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Your DayZ Team

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Everything posted by [email protected]

  1. you say you feel really really bad, and that you feel bad for them. i think that's the answer to your question of whether or not you're a bad person for your acting as you did.
  2. help me out, where is this g spot then? like i said, before the latest betas i'd put around two rounds into the glass (not aiming anywhere in particular) and it would break reliably. coulda just been getting lucky before i spose, but seems unlikely.
  3. really? i haven't tested this out so it could be the case, but before it seemed to me that it took two or so rounds to shatter the glass.
  4. the only opinion i have right now is informed by the fact that it took me around 28 enfield rounds to break the glass of the hospital in elektro today.
  5. anything longer than five seconds presents a possibility to encounter body duplication issues. http://dayzmod.com/forum/index.php?/topic/9148-disconnecting-171-discussion/#entry94488 http://dayzmod.com/forum/index.php?/topic/8661-pending-update-171-details/page__st__440#entry93318
  6. since people are mentioning maps, this one is pretty good if you don't want to have fun wandering around learning the map on your own: http://dayzdb.com/map it's also helpful to familiarize yourself with real life orienteering practices, such as following contours, being able to read topo maps, etc. also learning how to find the north star (if you don't already know how) is very handy for navigation when it's dark out.
  7. i'm far from a pro, but scope out the windows of buildings before you check doors to see if you can enter them. if you can, windows should be transparent. try to memorize what these buildings look like, as they are repeated across the map. if you are standing up and running, zombies will not be able to land hits on you as they will have to stop to attack. it's often better to not fire your gun than fire them, discharging firearms alerts players and zombies (at least when zombie ears get fixed next patch) to your presence. stealth, stealth, stealth. get away from the coast asafp if you want to survive, if you're looking for firefights then the coast is a good place to stay. if you are new to arma 2 and not just dayz, run through the single player boot camp missions to familiarize yourself with the controls. don't get attached to your gear, expect death, try not to get frustrated, and good luck out there.
  8. not ultimately sure. i haven't seen rocket explicitly state that fun was one of the design goals of the mod, just emotions, world framework/architecture, and choices. doesn't mean it's not one of his goals though. i think end objective varies from person to person really, so i can only speak for myself. for me, i'm here for the provocative experiences, good and bad. i try not to let the frustrating things discourage me too much, like last night... to elaborate on last night, i did not adequately communicate my location to my team, and my friend ended up shooting me in the dick with an AS50.
  9. totally understand your frustration about limited playtime, but i still think it's appropriate for the mod. your goals and objectives are supposed to be organic to whatever challenge or situation you're suddenly faced with. losing a member or having to regroup is just one of those brutal, unfair, frustation invoking situations and challenges you gotta overcome. from my perspective (and this is just my perspective), without those frustratingly disappointing situations, you wouldn't have the extreme highs you get out of dayz. without the incentive or consequences to death, firefights just wouldn't have the same intensity. others will probably disagree with me and that's fine, just my two cents on it.
  10. gamma trick/exploit thing can be useful if that's your thing. for flares, don't toss them directly where you're going to loot, toss them off to the side where you want zombies to go. it gives you ambient light and helps keep the zeds out of your hair while you're looting. when you do toss flares, be prepared to move quick and get out of there asap, as any hostile players nearby will now be aware that there's a player nearby. while in transit between areas of interest, use your flashlight periodically to ensure you're still on track. try to rely on civil features like roads or power lines for navigation. night play benefits include a seriously diminished chance of aggroing any zeds visually (you can pretty much crouch run everywhere in cities), and the north star for non compass navigation. course that depends on cloud cover.
  11. i play with a group and i'm okay with the travel time really. had to do it last night when unfortunate circumstances ended me while we were north of berezino. spawned in cherno, and we had to reconfigure our plans to meet back up. on the way to our rendevous point, they happened upon a helicopter crash site. in about ten minutes from my respawn i had looted multiple beverages, a double barrel shotgun, various ammo, some food, and an axe and this was all en route to the meet up point. it may be an inconvenience, but really it fits in well with the overall theme of the game. it makes death more meaningful and emotional. keeps things brutal, changes your gameplan immediately if you're playing with a group and gives you a new objective besides just get the loot, kill any threats, etc.
