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Everything posted by ZomboWTF
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Need help with controls XML file
ZomboWTF replied to Jesper Green Jensen's topic in General Discussion
Hey Jesper, i don't know what exactly could cause the first issue, but the second is because you name the mouse button wrong, it should be: <input name="UAZoomIn"> <btn name="mB5" /> </input> do you maybe have other commands bound to kComma and kPeriod? or maybe the brackets for UATurnLeft and UATurnRight aren't really mapped to an action? It can also be that, because the m5 binding can't be mapped to an action, the game changed the presets to the default one because it tan into an error, try changin m5 to mB5 and try again then, and if all else fails, try to set the file to read only -
It's still always night, and always raining.
ZomboWTF replied to Deadboy (DayZ)'s topic in General Discussion
You are absolutely right, pitch black is basically unplayable if you have nothing to make light, which you can't find in the time a roadflare provides Moonlit night gameplay also was my favorite style of gameplay, the question is if the anti-gamma exploit feature they worked into the game can handle a not-so-dark night -
It's still always night, and always raining.
ZomboWTF replied to Deadboy (DayZ)'s topic in General Discussion
Some experimental servers are night-only, i just got on one, played a bit until it got close to dawn, then the server restartet and it was night again also i used up the starting roadflare just as it was getting brighter, so now i'm stuck with seeing nothing, and have nothing to make light on an experimental server that is too dark to navigate anywhere where flashlights might be -
developers aren't in charge for bans, contact Battleye directly
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nice, didn't see that one yet, still, helicopters are planned for after the 1.0 beta, and i don't want to guess how long that will take with how long vehicles (2) took to implement, guess they are doing everything from scratch
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The helicopter is planned for the long term in beta content releases, i have yet to see any models or anything resembling a chopper from them
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Overjoyed to hear work on the gamma is underway!
ZomboWTF replied to Rekurv's topic in General Discussion
You may not recall anyone complaining about the missing gamma slider because people don't bother complaining about it i have serious issues with the gamme in the game right now, it makes it basically unplayable for me night AND day, because of the non-configurable terrible HDR which is the same since Arma 2 Vanilla At day, with a cloudy sky, everything is turned down to such a darkness that i couldn't see anyone in a forrest or even in grass because all these places are pitch black in nighttime, seeing inside buildings and woods is easier than on a plain with dark grass on a fuly lit moon night... the gamma slider might be gone, but people allready found a workaround, a rather obvious one which i won't mention here, because it was the only way i could get my gamma back to levels where i can see at day... i would really liek to know IF SA has a QA team and if they have, if they use different monitors and graphic cards, my ticket regarding this on the feedback tracker has not been read since 2 weeks i think -
I agree with OP pretty much 0.63 has some great changes, better performance, soon vehicles (2 cars) stamina, modding, a great radio system but the dayz gameplay loop, talking Vanilla DayZ, was NOT about fort or base building, it was about being the most powerfull clan on the server, and how did you get that? through the Huey the only one Huey on the map, air supremacy, made each and every base (tent cities) accessible and easily viewable from the air, people could be spotted very easily, and along with GPS you could relay the position of people to your guys, for example in a car convoy the Helicopter was the ultimate end game goal, at least for me and my clan at that time, and i loved being the pilot don't get me wrong, 0.63 is great, but it is far away from a complete gameplay loop (no huey, no high end sniper rifles, no GPS/NVG), or a survival game (no sickness, temperature, weather effects, NOT EVEN UNCONCIOUSNESS and a terrible workaround for the gamma exploit, leaving many people seeing nothing at day OR night), or anything resembling some game where you even remotely WANT to build a base why build a base? you'd have to cart everything from the mil bases, which are crazy full of weapons and ammo and gear, to your base, which would only make sense to put near the spawn points, because why have a base anywhere else? if it takes longer to run to your base from spawn than to run to any milbase, bases are useless, and without any form of access control to your base (doors with keys, access codes or similar) bases near the coast would be raided all the time calling this thing having a "complete gameplay loop" is a joke, sorry, but this feature set would barely resemble a complete feature loop for anything but a battle royal game: "Gear up and kill until you get killed" it would be no problem if you guys just went ahead with "No beta this year gus, but we will release a 0.63 stable with vehicles and tents and work on getting the Huey and all the survival elements back into the game for 0.64" but no, you guys insist on calling this a complete gameplay loop and spit in the face of everyone ever defending you guys wanting to finish the core features before going into a beta stage
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The title allready tells "DayZ development isn't fast enough for me" there are HUNDREDS of posts like this on the forums, use the search feature next time, at this point it's just spam
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DayZ Standalone Base Building is almost here! How do you plan to use it?
