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Your DayZ Team
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Everything posted by dallas
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Devblog update: Where is the Standalone?
dallas replied to rocket's topic in Mod Announcements & Info
Think it's a little more complicated than that, but you could say that when WarZ turned out to be a giant dud and that it was promptly removed from Steam, it might have confounded his decision to deliver more than an updated mod and more of a game. I think we benefit from this either way, since the mod switched hands and became a community thing, more whitelisted servers have shot up, there's not the same imminent need for a standalone as in September/October. Who knows maybe his December date, even forced WarZ to release prematurely to capitalize on being first on Steam and luckily backfired for them. -
DrGonzo is the most caring and unselfish medic in the wasteland, however his incompetence and malpractice has killed more survivors than the black widow of Chernarus. PracticalTactical is the only special forces carpenter left in the world, his specialty ranges from mahogany latrines to Italian apple tree gallows.
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What kind of base do you wanna build when base building is added to DayZ standalone?
dallas replied to colekern's topic in DayZ Mod General Discussion
Is a "creating a Neverland ranch, inviting zombie kids" joke in bad taste? -
DayZ SA: One Key One Character
dallas replied to DemonGroover's topic in DayZ Mod General Discussion
I prefer it as it is now. Player ID tied to the game ID and your player profile can be edited on the go. -
The type of person that drinks Mountain Dews on Green Mountain at night. Fearless or crazy.
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I think Survivor GameZ is a Esports version of DayZ. An edited version of the mod, where the players are forced into a designated killzone. As the game progresses the killzone becomes smaller and smaller, guaranteeing action.
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^^It's not meaningless, it's perfectly okay to complain about how many private servers are removing good content from the game. If one or two private servers removed friendly fire it would be okay, but all private server systematically began removing friendly fire, you'd see a lot of threads about that topic too. There's a few reasons I can think of why they are disabled. Either because PvP players can't wait the four extra seconds it takes to load up and click on the selection screen or because the selection screen can be exploited to spam respawn to select a better spawn point. I find it annoying when you see someone killing himself over and over 3-4 times in less than 10 seconds. Someone compared the male and female skin side by side and they are virtually the same size, so it isn't about hitboxes, it's not about females not being able to use ghillies/camo, because that's the choice you're forced to accept at the moment, when you chose a female skin. I think it's BS too, but since we're talking about private servers, it's difficult to do anything about it.
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I'm a lefty and I'm a lazy lefty. I also always thought there were something aesthetically wrong, placing the mouse on the left side of the keyboard.
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Death in DayZ and possible solution
dallas replied to Michaelvoodoo25's topic in DayZ Mod General Discussion
I always bury the guys I kill in self defense, because it's the decent thing to do and I want to grief the guy, who just tried to kill me. -
I got the gist of it. Half you post was about DayZ not being PvP, forcing people to interact, about people can go play BF3 instead. Kitty killy la la land, Diablo 3 for IRL badasses. I think get it, you want to make it Skyrim, where people are making 10.000 horseshoes to become master blacksmith or logging in 17 hours a day building stamina by closing and opening a door and think this awesome 5% stamina bonus will prevent some player from killing you and stealing your car.
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ArmA physics sometimes get physical. Sometimes a vehicle/aircraft wont settle on a building and will continue to collide until it has taken too much damage.
