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Your DayZ Team
[email protected]
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Everything posted by [email protected]
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HFB Servers, I have a 400MB script log file - anyway to reset it
[email protected] replied to phisher34's topic in DayZ Mod General Discussion
just... delete it. It should regenerate it. You may want to fully shutdown dayz first, so that when it re-initializes it generates a new log. Also, if Dayz is running, it will have the file open, so you may get "file in use" if you try to delete it while the server is up. -
buggy and the ONLY USE i've seen is whats been said, blocking building from players. Which could be justified, if the placer of the wire was still in the damn building. ***I say this, have barb wire have a limited number of uses (like 10), and have them only last for as long as the player is still logged into the server. Then you could make more cool things with them (by placing 10), but only when you are actually using them. So when they block a building so they can loot it in safety, thats fine, but they have to remove the wire to get out. If they server hop, the wire despawns. This also allows dissconnect to remove the wire, and let people without clippers/tools remove wires that may have trapped them by mistake. Then it can be used for active things, not just for dicking people.
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What is the actual purpose of barbed wire?
[email protected] replied to ComboBreaker's topic in DayZ Mod General Discussion
buggy and the ONLY USE i've seen is whats been said, blocking building from players. Which could be justified, if the placer of the wire was still in the damn building. ***I say this, have barb wire have a limited number of uses (like 10), and have them only last for as long as the player is still logged into the server. Then you could make more cool things with them (by placing 10), but only when you are actually using them. So when they block a building so they can loot it in safety, thats fine, but they have to remove the wire to get out. If they server hop, the wire despawns. This also allows dissconnect to remove the wire, and let people without clippers/tools remove wires that may have trapped them by mistake. Then it can be used for active things, not just for dicking people. -
***I am not sure if this already happens, but I think some amount of humanity should be restored each respawn. That way a bandit, if they stopped killing people, could eventually become a survivor again. Of course, someone could abuse this if it wasn't on a timer, by spamming respawn. Perhaps have humanity restored over time, as long as murders have not been committed. Or have a max amount of humanity be restored per day. I agree with your point about bandits vs survivors. Once you start murdering, the humanity aspect means you have to keep killing or be killed yourself (esp now with the heart beat). This locks you into being a bandit, and it seems most people hate bandits, but like forcing them to exist???
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Make it possible to eat raw meat?
[email protected] replied to Opitz's topic in DayZ Mod Suggestions
I agree, 100HP would be great, esp for fighting hunger when you have full health. Also, raw meat isn't bad for you if its cut right, in fact, its better for you (Humans are the only animal that figures meat needs to be cooked before you can eat it... BTW.) But I can see a random person not knowing how to cut meat cleanly and so could contaminate it. So a nice middle ground, is just making raw meat give very low blood back. No need for % to get sick. If you have a % to get sick, then you should have raw meat give 800HP and a % to get sick, or cooked meat give 800HP and 0%(or low) to get sick. Sickness comes from ill-cut meats, or OLD meat that has been given the chance to become contaminated. So the longer the meat is just.. LOL, in your bag, it could get contaminated. But really, most contamination with raw meats come from the animal it self. Skin, hooves, guts being cut open and shit getting on it. Perhaps allow players to eat raw meat for only 2-3 hours after its been cut (this is a reasonable real time frame for FRESH raw meat to be eaten if left out). It would be really cool if you could capture chickens, and use say fences, and have them spawn an egg once a day :D (I have chickens) -
Remove Crowbar spawns since hatchet works 1.7.1.5
[email protected] replied to Fifty -50-'s topic in DayZ Mod Suggestions
I like Half Life, I love da crowbars. Let her play! -
It would be nice if the game/mod could enforce the lowest level of shadows so that at least you can have them on. Without enforcing shadows, any player that doesn't turn shadows off (or turn their brightness/gamma up,) is handicapping themselves. In competitive gaming, turning effects down/off, or gamma up, isn't cheating, its leveling the playing field. Carebears/noobs disagree, and hence they are killed easier. It isn't pretty (literally), but its an absolute fact. I also dislike it(low graphic settings), because I paid a ton for my crossfired and eyefinitied rig, and would love to see this game look better then Quake1. But alas, I am not playing against AI... I am against other people, and people actually want to win/live...
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hey if taking a hit of coke will make me run 10x faster to the nw airfield, hellz ya. However, I hope the other side is shakes and poor vision for 6 hours. loled
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Camping is just as bad as disconnecting to avoid death.