  12. thread in announcements forum, here's link: http://dayzmod.com/forum/index.php?/topic/42806-pending-update-build-1724/
  13. regarding all this talk of spawning stuff, here have this (second item on the list): http://dayzmod.com/forum/index.php?/topic/977-things-that-need-fixing-pronto/#entry10169 personally, i wouldn't mind testing out a more sadistic spawn system, even if it does make joining up with my friends more difficult.
  14. 1.) http://dayzmod.com/forum/index.php?/topic/1334-walking-zombies/page__st__20#entry15244 http://dayzmod.com/forum/index.php?/topic/1334-walking-zombies/page__st__20#entry15175 http://dayzmod.com/forum/index.php?/topic/369-a-question-about-infected-speeds/#entry3465 http://dayzmod.com/forum/index.php?/topic/302-a-case-for-classic-zeds/#entry2847 2.) i believe they actually run somewhere around 1.5 times faster than survivors, but it's irrelevant really because they have to stop to attack so you can essentially run from them forever without taking damage. about realism: http://dayzmod.com/forum/index.php?/topic/597-ai-death-squads-bullet-lethality-and-delayed-disconnect/#entry7140 http://dayzmod.com/forum/index.php?/topic/9452-many-players-are-quitting/page__st__40#entry102870 3.) because first you add in features during alpha development stage, then you iron out all the kinks in beta development stage traditionally. and: http://dayzmod.com/forum/index.php?/topic/108-coop-server/page__st__20#entry6115 http://dayzmod.com/forum/index.php?/topic/520-the-pvp-discussion-thread/page__st__180#entry4308 4.) once you learn the map better, and get some orienteering experience/techniques under your belt it's not so hard to team up. takes a while though, and can be frustrating but if you stick with it, it gets better. if your goal is to team up with friends and avoid getting shot on sight, i would recommend finding a lower pop server to start on so you can meet up, then perhaps switch to a higher pop one. i'd also recommend staying the hell away from anyone you don't know, too many people have gotten stabbed in the back by "friendlies" at this point, and trust is a rare commodity. 5.) i very much disapprove of you having locked your server, it goes against the spirit of the project. if it's a hive server, i hope you are blacklisted immediately. the people ARE supposed to be the greatest threat to survival in the game, if you disagree that's fine, but you've completely missed the point of the mod: http://dayzmod.com/forum/index.php?/topic/6487-wtf-is-happening-to-the-server-community/page__st__80#entry67314
  15. this one? http://dayzmod.com/forum/index.php?/topic/2518-average-life-expectancy-really/#entry25378
  16. hard saying at this point. probably somewhere between 6-8 hours spread out over many days, and while watching tv and/or chatting.
  17. what is this i don't even... dayz has some of the most intense tactical battles i've been in. i'm guessing you haven't played with a team in game. laying down cover fire, flanking, using the terrain to your advantage, trying to determine where snipers are by having someone draw their fire while others hunt for them, setting someone up on overwatch to feed you information from a distance, preparing ambushes, etc etc. i played unreal tournament in a clan for two years and i can't even begin to try to equate dayz to it because they're so different.
  18. 0 times so far. my experience is similar to hetstaine's as far as where the majority of the frustration i've experienced resides. but it doesn't get to me too much, mostly minor frustration.
  19. i'm open to it. i wouldn't touch it though i don't think. i also wouldn't want it to diminish development of the core of dayz. the real fun in this game is player interactions. i also don't think single player would really help prepare new players too too much, since zombies do not compare to players challenge and tension wise. oh also (edit), the story line stuff is planned to be subtle and in the background of the stand alone last i knew. newspapers and such scattered around for those who care enough to seek out explanations.
  20. it may seem like this, but they are likely on top of it. there was a huge mass banning of script kiddies (bricked their copies of arma 2 completely) in the not too distant past. there was bunches of drama about it. they were silent about it right up until it happened, ambushed the hackers.
  21. yeah they're kinda buried at the very bottom, easy to overlook.
  22. at the bottom of the "Rocket said..." sticky there's a list of links to interviews. if you find any that are missing from that list, do let me know and i'll add them to it.
  23. here's some helpful potentially helpful posts for you on zombie sight mechanics: http://dayzmod.com/forum/index.php?/topic/246-zombies-immersive-behaviour/#entry2682 http://dayzmod.com/forum/index.php?/topic/15686-pending-update-build-172/page__st__1020#entry186274 http://dayzmod.com/forum/index.php?/topic/14261-pending-hotfix-build-1715/page__st__20#entry145262
  24. i am of the opinion that there should be no such thing as safe in dayz.
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