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1. Learn to move comfortably around in big cities and zombies. 2. Learn to move along walls and building sheltering you from sniper fire. Training meeting people is best in Cherno, but can be learned anywhere, where you find other player and have some sort of cover. 3. Stay on the move constantly, change direction at every corner. 4. Learn to switch between running standing and running crouched. This will make you a harder target and by breaking line of sight, changing your noise level will also help you lose chasing zombies without slowing down. 5. Learn to loot fast. 6. Learn to find cover fast. 7. Learn to use cover when you're not moving, making your a harder target. The key to social interactions is to show strangers your friendly intent, while making yourself as safe behind cover. If you just stand infront of another person saying: "Friendly, friendly!" You're still pointing your weapon at their face and they are still pointing at you. This means both of you are only a mouse click away from shooting and because both of you know this, one of you will probably lose his nerve and pull the trigger. Once you meet someone in the Cherno supermarket or elsewhere: 1. Take cover. 2. Say: I'm friendly, but please keep a distance with your axe or please don't point your weapon at me. 3. Dude says: I'm friendly too. 4. You say: Cool, I'm just playing it safe. As long as we don't point our weapons at each other, no one accidentally gets shot. 5. Dude says: Yea, these are dangerous times. Continue the conversation, talk about bandits, what he's looking for, how long he's been playing DayZ, where he's going, if he needs medical aid. However continue to stay alert. You want to keep an eye on the windows, the doors and your new found friends conduct and movement. Is he carefully trying to position himself in a threatening position, is he mocking, disrespecting you or coming off as overly friendly? If you get the sense of any trouble, wish him good luck and say your good byes. The plan isn't only to meet up with someone and becoming best friends forever, but rather to get comfortable around other players and train meeting someone, talking to them, looting the same location and walking away form the meeting alive.
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My main point is that this is partly an attempt to change DayZ, because you dislike that other people can affect your well being and set your progression back by hours, but this is exactly what makes DayZ is a great experiment. The combination of coop and competitive players, the reckless and the cautious in the same game mode, who shares or competes for the resources of the game, either for basic survival or dominance. I think it's goes against DayZ's unforgiiving and hostile nature, It also goes against ArmA's concept of applying actual personal skills instead of relying of artificial bonuses. This lack of traditional leveling, means that people selected their own end goal. For some it is watching the world burn, others just want to make due and others again attempt to restore a little hope in a desperate and cruel world. While I'm looking forward to the environment becoming a real antagonist to force people to really put an effort into simply surviving, I really don't want to discourage those who prefer greater risk and rewards over their own security. DayZ simply isn't that kind of RPG.
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Praise be the lord, let the healing begin. Best wishes to them and their's.
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150 players makes my nose bleed, but hey imagine a 50 vs 50 fight waving through Cherno. Lots of things I'd like to address, but most importantly it's gotta be upsetting to see people throwing $50 at what WarZ released in October. Remember? War Inc. mod, 30 player server, less content, a 9x9km map with 30% unlocked. If people thought WarZ was worth $50, Rocket ought to price the standalone after VBS2.
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I'm not an expert on PTSD, but it seems more like something that becomes a problem when you're no longer in imminent danger. When you're in a war theater or a zombie apocalypse, paranoia and throwing yourself at the ground, whenever you hear a loud bang seems perfectly rational. So does hyper awareness, sleeping very lightly, waking at the smallest noise. I think all the psychological elements are already in the game. Some players are completely desensitized towards violence in DayZ, because to them it's a game mode just like capture the flag. There's no team, no humanity, there's just your kill/death ratio. Others hate having to take another player's life, even if it's justified. Everyone is in an excited state playing DayZ, some for the hunt, others for survival. I wouldn't mind more advanced fauna though, some hallucination inducing mushrooms would be cool.
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Survivor, stop yelling "Friendly friendly" when im aiming at you!
dallas replied to grimsonfart's topic in DayZ Mod General Discussion
If people are openly reckless in Cherno, they are probably also openly reckless towards strangers. Also try to recall the conversations you have with your buddies on teamspeak, when you approach other groups of players. Remember you buddy Dan saying: "Maybe we should just shoot them. I mean, we're not bandits, but just to be safe." When you approach a group of people, not only do they fear for their own lives, but they are also very protective of each other. When I meet a stranger, determine he's pretty friendly and he says: "My friend is on the way," I treat this information as a cause for alarm. It doesn't mean I'll blast his brains out or run for the hills, but it means I at least will have to entertain the possibility, that when I stop contributing to the group with advise or jokes, I may end up as the third wheel and the third wheel often ends up face down in a ditch. No shame in safely approaching people from a covered position. This dropping your weapon, baring your cheat, will just get you shot fast. -
Because Rocket used the ArmA engine. The ArmA engine offers complex mechanics, large open worlds and are very friendly to user content, unfortunately this also makes it very vulnerable to malicious scripts. ArmA's primary selling point is it's user created content, but since ArmA servers are usually run by mature tight knit communities with active admins and often password protected, hacking isn't as much a problem in ArmA. Because DayZ went viral on youtube and twitch, it also appeals to another audience. What kind of audience you ask, read youtube comments I say. The standalone wont have to be wide open to user content, so the consensus is that hacking will be less rampant and less overpowered. However it is, people will probably use the same solutions as the mod uses, private whitelisted hives.