[email protected] replied to KVCC's topic in DayZ Mod Suggestions
***I agree, I think two things could help::angel: 1. Scoped Rifles and Binoc lenses flares when facing any direction besides directly away from the sun +/- 30~ degrees. 2. Randomize spawnpoints for rejoining a server to be 300m from the location you logged out (with preference towards spawning you away from buildings, and in the forest). With ability to de-spawn loot/zombies that are within 30m of you, and items within 0 meters of you (so you don't spawn in a tree). As for spawning in behind people who have cleared the area, or on hills after they have checked the hills. I agree it would be way better if that was fixed, because it happens, a lot. A FUCKING LOT. To your advantage and disadvantage, most often the later due to campers server hopping. -
Enable player markings for group identification, the key is, have the markings be found as loot so other players could 'sneak' into groups or evade them. We are able to pickup cammo and gili suites. So in addition to this, drop bandannas of say 3-4 different colors that can be wrapped around your arm to easily identify you to your group. Also, since their are 3-4 different colors, other players could carry around the markers and infiltrate (or evade) your group if they watched closely and had the balls :) The bandannas would need to be somewhat rare, but not extremely rare. Perhaps have them spawn in high level loot areas such as the army spawn points. This way everyone isn't running around with arm bands. Side note: I could see this getting ignored as it would let groups spread out more rather then stay close to one another... But this is just an alpha suggestion :) Plus, spreading out more against another player with all the bandannas could be the perfect way to infiltrate a group.
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A Realistic Means of Facilitating Group Play
[email protected] replied to dogsbd's topic in DayZ Mod Suggestions
I have to agree, this isnt a good idea because half the game is hiding and trucking to meet up with friends then keeping the group alive and together. Adding this is actually removing content from the game. I fully support the ability to mark yourself for your group... But, that marking should be something other players can spectate... and replicate. Hmm, time for my first recommendation post I think. -
How to increase cooperation and reduce mindless killing
[email protected] replied to Stonager's topic in DayZ Mod Suggestions
Yup, PVP is the end game, after you have gathered all the loot and been to all the places. They key is, it always will be... so what can we do, to make the end game players fight end game player, rather then just kill lowbies. Only thing you could do then, is make a battlefield where you die and respawn with all your gear minus ammo spent in the fight, far away. Then when you capture the ... NE airfield per say, from another team, you hold it for an hour or something, and get executive loot. All just to repeat again, in the search for more beans! Beans to use, in the next battlefield. Then end game players go up to the NORTH EAST EMPTY STUPID airfield, and assault it. If you die at the NE airfield, you get respawned on the coast (somewhere, like normal, but away from the newbie spawn points), and run back up to the east airfield to do it again. aka, spawns on the east coast = vet players WITH THEIR GEAR, spawns on the south coast = newbs with nothing. Then vet players can pvp without having to totally reset when they die, so they will stay on the east coast. Newbie players get the south coast and most of the in-land area, and they mix the further east you go. Since a lot of vet players will be on the east coast (and if you die anywhere but the NE airfield you really die), players will still have to sneak and be careful to not get owned by other PVPs. Also, as we all know, once you get good gear, fuck ever going to a town that doenst have open houses... aka, you wont go hang out places where you cant get anything worth while unless you want to kill lowbies. Most the time, people will keep on the gear hunt, at the NE airfield. (Include lots of upper end guns and ammo, and super low percentage change ultra guns (m249, 50 cal sniper rifles, a tank, attack chopper(uses jet fuel that has a rare % spawn as well so it doesnt just mean free ownage). The key would be holding the control tower for 60 minutes, which would trigger a loot spawn of the ultra rare loot, up in the tower. The hard part would be figuring out how to prevent groups from just camping the tower forever. Perhaps do this by limiting these PVP zones to 50+ player servers. Have the respawns mainly hold ammo, and rarly hold good guns, and very rarely hold very good shiz. -
I think the opposite, I think we should spawn with nothing at all. But perhaps one band-aid (cloth, aka, ripping your shirt). But DayzDevs should up the spawn rate of low/lowest level guns in low level areas (like towns with nothing you can go inside of, or solo-closed buildings that you find now and then near the roads). This way you have a tiered structure of looting areas that are useful. Newbies go to lowbie towns\solo houses to get basics(Band aids, marcov, 1 clip, empty cans, soda, flashlights (flashlights should be in every house... I mean, I have several at my house, these should be really common...), then work their way up to larger towns. Also, means that no upper tier loot (AK mags/Beans) spawn in the lowbie towns, so higher end players could find the towns hard to camp cause they are worthless loot wise. The problem is shit heads, killing people who don't have any way to fight back. At least let them have the ability to kill you even if very slim, by waiting for them to move up to larger towns when they actually have guns. But this is key, shitty PVPers.
