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Everything posted by NachoNinjaGnome
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Right now, when you attach barbed wire to a wall, it sits on the ground fairly far from the wall waiting to be mounted. In some instances, nearby objects can render the barbed wire mounting prompt inaccessible. It would be nice to place the barbed wire closer to allow for more versatile building placement.
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You need pliers to attach them. That's not the issue to which I was referring. The problem has to do with how far from the wall (or watchtower) the barbed wire sits on the ground before mounting. The item itself contains the prompt for mounting, but it is often covered by nearby objects. My aim is to get that moved closer to the wall to allow for versatile placement.
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It is true that much of the game needs re-balancing, but currently, that is of secondary importance. When they first release a new mechanic, their aim is ensure that it is functioning properly. After proving a mechanics functionality, they then implement balancing attempts. Each mechanic that reaches the balancing attempt phase then changes their whole balancing system to the point where everything needs more balancing. The balancing of a game is a tedious task at best without throwing, potentially, broken mechanics into the mix, just to take them out and put them back in at a later date. When all is said and done, hopefully, BI will have attained a suitable balance in the eyes of most and a convenient tool to allow server owners to adjust all the associated variables. If not, then hopefully there's a modder out there up to the task. This issue with base building has been brought up repeatedly. BI knows it's an issue and I'm sure it's on their to-do list. Be patient, they're, basically, rebuilding the game while adding new content and it could take awhile.
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Intense encounter and firefight
NachoNinjaGnome replied to Survivor1431's topic in New Player Discussion
I'm still waiting for them to implement an ability to turn off friendly fire in the server settings for PVE servers. I understand that adrenaline rush is why many people play DayZ, but there are also a lot of us out there with PTSD. We don't enjoy the activation of our sympathetic nervous systems. And I've never been a fan of losing hours of effort for a few seconds of action. Seems far from worth it. -
Vehicles have come a LONG way since alpha. But they still have a ways to go. Vehicle damage needs some fine tuning. Just a couple of days ago, I'm driving along, not even that fast, maybe 50 kph, coming around a bend and hit the tiniest little lag spike and BOOM, hit a trail marker totaling my vehicle. If that were real life, that trail marker would have been toast and my bumper would have a dent. Now, I could understand hitting a tree, power pole, wall, rock, etc, going a bit faster would instantly kill your engine, but apart from that we need more than just two options with hitting something. Right now, you hit anything, it either does nothing, or completely kills your car. I know there are plans to implement a similar system to what we had in alpha with the tire repair kits, making use of battery chargers and electrical repair kits, but, in the mean time, can we just turn down the damage? Additionally, it would be nice to see destructible objects for things like those pesky trail markers, all the rails and pickets of all those various fences, all those road signs, and probably some other, commonly hit, roadside objects. There's just far too much lag on servers right now and putting vehicle positioning client side would just be a security issue, so, something needs to be done. But, until then, can we get those trail makers collisions removed?
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Understandable. Yeah, I, mostly, play private servers for that reason... I have day/night reversal syndrome and am, naturally, nocturnal.
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I'm aware... got a buddy who does that for a living. He, by himself, is sysadmin on tens of thousands of servers. But, thank you for that long winded explanation, I'm sure someone will find it informative. I was merely pointing out that the game time setting is changeable and is changed on many servers, by the server owner. And yes, it IS still obnoxious that all the official servers run the same time settings. BI should do something about that. It's not hard to plug an RNG into the default settings. Hell, I could do that, and my coding expertise is pretty limited.
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It would be nice to see a notification system implemented in the vanilla game with built in settings for server owners. Right now, all we have for any sort of notifications are the messages in the lower left and HUD indicators in the lower right. As a result, many times when fighting a zombie, we'll get hit, often without noticing as the melee system still needs work. And some of those times, we start bleeding without knowing that we are bleeding as all that happens is some little arrow is added to our periphery. In real life, we can feel if we're bleeding, and you would not bleed that much from the sort of hit a zombie could execute. I don't know how many times a zombie has tagged me and less than a minute later, my screen is gray. Is hemophillia the reason our survivors were immune to the zombie virus? We need clotting factor and realistic bleed times in addition to bleed notification. And I'm not just talking another little message in the bottom left. Those, too, are easy to miss. You can't put important stuff on the top, bottom or sides of the screen and expect people to notice. Many of us sit at a desk with a large monitor and, unless we intentionally look to the edge of the screen, most of what goes on there is not significant enough to draw attention. Middle of the screen text is necessary. Various flash functions and sound effects would be a welcome addition as well. Something, anything, would be a step in the right direction.
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Also, we should not need to eat 20 apples per day (if we're measuring food intake in apples).
