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Everything posted by Sqeezorz
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Thank you for understand my "badly damaged" english ... Google-Trans is my helpful friend, but we two often have differences :-(
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I still have a few thoughts about the value of a chars or even the experience. In addition a small offtopic idea. 1) offtop-idea. Softskills an example of weapon repair: at the beginning without skills, it should only be possible to repair simple weapons, in case of more complex weapons the skill of the Weaponcleaningkits should be high consumption (of kit) and a low Result or fail . So you have to learn how to deal with it. That also presupposes that generally some objects are almost only in bad condition. Loot Find and Loot points. A) It should have a lot more Useful Loot almost only in bodies of infected people. As an Idea: ammunition and also weapons in Military Infected. Other infected other Useful things. (There is already so, but not in a very meaningful system, I find Infected such Loot have the otherwise almost not on the map is to be found, almost as with Crashsites). B) Dead player bodys. There is the idea that there should be complete "player bodys" as Loot. These are not real players, but only loot-bodys. They should only be recognized with check-pulse as loot-bodys. These bodys have an equipment like an average player and doing this would make Loot the usable. That means a lot should be ruined to get only 2-5 usable parts. This could cause fear and fright in the first moment, since you do not know for sure whether that is a real player body or just a Loot body .... the experience would rise.
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The idea with the fields is fantastic. But ! The fields must not look as they are in the pictures, they must be depraved and full of weeds, just as nature created the fields themselves. It would look too perfect and unbelievable.
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Rats, many rats that flee or attack bitingly depending on the situation. Or snakes, so you can rest for a while, with a fire nearby.
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Life, the Loot, our actions simply have far too few consequences. We find Loot no matter what it is and we can work with it 100% perfect. In Chernarus all places except the wolf areas and Zombi cities are absolutely safe (I mean now without other players). What is missing are small things that force the deeds and actions to reason. It does not take too much to encourage more consideration. It also does not need high-level AI. What I mean is: 1) if the state of Loot has a general effect on the activity (a damaged ax is less efficient, you need longer to achieve something or the result is not so good ). 2).Which drives us to caution. As an example snake in the forest and stony areas that can bite a bite (poisonous snakes or even others with the risk of infection) ---> afk ubd in the forest would be much more difficult. Or in the area of sheds and isolated civilization buildings or corpses -> could easily spawned the rats which are following food shortages. 3) the infected infections could be so mavated that they approach the player (the server knows the player's location) without the player immediately discover the player, just for the purpose that one must always be energetic or choose his way wise . This could also be well combined with noise. 4) Experience and actions should have an influence on the character (soft-skills). Someone who successfully infected can sneak without being discovered, will also learn quieter to run ... sneakers softer than military boots. 5) Controversies with other players often have only 2 pages "win & loose". If I boxing someone with helmet should be the chance to be high that I hurt my hand. Shot and stitch injuries should have a chance of infection, depending on the condition of the weapon (object). So you have to think more about whether you are involved in a fight just for fun, since the consequences could be fatal. All this would give the base building a real sense from the aspect that it is so possible to create a place where a player or group is safe from all the anti-life influences of Chernarus (other players form an exception here, a base knows Only one player as an enemy). I think all these small and fine mechanics would lead to the effort to survive, enough food and drink should not be the goal to rest, it should only be a small worry less. (Would anyone eat a can of beans when they're damaged, just open and eat cold, or would not it be better to minimize the dose of cooking to minimize the risk?) 1000 small questions you should ask yourself if there is any player so Go and survive a requirement then maybe thinking will change (or the players will be screened)
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Why don't they release it for Xbox already
Sqeezorz replied to Joeymac's topic in General Discussion
