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dallas

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Everything posted by dallas

  1. Do we really need a seconds thread to investigate this dumb notion?
  2. dallas

    What I want to see in the standalone

    I remember being crushed to death trying to board the Rify shipwreck from my PBX boat. A wave squeezed me between the wreck and the boat and I saw my death body sink to the bottom of the ocean, weighed down by my silenced pistol, silenced rifle and my full Coyote backpack. I respawned without weapons and after 20 minutes, I found a Lee Endfield with 10 rounds and thought right now this Enfield is agift from the gods. I'm looking forward to finding regular "bad" weapons and being thrilled about it.
  3. Actually it seems to work great and has been warmly received by both media and players. This is the route they've chosen to release ArmA 3 and DayZ, sorry if you don't like it.
  4. Well... there's the way it is, then there's the way you wish and they are not the same. I don't really care what you do with your trust issues, Rocket and BI make decisions you wont always agree with and if they are deal breakers for you, then it's your prerogative to either wait buying the Standalone until vehicles are implemented or take your hard earned business elsewhere. There's no controversy here. There's BI's rough and open platform and then there's Rocket's use of this platform. Both have their flaws, shortcomings and bugs, but there's nothing quite like them out there, because most other companies have decided to aim for the casual mainstream, where all the predictable sales are. Vehicles are not essential for the survival experience, they are a nice luxury, but it's simply been deemed that they can wait. Animations are being redone with good reason, but they are not being copied from ArmA 3, they are going to have a more civilian feel to them. I liked ArmA 2's animations too, but they are like BI's games in general, you really have to embrace their vision to both see the beauty of the games and to accept the uglier sides too. The old animation philosophy scared some people off, when they lost control of their characters, while it was busy on it's own, playing out some long animation they didn't want it to do and which they couldn't abort. What it comes down to both with BI games and DayZ mod is you're dealing with a product in progress. A major difference is, unlike unnamed others, BI and Rocket is upfront and candid about it. DayZ the mod matured over several months and we also saw some setbacks or upsets, when Rocket released a major update. This is the nature of the product, you're buying into an experiment and evolving world and if you view it with an obsolete and traditional mindset, you'll mistakenly think, you're entitled to more than you're sold.
  5. dallas

    Just saw Rocket again.

    Rocket welcomes the authorities...
  6. Hi Matt, Where were you one, one and a half year ago, before you got headhunted to the Czech Republic, I mean career wise? I don't know if you've had time to reflect on this much, since this thing took off like a rolling snowball, but I just think it's great to see you're on top of things, while Rocket's fooling around on some mountain somewhere. I guess I wanted to congratulate you on this pretty amazing endeavor and tell you to take it slow and easy. :)
  7. Friendly people often get shot because they stand in the middle of the road expecting everyone to come shake their hand and talk about the weather. If you see someone, get behind cover. From behind cover, you can say: "Hello, I'm friendly, but I have trust issues." Taking cover serves two purposes, you can't easily get shot and you can't easily shoot the other player. Because you're not in a position to kill the other player, he's less prone to panic and put a preemptive bullet in your head. Also don't trust anyone, who says: "Trust no one," trust me on that. You'll dictate your own playstyle, first time you murder another player, how you feel will influence your gameplay. Obvious getting killed by other players has the same effect. I feel very dirty dirty bad bad baaaad, whenever I've straight up murdered another player, so I'm forced to play as a friendly survivor, if you feel great after killing the shit out of someone, you're a natural born bandit and should embrace it. There's no shame in being a bandit, the game needs all types of playstyle, so it's impossible to predict what kind of person, you come across. If you exchange words with a stranger, be perceptive, does he come off honest and sincere, is he overly friendly or condescending and rude. If you get a bad vibe from a player, say good luck and good bye and if he follows you, you might want to shoot him a little bit. Also it never hurts to keep an eye on your new found best friend, if he's constantly lining up behind you and making an effort to point his weapon in your head's general direction, something or someone might be up to no good.
  8. dallas

    The ability to shoot yourself in the head

    Don't think Rocket want to spend the most of his waking hours on CNN explaining how he's not actually promoting suicide among American god-fearing teenagers.
  9. dallas

    Finally got the hero skin!

