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Everything posted by dallas
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Seems more like something you'd create as a separate instance or something that would fit with a more western oriented map, which would be released months after the Standalone's success funded it.
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There's nothing human about killing other people, not even in self defense. My personal code is I never fire the first shot. I usually become a hero, simply because of the way I play DayZ. I help people, when I can. I disengage and evade, whenever I can. I only shoot at other survivors, if I'm left with no other options. When I'm left with no other options, I pack my humanity away and start the killing. After I've killed someone, I always feel the same thing. That maybe I should simply begin KOS and stop allowing other players to get the initiative, but then I remember, that this is the excuse every bandit uses to justify his inhumane actions. Whether I lose enough humanity to lose my hero skin really doesn't matter, but whenever I've lost humanity both ingame and psychological, I always take a long trip into the wilderness to avoid additional confrontation. If you play with a group already, you're never shy of friends needing medical aid anyways. I've got no problem with people covering up humanity with ghillie suits and camo clothing, I never trust anybody fully, not even a hero skin. I've killed enough hero skins to know that you can't blindly trust a book by it's cover. I actually think the current humanity system is both brilliantly simple, but like all other simple DayZ mechanics, their simplicity makes DayZ both a complex and psychological experience.
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any possibilty to safely hide / save your gear ?
dallas replied to gambla's topic in DayZ Mod General Discussion
Never been a fan of the 100% safe storage. How about storage areas inside the small train station buildings, where you can store some limited stuff, maybe 1 backpack and 5-10 items. Only your unique character can access the locker, however if you die, your gear in storage is simply deleted. What would be the point of this, maybe when entering Cherno to help a n00b with a bloodbag, you'd store your best gear there, just in case the n00b kills you after helping him. While you'd still lose all your gear, you'd at least deny the n00b from getting the best of it. Obviously the n00b could just be camping the train station and kill you there instead. -
I'd also like to see the height of the shot and speed of the falling flare slowed down a bit.
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That's why I added "zoomed in."
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Does it happen when you press your right mouse button to zoom in on your sights? Hold breath is also tied to the same action, so if you aim, zoomed in for more than two seconds, your hands start shaking. I recommend you untie "hold breath" from mb2 and rebind it to another key. I only use hold breath if I'm sniping on longer distances.
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DayZ Developer blog 26th April, Video from PAX and our latest "building"
dallas replied to mattlightfoot's topic in Mod Announcements & Info
I believe she a famous superhero, not sure which, but she's clearly dressed for fighting crime. [edit] ShannonZKiller on youtube -
You're a true bandit, the game needs someone to be the assholes.
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DayZ Developer blog 26th April, Video from PAX and our latest "building"
dallas replied to mattlightfoot's topic in Mod Announcements & Info
I'm horribly ashamed that I missed the opportunity to make a Water World reference, but I'm glad these forums have other connoisseurs of the most exquisite North American cinema. -
DayZ Developer blog 26th April, Video from PAX and our latest "building"
dallas replied to mattlightfoot's topic in Mod Announcements & Info
I think I was reacting the predictable comments, which seems to take offense of the updates, rather than to enjoy them for what they are. We already know Rocket is not interested in a professional production team to sex up his updates. We also know that whenever Rocket announces a foundation build or radios, within a week Sergei Titov passes off these ideas as his own. We also know that if you're unhappy with the lack of content in the dev updates, releasing one every Friday, probably isn't going to solve that problem. Instead of searching for sources for provocation, maybe you could try to search for positives instead, obviously without abandoning critical thinking completely. I mean, when you perceive an eight story tall construction of a ship as a "boat", maybe it isn't a lack of content that's actually the problem, but rather your perception of the content. Maybe you're simply looking to be incensed, rather than being informed. The video also contained about 30-40 minutes of new footage, but maybe you had already zoned out, when Rocket used the last 35 minutes answering question from the fans outside the venue. -
DayZ Developer blog 26th April, Video from PAX and our latest "building"
dallas replied to mattlightfoot's topic in Mod Announcements & Info
^^It totally ruined my life too. -
DayZ Developer blog 26th April, Video from PAX and our latest "building"
dallas replied to mattlightfoot's topic in Mod Announcements & Info
Great update Matt, you should send Rocket out climbing mountains more often. ;) -
Nope, it's the micro. :)
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Why do we need fancy new features anyways?
dallas replied to AfterShave's topic in DayZ Mod General Discussion
Aren't the zombie spawn mechanics being completely rewritten? I think all zombies spawn at server start and if you clear and occupy an area, zombies can't spawn on you. We're getting more features, more refined mechanics, so they are harder to master and understand. We're getting Chernarus redesigned, because we know all the loot spawns. We're getting new zombies, because they were harmless if you were close to a tree or a building. We're getting new gear, because everyone running around with a sniper rifle made gameplay and player encounters very predictable. If you don't want new features, stick with the mod :) -
Why DayZ will fail as a standalone game
dallas replied to TheMachine's topic in DayZ Mod General Discussion
As you ask you get reply. -
Why DayZ will fail as a standalone game
dallas replied to TheMachine's topic in DayZ Mod General Discussion
Huh? DayZ is a success already, the mod probably funded the development of the Standalone. Last summer BI talked about a 600% increase in ArmA sales, how many copies have been sold since then? I understand that both Rocket and BI is continuing the development, because they believe they'll end up with a product worth buying. If the mod had been released in December, if would basically have been a priced copy of the mod, it wouldn't have been whatever breakthrough game you though it could have been. It would have been a mod which you apparently dislike for it's loading times, it's core engine, it's playercount, it's bugs and hackers. Anyways the breakthrough game you wanted was never possible, because for better and for worse DayZ is naturally connected to the ArmA engine. Why? When Rocket was trying to sell his idea, the guys who traditionally would have funded his project, wouldn't give him the time of day. When he finally proved them wrong with ArmA's engine, they probably offered him a lot of money to lend them his name to their mainstream titles, so they could market titles like Aliens: Colonial Marines by saying: "Experience true space survival by the man behind the DayZ." However Rocket realized that he had to chose between an EA corner office and actual creative control. -
Why DayZ will fail as a standalone game
dallas replied to TheMachine's topic in DayZ Mod General Discussion
I hope this thread is satirical too... -
Personally I'm hoping they are recreating the Greek prison as a big FU to the appropriate authorities, but I also understand why it might not be wise to do so.