The Enfusion Engine is a more advanced Enforce. It is easy to imagine that the Enfusion for BI will be a unique license engine. There have been so many Survival titles in the development since DayZ Mod. Many with quite different engines. And yet, hand on the heart, with all the titles missing the salt in the soup, they are partly graphically bombastic, but this is not enough, not even with basebau ... in most, the hipes are much steeper and also much Is shorter than this at DayZ. Whether DayZ also appears on console or not is only important from the aspect, if DayZ is synonymous in the console area a success, then BI wins with the Enfusion Engine the license race in the survival area for a considerable time. -
As mentioned above. All Loot and Gear should have a decay timer. Loot of the once begun will begin to age. Loot carried on the char remains excluded. Everything that is stored in a tent should also age and depending on the condition of the tent faster or go longer. I try it as an example: 1) can be beans spawning in a place ... remains about 30min. And then re-diced. 2) The can is touched and left lying. The pristine can be ruined after 24 hours and then despawn. 3) the can is placed in a tent ... and will be ruined in the tent after 7 days (damaged tent) in the tent. In a pristine tent, the can will need 14-21 days to ruined. 4) a can is stored by the player in the Char-inventar .. the can remains in the same condition. The same with the tents ...A pristine tent will be ruined after 45 days without care and with it everything stored in it .... Everything ruined should be after 4-12 hrs to despawn for new birth from CLE. So a loot-balance remains rather stable .... for those who hoard a lot must maintainence much. (You could turn the game even further ... A tent uses itself faster in the forest than in a dry hall or protected location, So also a barrel, a barrel lying in the water is ruined after 4-5 days ... in the open Terrain somewhat stable '14days' and at a dry location 45 days * from Pristine to ruined *. Edit: all Times are only diced Ideas ^^. Edit2: to the comnent from @Weyland Yutani (DayZ) It does not necessarily 10000 Infected, I would rather 1000 which represent a real danger. You should always have 3x Consider the battle, an infected in a military area could have a gun (certainly not with full magazine and not very goal-safe) or a knife and with a real high chance 2-3 hits your death. Or only by his screaming attract others nearby. A farmer infected could have a pitchfork ... Infected should let us swallow empty, and force to think.
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You mean as it once was with the map of Chernarus ... in 4 parts. Band 1 & 2 and band 3 & 4 brings the success. Edit: your post in combination with the post of @Irishjake make a big immersion.
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Maybe I have misunderstood something, but the skills a character has simmered or must remain "invisible" to others, first the interaction or a proof must prove the abilities. It must always be the uncertainty in the foreground .... a character with full medic equip can also be a weapon expert. I like the ideas especially because of a point. It takes community to achieve a lot, as an example helicopter to function must have certain knowledge, the same with weapons repair .... can shoot anyone, but a damaged weapon needs to be already something knowledge. The thing with the books I find a very good point. But there should be some time spent in the book to increase knowledge ... I do not mean hours, but a few minutes should be a must, not the one with a library in 10 sec max skill. Also, a book alone should not suffice, but in the run-up and reading of the reading the action. So it becomes meaningless at the coast a hoard with 20 books to hoard. The idea can lead to the books being the best loot of chernarus. If it is even led so far that a Pristine book comes to success (skill-up), and a badly damaged book the 4x time needed (a ruined book Is ineffective), then you have to 2x to kill a char equal to KoS ... the success could thus die with. (I hope it's readable .... google-translated :/ ).
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I give you absolutely right, and I am also for more logs and better logs. I expressed my concern only with Public Server. With private it is just as you say, comes to the abuse, then it is her it Russian roulette. Public is usually the starting point of new players, and there are not so many new ones, to the few you should take care of something. Therefore Vote for more & better Log on Private Hives.
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More possibilities or data in the logs also has the consequence that it is made more shit by "certain admins". Therefore better logs only for private servers because here usually a community behind stands the Admin abuse with "leave" punish.
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The idea sounds good, but it is the opposite. The server does not have to render or render anything, the server "only" manages a database with all items, containers would then also represent an item and would be another entry in the DB. The CLE itself has rather low priority in the core program which concerns the time factor, the exchange of the player data and also active actions from AI are first priority. The idea with the containers brings the server even more work, but with the client it looks different, this benefits from "less" polygons.