    Just remember, whatever skin you wear, solid cover is also pretty good defense against bullets. Just because you're friendly, doesn't mean you have to stand still, making headshots easier.
  10. dallas

    TRAIN

    It would be really nice place two main rotor assemblies on a locomotive and make your own improvised Chinook.
  11. dallas

    Everyone kills me

    If you make yourself an easier target, you're easier to kill, but then again it seems like instead of attempting to solve the problem, you've decided to become part of the problem, like so many before you. So I guess I'll save my advise for someone, who haven't made that decision yet.
  12. dallas

    Holding a key to raise weapon? Your thoughts

    It wont make a difference if they simply copy a mechanic from a game like Vietcong. Holding right mouse, raises your weapon to your shoulder and this operation happens as good as instantly, so there'd be no actual delay between raising the weapon and firing, you just press the two keys at once, which means you're still only one action away from firing and because of that, all players are perceived as a threat, even the ones with lowered weapons. Right now in ArmA, there's still a short delay, when you raises your rifle to your should, to you acquire the sights and can fire, I think that's really enough. There's not need to change the controls, just the default stance. Maybe only allow "hold breath" in prone, but in all other stances allow a similar mechanic, where as soon as you raise the rifle to your shoulder or stretch out your arms with a handgun, you slowly begin to lose accuracy over time, so players are forced to rest their arms once in a while, unless they are prone. Also allow us to shoulder our rifles, holster pistols, so we're be able to use our arms to full effect while sprinting, potentially increasing our speed and maybe prolong our stamina while jogging. People might start traveling in less threatening postures, instead of as now, where anyone you see, is pointing the muzzle of a weapon at your head simply by default. Maybe add a few DayZ related loading screen tips: "If you say "friendly" from a position where you can't shoot or get shot, strangers are less jumpy and no one gets accidentally shot." "Being friendly, doesn't mean bullet proof. Trust is good, cover is better. Build trust from behind safe cover." "Never point your weapon at someone you want to make friends with, you're both only an accident away from shooting." "Anyone with a raised weapon is ready to shoot, anyone ready to shoot is dangerous."
  13. dallas

    Standalone Armory

    Great thing about DayZ is you learn on the go. Or you die. If you don't learn from your deaths. You die again. As soon as you understand and master all mechanics in DayZ, you wish you could go back and take the blue pill.
  14. dallas

    Please guys.

    If Derpy will do it for free, I can easily take those 30 quid off you hands.
  15. dallas

    Rocket: Console version almost certain

    http://www.reddit.com/r/dayz/comments/167zzc/i_think_it_will_be_interesting_if_dayz_hits_over/ Rocket said: It's just basic maths really. Anyone in the video game industry would say the same thing, once a game reaches a certain point - the likelihood of some kind of console port becomes quite high. Cross-platform releases are about maximizing sales. I care about zero for consoles, personally. I have an Xbox 360 they gave me with my tv, I played for about a few hours and it just wasn't for me. I used to work at Sidhe interactive and that really reinforced for me I don't like console GAMES nor the DEVELOPMENT of them. But many people do, so I would personally not have anything against a DayZ console port - although I struggle to see how I would personally be involved in such a development. I mean, I really couldn't care if there was a current gen console port. Anyone thinking my comments constitutes news really bemuses me, it's seems very obvious to me: certain number of sales = console port = more sales? Rocket said: If it was developed concurrently cross platform then yes, it would impact (i.e. Skyrim, XCOM). I would be, ahem, very unhappy with such a thing. But if independently of PC, it gets released on the Mac, iPhone, casio wristwatch, tibetian-ceremonial-balsa-wood-entertainment-drums ... who really cares? 2012 is the year of the PC game, the console manufactures know it, and they need to deliver for 2013 and beyond. We make the PC standalone development the best it can be... and if that translates well to another platform, cool! it means more players, and ultimately more customers. Rocket said: DayZ was/is made to be the game that I want to play, not that makes the most money. I don't enjoy console games, I don't like the controller and the lack of options they currently present from a design perspective. There's not really any redeeming features for me, currently, for a console that would make me drop the PC. I've worked in console development before, didn't care much for it.
  16. I always recommend you use the left window of your inventory screen and drop items with the small < arrow > buttons. If you use the drop button on the right side, the item often disappears for a moment before it reappears somewhere randomly around you or fall below the geometry.
  17. dallas