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Still think this is a good game?
dallas replied to SilverTrimm's topic in DayZ Mod General Discussion
It's not like OP decided to add something valuable, when he decided yestarday to revive an 2012 August 7 thread. -
Long time fan and player, faith in SA and Rocket is gone.
dallas replied to itsjustadeer's topic in DayZ Mod General Discussion
You'll certainly be missed, most of all by the EFFING TINMAN!!!111 -
DayZ Developer Blog 15th April Highest one ever
dallas replied to mattlightfoot's topic in Mod Announcements & Info
By trips and trips, I assume you meaning spending his Christmas with his family, going to conventions establishing buddy tight relations with the Steam people and getting invaluable advise and support from successful developers and it sounds like the planned Mt. Everest trip Rocket talked about last summer, took you totally by surprise. Tell us in your expert oppinion, how long it takes to plan a $100.000 trip to Mt. Everest and how easy it is to postpone it a weekend or two. :) -
Why DayZ will fail as a standalone game
dallas replied to TheMachine's topic in DayZ Mod General Discussion
To be fair the OP is filled with wrong assumptions, came off as a giant whiny baby and repeated every stupid point from RC's last video. Here's the thing climbing Mt. Everest isn't just something you plan to do in a couple of months and the cost of climbing Mt. Everest means that climbing Mt. Everest isn't just something you cancel or postpone for a couple of weeks. So no, Rocket's trip to Mt. Everest isn't an 8.848 meter tall fuck you to OP. The standalone got delayed because of a decision to make DayZ more than the mod in a pretty box and because of that decision the development of the standalone has been prolonged long enough to conflict with an already planned trip. This is not up for discussion, it's just the way it is and you can either deal with it in a dignified manner or cry like a baby about it. Anyways we've had these predicting failure threads before, nothing's new and the tone of OP does not inspire any sort of new or intelligent discussion. -
Why DayZ will fail as a standalone game
dallas replied to TheMachine's topic in DayZ Mod General Discussion
This discussion will not further the development or the standalone of further the release date. DayZ came out of nothing and went viral from nothing. People were willing to put up with it's bugs. loading times and they were willing to buy ArmA, a game they hadn't been interested in before, why? Because Rocket wasn't making a game that would please everyone, he weren't making major compromises in gameplay and difficulty, because his marketing department told him: "If it's too hard, we can't sell it to everyone." He was making the game he wanted to play, which appealed to a lot of players, who were sick of being treated as incompetent morons by a gaming industry. The industry has dumbed down difficulty so much, they had to invent artificial challenges. You used to headshot monsters to save bullets and you used to take cover to survive, but if you as much as pause now, your health starts regenerating to full in less than five seconds, because if it takes much longer, casual players will lose interest and go outside and throw a ball instead. If they had released the standalone in December, the primary different was that you had to pay for it. They hadn't solved the hacking issues, but WarZ also clearly demonstrated that if you have to charge money for an unfinished product, you have to be crystal clear in your communication. WarZ's decision to copy the term "foundation" and change the definition into: "No content and false advertising" also meant DayZ were better off distancing themselves from the clusterfuck WarZ was. The mod like the standalone was developed as a rolling snowball. From a cut little mod to a monster succes, from a few basic changes to a complete engine overhaul. It's very clear that the people, who're still stuck and upset about the 2012 December delay is simply living in the past. What we expect in December wasn't much, it was simply our hopes that it would prevent the rampant hacking. As the devs began working on the standalone and passed off the mod to the community, the community used admin tools and whitelisted servers to decrease the hacking themselves, which meant that the urgent need for the standalone disappeared. Now a year after DayZ took off, we all master the mechanics, which diminish some of the challenges that made DayZ so great. We know that the standalone has to offer more than the mod, it has to be hard, unforgiving and leave players confused and scared about drinking the water and going into the population centers, where zombies, bandits and disease lurks around every corner. The standalone has to place you back at step one on the learning curve and that takes a Mount Everest effort. I bet Rocket's trip is exactly what we need. Just as the mod spawned from Rocket starving himself to death in south-east Asia, I'm sure Everest will push him to his limits again and with a fresh memory of despair and hardship, we might relive some of it in the standlone(obviously if he doesn't manage to kill himself this time). -
I remember when I came out as a lefthander, it changed my life and handwriting.
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Remove Starter Flashlight; Bring Back Flares
dallas replied to Powell (DayZ)'s topic in DayZ Mod Suggestions
I used to love playing at nights, but like every other aspect in DayZ, there's a learning curve attached to nighttime. My main problem with nights are that the learning curve can easily be bypassed by maxing your gamma settings, so under the right light conditions, you basically have a black/white night vision. As long as you think about what you're doing, you can easily get around using chemlights, road flares and flashlights. You just have to be aware of how to use them and when to go blackout and run for your life.