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Your DayZ Team
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Everything posted by dallas
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New Standalone Screenshots released
dallas replied to mattlightfoot's topic in Mod Announcements & Info
I needed prozac after reading The Road. -
I only alt-f4 against hackers or lagging zombies or frames below 40 or if it's raining or if someone saw me or I saw them or if they salute me or if the say friendly or if someone's shooting at me or hunting me with an axe, but never durring combat.
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I think it's great that the entire south coast is a designated spawn zone. I'm fine with one single random spawn at Novi Sobor, but in general I like the idea that people you meet in Berezino/Zeleno isn't the Elektro/Cherno PVP spam respawners, who have the 10 minutes patience it requires to run up there.
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New Standalone Screenshots released
dallas replied to mattlightfoot's topic in Mod Announcements & Info
Looks great. You might consider small restaurant/hotelish buildings having a guest book connected to the main hive. So anyone at a given hotel can write or drawn something. Either so all players on all realms can read it or limit it only to the server's population. -
I have no idea, why you lost your yellow nametag nor am I in a position to veto you nor would I. I found it weird that you lost the title, so I cracked a joke. :)
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Unfortunately the furry community vetoed Derpy, very petty in my opinion. :(
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How about being able to refresh the ingame server browser by pressing F5, tell them em boys over at BIS to get on it asap also. :)
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Obviously I was thinking of a standalone feature, the mod is as good as it gets ;) Since Rocket is getting down and dirty with the standalone, I thought I'd raise the issue here. Also my post count here is higher than on the BIS forums, where I'm not spamming or trolling WarZ threads.
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Third person and first person - you decide
dallas replied to Bombolz (DayZ)'s topic in DayZ Mod Suggestions
It's been with us since 2001. I think it's here to stay. -
You only meet your first game player once - What did he do?
dallas replied to selmack's topic in New Player Discussion
First login in DayZ, I was meet by complete blackness. The only thing I could see was the a wall of rain, comming down loud and hard. After a fw minutes I was able to destinguish a second shade of black and decided it was enough to leave the safety and loud waves at the beach behind. I think I moved 5 meters of the beach, before I heard loud moaming from somewhere directly infront of me, which forced me back to the beach. The only think I knew was the beach is a spawn zone and while it's somewhat safe from zombies, sooner or later a player might pass close by. After a couple of minutes of thinking, which felt like hours in the black rain, I decided to follow the surf. 2-300 meters down the beach, I saw a boat bridge streching out in the water, I laso saw silluettes of buildings and quickly heard the familiar sound of zombies. I headed out on the bridge, went prone and waited for the rain to stop. After a few minutes I heard gunshots from the build up and 20 seconds later, the shooter turned to me and killed me. I later figured he had his gamme maxed, because I couldn't see more than than two shades of black and whipping rain. I died, loggen off and decided to play in daylight next time. -
I can't speak much about the standalone, but may explain why the zombies were a bit random in their behavior. OPF/ArmA's earlier versions were mostly simulating largescale infantery scenerios or spec ops missions, where most buildings were closed off static objects. There were only very few open buildings in OFP/ArmA, the number increased slightly in ArmA2, but it wasn't really untill Arrowhead's Afghanistan themed scenery, we saw a radical change, when Takistan's majority of buildings where enterable, with several entrances, stairways and ladders. Since the AI opponents were all infantery and since even in ArmA2, buildings where more something to hide behind, rather than hide inside, I think the AI path finding inside buildings was improved from Chernarus to Takistan, where urban operation became almost the main focus. ArmA's AI opponents are meant to simulate infamtery and not zombies. While Rocket was able to force them into zombie like behaviour with injected scripts, it meant their path finding must have been a real challenge. Instead of reacting like riflemen, dropping to the ground and laying down fire, they'd switch into sprinting and had to hunt players in and out of buildings. The standalone will feature a improved map, with new buildings and new zombies. Instead of soldiers, who zig-zag to evade enemy fire, going prone to steady their aim and become smaller targets, use cover, flank or retreat when outnumbered, the standalone's zombie models will be designed as zombies, they'll "think" as zombies and can be designed to move like zombies. They'll be designed to hunt players and instead of using buildings as vantage points or firing positions, they'll treat buildings as hunting ground. With a redesign of Chernarus-plus' buildings, hopefully we'll see buildings that will feature the new philosophy from Arrowhead and Limnos. Where buildings where mostly static objects on ArmA2's Chernarus, on Arrowhead's Takistan, they were designed with advanced urban operations in mind. Better and more accurate AI path finding was implimented in and around Takistan's new buildings, because urban combat became something that happened inside the buildings, where in Chernarus urban combat was something that mostly happened around buildings.
