  14. Date/Time: Most days that I play What happened: Enemies and loot do not spawn in some towns and cities I visit. It does not appear to be a server-side bug, and it does not appear to be city-specific. It simply occurs randomly when I visit a town by foot or vehicle. Where you were: About half of the towns I visit- ranges from small towns (happened in Kamyshovo today) to larger cities and airfields What you were doing: Traveling there either on foot or by bus *Current installed version: 1.7.1.4 (this problem dates back to shortly before 1.7 when I started playing *Server(s) you were on: Most servers I play, but this particular one was Seattle 57 *Your system specs: Windows 7 64 bit 8G RAM AMD Athlon II X3 450 3.2Ghz *Timeline of events before/after error: I often visit towns and hang out in them waiting for enemies and loot to spawn. They often do not until someone else shows up. I have waiting at the Southwest Airfield for several hours before enemies finally started spawning.
  15. Taso (DayZ)

    Another thread advocating radios!

    What do you mean "impractical," exactly?
  16. Taso (DayZ)

    Another thread advocating radios!

    Bump~ Would like to hear thoughts on this idea~
  17. Short of claiming that each time you spawn, you're a new "person," it actually does make thematic sense if only for the fact that this is a game that would be dumb if you never respawned. Besides, zombies spawn when you enter a town, and the despawn time for live zombies is relatively comparable to that of dead humans. Furthermore, even if I were to agree that it's against the theme to respawn and hunt for your last dead corpse, your proposed solution to fixing one thematic problem would be to create an entirely new, far worse thematic problem.
  18. I agree with TheDesigner. I like this game for the realism in wanting to avoid risky situations. It's already bad enough that, like he said, if I die, I have to hike back to my corpse AND kill all of the zombies there AND either kill the bandit who killed me or avoid him or hope he didn't take my stuff. That, in and of itself, is a 20-30 minute endeavor. More than enough punishment for dying, since you can replace most gear in that amount of time anyway by going to a major city. The exceptions being especially rare gear, which someone else will likely take anyway. It makes no thematic sense for my stuff to despawn when I get near it after dying. Nor does it make any sense that this feature stops happening if someone else touches my stuff. If you want to make dying more inconvenient, make it so people have to deal with the first spawn they're given. Even then, the difference, instead of committing suicide for a better spawn placement, would be that they find the closest zombie and let it eat them- for a better spawn placement. I say the game is punishing enough as it is and for the vast majority of people, this would just be an annoyance, not something that fills us with adrenaline or desperation.
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