    Strange Death

    Too little info to conclude what really happened.
  18. dallas

    A new way for handling humanity

    Humanity already works that way. You start out at 2500. A murder costs roughly 3000. You regenerate 15 points a minute. You regain survivor skin at 2000. You gain hero skin at 5000. If you're not seeking out people, your humanity level should always be at 2500 points. If you happen to kill someone in self defense, it's pretty easy to regain your survivor skin. All it requires is 2-3 hours of avoiding harming other players. If you received a bandit skin in self defense and insists on hanging around populated areas, you're at higher risk, but if you take a short trip into the wilderness, you'll lose the bandit scarf in no time. These a good reason why humanity doesn't generate beyond 2500, you don't become a hero, simply from not killing people. To become a hero, you must act like a hero. You have to risk your own self to help other people. While the humanity system is often accused of being simple and unrealistic, I consider it to add a pretty complex psychological aspect to the game. I think of the humanity system as a cross server reputation mechanic, where we're all tied to the small geographical area of Chernarus, but because we're all free to change servers at any time, sinners and saints receive a visual indicator based on their actions. True a mechanic is a mechanic, but everyone knows, you can't predict a player's behavior simply based on one single factor. I've seen friendly bandits and I've seen hostile heroes. You also always have the ability to cover up your bandit skin with camo clothing or a ghillie suit.
  19. "In DayZ sometimes you must die to live."
  20. This is exactly why I want it. However most players know by now, a hero skin isn't a perfect guaranteed you wont get shot, so you still have to take your precautions, no matter who you see. If you stand in the middle of the road, waving a flare, you'll usually get shot, no matter what you wear. Being a hero is hard, I guess that's why it carries some weight. I always aim for +5000 humanity, I'll rather disengage and escape when I'm building up my humanity. If I'm forced to defend myself, I'm perfectly okay with losing humanity, to me it's perfectly logical. Even in self defense, killing another human impacts you and you can actually feel that impact psychological. Whenever I've been forced to kill someone, I feel this urge to stop caring and think, hmm... maybe I should just kill other players from now on. But it's happened so many times, I know after a cool down period I come to my senses and know that if I start killing people, abandoning my humanity, the zombies will have won, I will be a living dead myself. OP you're not entitled to a hero skin, it's not an achievement you unlock forever, it's constantly a struggle to maintain your humanity in a world where humanity is under attack from the rising dead and the dead human spirit.
  21. dallas

    Is using teamspeak 'cheating'?

    People like to play with their friends and for the last couple of years, external voice programs is simply a part of the multiplayer package. DayZ and ArmA have also undergone a long journey from direct channel been completely unreliable to now, where it's working as intended. Information sharing whether real time in voice or on forums is part of gaming and meta gaming is impossible to prevent. In my community we'd share information, camp locations and advise in a password protected sub forum, because we were at war with another community and we wanted to make sure we weren't infiltrated and our camps discovered. My only hope is that the same functions of the Stand Alone that should decrease hacking, will also make datamining harder. I think DayZ mod and ArmA's openness made it fairly easy to automate datamining, with a few scripts you should easily print your own maps, designating all the different types of loot spawns and vehicle locations. I hope we get a week or two in the Standalone, before datamining kicks off the whole meta-gaming game, but that might be too optimistic. :)
  22. dallas

    I've had it!

    Hero skin. 1 Murder. 51 days. 12508 zombies killed. NVGs, M4A1 CCO SD, M9 SD, 24 Slot backpack with DMR inside. You are dead! I was about to park my UAZ before server retsart and as I were scrolling my mouse wheel, the server restarted. I reconnected again, spawned inside the UAZ and died. Obviously I'm not turning bandit, because of a stupid death and obviously I only posted this thread, because I wanted someone to be impressed by my zombie kill count, which I have obtained playing nights on a mostly empty server.
  23. dallas

    I've had it!

    Nope, but I've been a good boy since then, my humanity is at 5750.
  24. dallas

    I've had it!

    Derpy Hooves if you must know.
  25. dallas

    I've had it!

    Thanks, I just needed to hear one attaboy. :)
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