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Jefim Galkin is a bourgeoisie bandit with a weakness for loose women and heavy handguns. His refined petite moustache, covers a grim personality, however he will always take your life in a gentleman like manner.
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I like humanity, because it helps people to decide whether they want to play DayZ as a game or live it as an experience. I think humanity works as an indicator of your general behavior, a cross server reputation, where you can't just switch to a parallel Chernarus universe after you killed ten people and then be completely anonymous. When you start playing the game, you're quickly introduced to bandits, either by rumor from friendly survivors or from getting killed. With humanity/reputation indicators, each player will have to make a conscious decision to whether they will become a bandit, survivor or actively help other players. As a hero I have no problem losing humanity for killing someone in self defense. I wont shoot first, but if you miss me or threaten my safety, I'll rather take the humanity penalty, than let you murder me freely. In self defense or retaliation for someone killing my team members, I've felt the psychological humanity loss, when even you justifiably kill someone. The rush of it makes you ready and willing to continue the killing and it you don't allow yourself to cool down, your inhibition to murder will automatically decrease. Even in self defense killing people changes you. If you're a survivor and don't want to be known as a bandit, you need to get away from populated areas after you've been forced to kill someone. If you continue to stay in areas where you're constantly placed in situations, where you have to kill others in self defense, you're doing the whole staring into the abyss and the abyss stares back at you. If you're at 2500 humanity and you kill someone, you'll have to venture into the wilderness or at least avoid killing someone else for 70-80 minutes to regain your survivor skin. If you make a living by the gun, killing people, you are by my definition a bandit.
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Renaming 'Bandits' to psychologically discourage it: Tramps.
dallas replied to Justitia's topic in DayZ Mod Suggestions
DayZ don't judge. -
Never underestimate which mods can be ported from ArmA 2 to ArmA 3. But while ArmA 3 will be sexy as hell, it will still have to face the same problems as the mod faced in ArmA 2. Let me instead tell you, why you want to buy ArmA 3. You want it for the espionage mod, I'm currently planning to make. There are three factions: Foreign tourists on vacation, foreign spies preparing an invasion and national intelligence agency protecting the fatherland. As a tourist your task is to take pictures of as many tourist attractions and drunk Scandinavian teenagers in bikinis as possible, as spy you have to take pictures of as many military installations and the general civilian infrastructure as possible and as an agent for the intelligence agency you have to arrest as many random people as you possible can.
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Poll: Do you think, ones the SA is out, there will be and pros for playing A2 DayZ?
dallas replied to tals975's topic in DayZ Mod General Discussion
Depends on the people hosting the servers. -
What do you feel like when you kill someone?
dallas replied to Watermelon56's topic in DayZ Mod General Discussion
Like an unappologetical whore. -
Over the months, I've changed my mind on the subject. I've gone from wanting bandits to be as terrified of death as I were, because I figured, they would then be more reluctant to participate in risky behavior. I knew that any experienced and knowledgeable survivor can easily overcome death, so I wanted people to lose more than their gear when they died. I wanted bonuses for making an effort to survive for days and weeks, but I could not find a solution that would fit in to DayZ or ArmA's universe. I realized I didn't want the game to turn into Skyrim, where people are closing doors or chopping wood eigh hours a day to get an advantage, instead of simply playing the game. Now I think it's important that the game it hard and unforgiving, but that there has to be room for both the totally reckless and the overly cautious. The more experience you have, the easier you'll recover from death and adversity. No matter what Rocket throws at us, we will conquer and master these mechanics and because we will, we'll continue to need to unpredictable element of people, who are willing to risk their own life to take yours. If we punish these people(what you mean these people?!) into submission, they will either stop being bandits or stop playing and as much as DayZ needs zombies, explosive diarrhea and chicken pox, the one thing it can't do without is banditry.