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The day/night cycle setting is changeable. It is a bit obnoxious that all of the official public servers all turn night at the same time though. While I do like that they've disabled that in-game gamma setting, many monitors have similar functions, thus it is, virtually, pointless. As for the darkness of night now though, it's pretty unrealistic. Out in the countryside, away from city lights, you can see just fine in the dead of night with starlight alone. When the moon is out, this is increased dramatically. The only time it should be as dark as it is in-game now, is if it's night AND overcast. That, and increase their use time. A 9v alkaline battery should run a head torch for longer than a few measly hours. I wouldn't mind seeing different battery types. I'm not talking just sizes (AAA, AA, C, D, 9v, etc.) either, but rechargeable and non-rechargeable, alkaline, lithium, etc. for various battery life lengths. Also, we shouldn't just be finding single batteries here and there, but full, unopened packs, as well as opened, partially used ones.
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Like many of you out there, I hopped back on DayZ for the 1.0 release. And, well, I just had some zombies lag in out of nowhere and start hitting me so, naturally, I begin to run to avoid getting hit while I pull my weapon. I look down to see which quickslot my suppressed SMG is set to so that I can mow them down without attracting every zombie in the area, but I can't see my hotbar. I'm running, holding 'W' and shift, and go to toggle my hotbar back on and the combination of holding shift and pressing the ` key brings up the Discord overlay. Now, I have no control over my characters heading and within a few seconds, he's running against a rock, a tree, a wall, or some other sort of barrier. I don't really know what because I can't see anything but the overlay and my characters periphery and I can't disable the overlay because I didn't know how I enabled it in the first place. Subsequently, the zombies begin to beat on me while I attempt to log. They must've killed me, or at least knocked me unconscious before my character was able to log out. I then logged back in as a fresh spawn. Now, Discords dumb default keys of something that could potentially be hit during gameplay aside, why does this feature exist and why is it the default. What reason is there to not want to be able to reference your 10 quickslots when in such a bind? Or, for that matter, why is the default set to keep you from seeing them unless you interact with your inventory in one way or another? This feature makes zero sense and just cost me well over 30 hours worth of loot on my character. Now, I've rebinded my in-game toggle and my Discord toggle so this won't happen again, but it should not have happened in the first place. This default game setting was not very well thought out and should be changed for the sake of every other player who has yet to run into this issue. This should not be v1.0, it should be v0.64 at the very most. I don't understand how you can justify calling this a full-release with simple settings issues like this mixed into all the bugs. C'mon now BI, I love DayZ, but you gotta get things in order here.
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I've always used the same keybindings, it's just a matter of being forced to hit that ` key every time I log in. Shouldn't hide something as important as the quickslot bar by default. The only time I swap quickslots is when I add another weapon to my arsenal. As for running from zombies, that was necessary due to them teleporting into me from nowhere and beginning to beat on me simultaneously. Yes, PVE is easy until you start getting bugs like that. And I could have taken them easily if I didn't have to hit a key to bring back my quickslots which brought up an overlay I didn't know existed. And logging out was my only option at that point. Had zero control of my character and no prospects of that control returning. And "fat finger the controls"? I hit the keys I intended to hit. Idk what prompted that comment. Granted, when the overlay popped up, it was unexpected and I did panic a bit. That will happen when something interrupts your ability to control your character unexpectedly like that.
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I am aware, but thank you anyway. Guess you didn't read the post. My suggestion was to set the default to showing, rather than having them disappear as the default setting. As with everything, it SHOULD be utility before aesthetics.
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I'm not quite sure why it was decided to make the Mosin six slots tall. I understand the desire to make it take up more space than every other gun, at least that I have seen, but in real life it would not be that much wider than any other long gun, probably less even, considering the lack of a vertical grip and external magazine. In my opinion, it would be better off if it were three slots tall like everything else and maximum width. Hell, I'd be even more satisfied if it were one slot wider and unable to fit in any backpack, though we would need tents one slot wider to make up for it. We could even get more complex and get some backpack models with Mosins sticking out for when it is placed in a backpack. Anyway, just my two cents on the matter. Just doesn't make sense that the Mosin would be twice as wide as every other long gun.
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Now, I know that, like me, many players out there have had the unfortunate luck to find a tent, barrel, chest (likely multiple) and stashed them somewhere to start collecting loot, only to have them despawn on server restart. And I know it's an issue the dev team is working on, but probably won't see it fixed for some time. Until that time, here's some advice to keep your base persisting like it's supposed to. 1) Establish your base in the wilderness, away from loot spawns and the piles of loot from players loot cycling (farming). 2) Don't drop anything on the ground near your base. That's it. You're welcome. Every time I've had a base despawn on me, it was after doing some spring cleaning. Usually due to dropping some less important loot to make room for items with greater value or aesthetic appeal. Now, others have informed me of their bases persisting while everyone else has endured repeated frustration due to their bases despawning. These players have come to the realization that the persistence bug is avoidable due to the fact that they did not build near loot spawns and venture far away from base to "take out the trash".
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Barely. Sawing it off only knocks off one row and one column. Still takes up more slots than any other long gun when it's sawed off.