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TITLE UPDATED: No more SOLO corpse runs = Player driven missions
[email protected] replied to Malleovic's topic in DayZ Mod Suggestions
***I spoke about this in another thread, If a timer could be added to gear... then it could do what you are asking without impacting the players ability to play. That means, that everyone within 100m of the dead player, would have their gear plus that dead players gear tagged as "not lootable by the dead player for 5 hours". UNLESS, the dead player, now respawned, killed someone within that 100m range, resetting that now dead players loot to be bound against the newly dead player, but free for the respawned player to loot. With death, comes loot, even if it was previously yours. Chances are some wacky respawn timing trick could get a whole group of people, to kill one another and cycle loot around in some odd chain. But that's also making them spawn oddly all over the map and I think would be a lot of hassle. But, I really down this POS engine has any way to tag gear what so ever. -
***Id rather have a "take a shit" or "take a piss" meter. .. Where you had to find a safe location and spend 30 seconds or else you would just shit your paints or destroy your bladder, leading you to lose blood or stink like shit and make zombies more easily able to see you since you smell like dead people. It would also be nice, so when I am really AFK taking a shit, my character perhaps relates that to my team mates, ROFL
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Reasons to huddle around a campfire..
[email protected] replied to Redrick (DayZ)'s topic in DayZ Mod Suggestions
***This is easy, have it restore blood.:heart::heart::heart: Not a lot, like slightly less then you lose from not eating or not drinking (so you have to eat and drink still). Also, it can't be faster then bleeding. I would recommend a tiered structure. Player Blood Level - Blood Gained Per 3 Second. 1-4500 = 16 blood every 3 seconds (3.1 minutes per 1000) 4501-9000 = 9 health every 3 seconds (5.5 minutes per 1000 blood) 9001-11000 = 6 health every 3 seconds (8.3 minutes per 1000 blood) 11001-12000 = 3 health every 3 seconds (16.6 minutes per 1000 blood) This would take a player from 1 to 12,000 in about 71 minutes. 1 to 11k in about an hour. The key to the last tier is to let people hang around when nearly full health but also not consider it a primary way to reach full health (beans/meat may be faster). Also, wood burns out, so you have to keep gathering I believe, even if its easy, it prevents people from going afk next to a fire. Alternatively, you could cap healing from a fire to 10,000 blood. Problem with this, is that players with >10k blood wouldn't have a reason to stay at the fire. Where if we tier it, players with <12000 health always have a reason to stay by the fire, even if slowly regaining blood. Ahem, rocket if you like this, be sure that 2 fires WONT heal players twice as fast :) ***Important : Fires should not only send out light (At night), but also a large smoke tower so that during the day they can be found as well. -
Walk like a zombie on pressing shift / play dead
[email protected] replied to leo235's topic in DayZ Mod Suggestions
***I love this idea, as right now, players are instantly identifiable by movements. I don't think anyone walks standing up, we all walk crouched, so perhaps just replace the standing-walking animation with the zombie walk, and perhaps dropping visibility by -1 for doing the zombie walk. Would be extra cool, if you could take zombie clothing to better hide yourself as a zombie. Then you could ultimately remove your backpack and pretty much look exactly like a zombie minus your gun... which I suppose you could hide in your on-player inventory, making you look nearly exactly like a zombie minus the fucked up skin/face... which, if you let someone marcov you to the face, might be something you could also change. Would mainly be a PVP feature of course. and I think clothing is more important there. .. Since we all choose to wear white shirts in the Apocalypse so that we could bleach out all the blood stains I bet... Many zombie movies include dressing up like zombies, or laying in a group of dead bodies to evade people or zombies. I think the engine would fully support this, if even they added zombie clothing as a % drop off zombies. -
***How about a tag on the gear, so when you die, you are prevented from picking up any of your gear. All players within 100 meters of you, are tagged as having gear you could not use for maybe for 6 hours so that if you quickly came into contact with a player from that area, the could not give you any gear until they died (death could reset ownerships since you are looting from someone that died). Then you could stay on the same server, still chill and head towards your friends, and after 4 hours, if you head the right directions, you would pretty much be re-geared anyway. So getting your stuff back would be ok. The biggest problem with a server ban, is the pain in the ass it is to find a good server. I wouldn't play if I had to spend the 30 minutes connecting and disconnecting on servers looking for the right pop and performance and lighting each time I died. Thats... its not going to work.
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+1 I like it, of course, I havn't even seen a skin yet, but I found some civ clothing so I know they exist :) But I also think they should be loot-able from players after death... Maybe have dead players with the skins drop them at death so you can loot them 'near' the dead player.