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Also if you place it on a slope It might slide a bit down every restart. I had a tent I couldn't use for a week, because it passed slowly through a tree.
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I recommend you jump right into it. Before long you've have learned all the mechianics, so don't cheat yourself of the experience of being completely confused and terrified.
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You logged out in chock, while bleeding. Did you log out again, before the logout punnishment expired?
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Spawn campers are serving the community, they are teaching new players a valuable lesson about trust and about moving slow and predictably in open areas and along roads.
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M1 Garand, also M14 with iron sights.
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Had my first upsetting death last night.
dallas replied to a_typical_noob's topic in New Player Discussion
Look in your controls, remove "use active action"(can't recall name exactly) from left mouse and only use your action key for actions. This will prevent your from firing, when you mean use your action and prevents you from accidentally beginning an action, when you need to fire fast. Btw I also died in Polana supermarket yesterday. I found two Winchesters and a Lee Enfield with lots of ammo and decided to kill all zombies in Polana. I picked up the Lee Enfield and called all the zombies. After killing 30 with the Enfield, I went to pick up a Winchester and some stupid zombie hardly touched me and knocked me over. There were not reasonable excuse for dying, yet I fucked up and did. -
Removing 1st person serves no purpose. No need to rock the boat, this has been a BIS feature for 11 years and BIS has always allowed server hosts to enforce whatever difficulty setting he choses to. If you think 3rd person view is an unfair advantage, play on expert servers. Whenever I move into a large urban area, I know there's a great chance I'm being watched. This is why I constantly stay on the move, move unpredictablly, change direction at every corner, enter every backally, never sit still looting for more than a brief moment and always with my back against the wall. Sometimes 3rd person works against you, sometimes it doesn't.
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I'm really warming up to this idea. Obviously just changing all textures to white and grey would get us a long way, but it would be really awesome to see a specific design for a snow covered map. New textures, snow banks, waist high powder snow, icecovered lakes, treacherous thin ice, ice fishing and improvised iglos. Decreased movement and fogging up your screen when exhausted. I'm demanding a snow covered Seattle map.
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Breaking news: This is not BF3. I hope we'll see the consequence of death increased in the standalone, so all the deathmatchers constantly getting themselves killed in Elektro and constantly killing themselves, trying to spawn at Elektro, gets to waste more time waiting to spawn. I think the more often you respawn, the more your respawn cooldown timer should increase, just like in mmos.
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As soon a the bullet exits the barrel it's affected by gravity, so most rifles have their barrel pointing upwards, firing the bullet in a low long arch. If the rifle is zeroed at 300 meters, the bullet reaches the top of the arch at 150 meters and drops to align with the sights again at 300 meters. You can usually change your zero with pageup/down.
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I think the MP5/Bizon belongs in the primary category at least for the DayZ mod, I'm pretty sure it will be alot different in the standalone, when the inventory system is reworked. I can't imagine a MP5 will weigh you down as much as an AS50 or a M240
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Backpacks spawn in civilian housing. Grocery stores, office buildings and cafés have the most possible loot spawns.
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The MP5 and Bizon are specifically designed to be fire one handed. No?
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Whenever I carry a shotgun, I only carry pellets. If you only have slugs, you're better off with a rifle. Pellets are great against zombies and with the autoloading m1014, you can lay down a nice wall of damage.