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Now, I know we're all sick and tired of constantly repairing our gear. I like the fact that the mechanic exists, but can we turn it down a bit. Especially in the game's current state, you can be as cautious as possible dealing with zombies, but, at some point, you're going to get those teleporting zombies glitching around, phasing out our plane of reality when we swing our axes only to return to this vibrational dimension to land a hit on us a fraction of a second later. We should not need to constantly hunt for sewing kits and duct tape just to survive hunting for more sewing kits and duct tape. It seems like that's the main focus of every other play session lately. And I haven't seen it first hand as I've only fired about 5 shots total, from two different weapons, so far, but all I hear from my, more trigger happy, friends is how often they have to clean their guns. And I know from the cleaning kits I give them just how much they're going through them, it's ridiculous. You should be able to put, at least, a few hundred rounds through any firearm before NEEDING to clean it. And it seems like they jam WAY too often. From all the thousands of rounds I've fired through various weapons over the years, I've only ever had one failure to chamber in my CZ75, another failure to chamber in my AK-47, and no other failures in anything else. And those failures to chamber were using cheap, Russian, steel cased rounds at the range, after firing a couple hundreds of rounds through both weapons in a single visit. And then, those specific rounds were reloaded, chamber, fired and cycled just fine. Firearms are designed for extended use in firefight situations. If anything, the need to clean comes from not cleaning it after the weapon has cooled. Now, I could understand a timer set to a weapon after it has been fired to increase rate of failure, but I've seen people clean their weapon in game, then ready it for action, only to see it jam on the first pull of the trigger. Seems to me like, all around, the item damage needs to be turned down. And I haven't been shot yet this build, but if a single bullet to the torso still ruins all of your gear in your jacket, vest and backpack, that definitely needs to be adjusted as well.
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Yeah, I've seen the kit/tape bug here and there. It's off and on. Haven't seen it in the last couple of days though. Might have been fixed. And that might just be your luck. I've played on several servers and weapons seem to be pretty evenly spread across the various levels of quality.
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Hmm... I've been playing since before 0.60 and never had an issue with that. Mostly because the zombies movements were easily sidestepped. At one point, in 0.62, I believe, they started to turn as they swung and would often double tap you. It was then that I noticed an increase in sewing kit usage. But with the current build, it seems like all I do is hunt for sewing kits, duct tape and food.
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No problem, any time.
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So, I've had a set of similar issues rendering the vegetation in DayZ for quite some time now. When I get close to trees, bushes, even grass, the render in all sorts of crazy ways. Before the beta build went to stable branch, they would range from purple, to blue, to white. Now, in beta build, they're all white with certain video settings, and with others, they get a sort of prismatic rainbow thing going on, and with other settings, the blur all the colors they're supposed to be, just not where they're supposed to be. It's really annoying and I've tried the whole, verify integrity of cache and full-on reinstall route. I've scored forums and done searches looking for any and all fixes people have had success with. I've even resorted to asking any and every player I meet in game if they know of a fix. But, alas, my vegetation still won't render correctly. With the current build, it's like my character ate the wrong (or right, if you're into that sort of thing) mushrooms. It's kind of cool to see, but it makes it really difficult to traverse the map. Even entering heavier grown yards is a bit of a hassle. So, if anybody has any ideas as to what I can do to fix this, any and all potential fixes are more than welcome. Thanks in advance, - NNG
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Well, in a last ditch effort to fix my issue, I retried all of the potential fixes and one of them worked. Unfortunately, I don't know which one, as I did them all, one after another. Anyway, thanks again to those who suggested fixes.
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Currently, there is no reason to play in Offline Mode. You can't come back to the same character, or the same map (as it's a fresh one each time you launch). So, with the time that it takes just to get the supplies needed for testing whatever, odds are you won't do it in one play session. Hopefully, you devs are planning to allow players to have multiple single player (Offline) games going like we can with similar games (i.e. Unturned or Minecraft), as well as the option to host LAN games. Such features are important for those with crappy internet, house rules regarding internet usage, lack of desire to play with other people, etc. Also, not sure if you devs are aware, but in Offline Mode, you can't even open the Esc menu to leave the game. I was forced to simulate a crash both times I have launched in Offline Mode. If there is a feature currently implemented to save Offline worlds, then it is circumvented by the inability to log out.
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Yes, wolves are dangerous. You will need to take precautions to avoid death by wolf pack. If you hear/see them coming, take cover in a house and shoot them through the windows. If you plan on venturing through wolf territory away from usable fortification, then make certain you have a good weapon and plenty of ammo. Also helps to have a pack of your own. If you take out a certain percentage of the pack, they will retreat and regroup, giving you time to do the same. If you can identify the alpha, take him out and they will retreat with just the one kill.
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I think they're just trying to get things functioning as intended right now. Things like object health should be adjustable with the new server mod tools.