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Dayz is based on BEANS ^^
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The bottom picture shows the loot zones, that is, in the CLE, loot can be bound to zones. It can be defined that an SVD is not spawnt at the coast. The upper picture shows the areas that the CLE worked out. Every 5sec. A field, for the whole map 256x5sec. (21min). Sure the CLE can manage more areas, but what is easily forgotten is the massive increase of possible AI. A 4x larger map also needs more slots, more animals, more infected, all this needs immensely more power from the server ... this must probably develop "Intel" the Xeon H8999 @ 12Ghz 16core. Therefore, an expansion on the sea at the first realistic to fill the "empty" CLE fields. This would give a few nice big islands.
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What do you think about other crafting options? What ideas do you have?
Sqeezorz replied to Irish.'s topic in General Discussion
Danny Dog is already right. The old system is not capable of this amount of crafting possibilities. It will look quite different with the new controller. Posting ideas here is certainly a nice thing, but we can not go out of the game's current version. I have the feeling that exactly in this direction the game also leaves many ways open future for modding. So has pure ideas ... I like all the suggestions here. ;) -
I'm not sure on a big expansion of the map is really possible. An image of the CLE shows that this is perhaps the limit. The CLE Subdivides the map into 16 x 16 sections which are then processed. The lowland areas are in the sea and at the edge of the west. These "Empty Zones" might still be used ... the number yields 256. If so, then probably only space for a few islands remains. Another question, which is against a wall to DebugZone, are the aircraft. They could cross the border. Unless the debug zone is contaminated and leads to instant death on ground contact. The idea of an expansion in the sea sounds very interesting.
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[0.62] Early Preview Broadleaf + Grass Shader
Sqeezorz replied to Weyland Yutani (DayZ)'s topic in General Discussion
With the hiding in the grass, it looks only clever but is stupid. Just because the grass is not rendered very far. Who is lying in the grass should also be "invisible or very difficult to recognize". Unfortunately, the result is again a disbalance with 1pp / 3pp ... except when 1pp the char is so hidden as it is in grass and with 3pp as Visible as Now. -
Thanks for the technical elucidation of various problems. I think that are currently all hardcoded things fixed in 61. I'm missing something here from the garden department with the new forest and bridge builder west of Svetlo, yes I'm looking for stones is not easy in DayZ ... but needs the bug that goes ^ ^ then since her faster. @coheed the sea tides up, although not much but there is low tide and hi tide.
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With 0.63.... omg. Maybe we would be glad if you could weapons and ammunition eat to survive, and the infected together with the stamina system run the cold sweat over the back when we hear it.
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Lol... i have the same trip. https://dayz-standalone-rpg.de/index.php?attachment/389-lz-greensearegion-png/ The view of coast are like this picture.
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The whole make so synonymous sense, if the character in the future a "gentle movement" control gets. This is also transferred to vehicles and does not have to be programmed twice.
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Holy shit... you are -53.3km west and over 109 km at Nord. Thats over 7477 km^2 .... Landscape.
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Lets talk about looting and zombies/animals animations
Sqeezorz replied to kevo1414's topic in General Discussion
Keep in mind that a singleplayer game is not compatible with an Open World multiplayer game. Scripts must always be available for any multiplayer, which is extreme server load. -
A good weapon against infected is the ice ax. The key to success is not to be seen and to surprise the infected. Best sneak and attack from behind. So you can get it from 10 infected at 1 get a hit. Alternative is a branch of a good melee weapon against infected. What needs to be considered is the infected you do not hit the back, danger of spinal damage. At the bow the arrows make with the springs, these are much more precise. Thus a shot of up to 100m is possible, but with extreme elevation (~ +30 degrees)
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All my guns and ammo couldn't protect me from getting sick and dying :(
Sqeezorz replied to bfisher's topic in General Discussion
Yes I have already read. It was even spoken in this direction from the official point of view. Also in connection with Loot of dead players ... is called the longer a dead body there, the greater the contamination. The same with the Zombi-Loot. Was also in connection with the possibility of burying the body in the earth.