ZomboWTF replied to DR. IRISHMIKE's topic in General Discussion
Yup, i am still always paranoid about camping a sightline, since sound in DayZ was for the longest time really unreliable sometimes you could hear people running 10 meters away, and sometimes people running werent producing any sound while sprinting through a high apartment building... i hope they address that properly before 0.63 hits exp, since the 0.63 exp checklist says something about sound fixes, i really hope so playing a lot of Rainbow Six Siege, playing a agme where sound is unreliable feels like you are playing blind -
One thing less to woryy about, thanks for posting this here
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wait, does this mean the shots dont come out of the gun barrel anymore? i mean, as long as the shots still can't be shot from the eyes, i am all for minimizing complex system to make the game less buggy and faster overall, but this introduces the problem of people peeking around corners without a visible gun and shooting you... also, since in the real world things like lead residue and rust can decrease the precision of guns (thanks for explaining that one emuthreat and gews) i want a rifle upgrade (for example from mosin to M24) to be meaningfull besides a higher caliber round or higher bullet speed... thats what i absolutely loved the M24 in the mod and used that instead of the DMR every time unless i got my hands on an NVG and M16A4 so basically... i would love for the bullets to actually leave my barrel and for the guns to have a spread, and i hope those will be in the Standalone at some point after 0.63 however, the new character controller and overall better feel of 0.63 makes me want to play 0.63 with or without realistic gun mechanics asap, and the old dispersion system always felt wrong and way overtuned for me
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guys calm down, these are near impactless soft skills, they won't stop you being able to sew/mend something, they wil only make one thing better than it was, marginally also, it is the very first iteration on the stress test servers, not set in stone at all, but i agree that this system is unfair humans can learn very different things very well, just because someone is good at programming doesn't mean he is bad at socializing
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is weapon precision really depending on the weapons state though? most weapons either fire or jam, even if there would be dirt in the mechanism itself, the precision would be 100% after the first shot if the weapon gets somehow damaged (bent barrel, dislodged or misaligned sights etc.) this would probably lead to worse accuracy, but the precision would still be okay... but these inds of damage wouldn't occur during normal usage i am not a weapon enthusiast, i am going at this from a purely logical standpoint
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Meeting up with friends SHOULD be more accessible in .63.
ZomboWTF replied to haydaman712's topic in General Discussion
The game will be moddable, adding this as an option for servers would be fine, but making it the standard is not, because many people would misuse this to always play as a group and in order to get themselves an advantage in, foor example, spawn point choosing after a coastal fight i am not strictly against it, but it has it's immersion breaking thing right there: you choose where to respawn with the knowledge where your geared body died and where enemies might be, and the old DayZ community is a hardcore one which loves a game to have high stakes, at least i view it as such there IS a reason why suicide spawn exploiting was made harder and harder the longer the game development went, because the devs don't like when people just kill themselves until they spawn where they want until then, there are lots of dayz mods where you can choose your spawn, feel free to play those -
i don't know about you, but once 0.63 hits life, it is going to solve a lot of problems for old dayz players which plagued the standalone, and is going to make me play again: 1) Unlimited turn speed: this one is big for me, as i love to snipe people from afar. Hitting people at full sprint speed without anything stopping them is almost impossible, since they can switch direction in an instant with their mouse movement, this made firefights straight up stupid, and shows why "clunky" wasn't always bad 2) Unlimited stamina: why not just sprint all the way to NWAF in 15 minutes and try to get your gear back? unpunishing fast movement speed made the game to a map where 90% of towns are ghots towns and everyone is at NWAF or Tisy... fuck that, stamina is great! 3) Loading bullets into mags: refilling a mag in an instant in a frefight was stupid, unrealistic, and made the fights faster than they should be in a survival game
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DayZ Standalone Base Building is almost here! How do you plan to use it?
ZomboWTF replied to DR. IRISHMIKE's topic in General Discussion
I am going to be a literally "happy camper" as long as i can fortify the staircase to a high apartment building and snipe away without people being able to sneak up on me -
if you want us to tell which part of your hardware is not good enough to run the game smoothly, we need some additional info: 1) What branch are you playing on? (Stable/Experimental/Stress) 2) What Hardware do you have? (CPU/GPU/RAM/Drives and on what Drive is DayZ installed, how old is your HDD if it is a Disk one?) 3) What are your ingame setting? especially Model detail and view range is very important 4) When does the stutter occur? DO you zoom at buildings? woods? the ocean?
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i most of the time did this in woods to both not get spotted so easily and help in seeing other players faster, at least it felt like that for me a lot of the time since often times i was able to just prone and let them pass without getting spotted
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Hello, this is something i suggested to the Arma3 devs a long time ago, and i think i posted something on the old DayZ feedback tracker when you could still make suggestions. The way players are concealed at long range in tall grass is really lacking, they only partially sink into the ground, instead of really being concealed as if the grass would be there, players are way more concealed when getting closer to them (where grass renders) than at long range, this goes completely against realism and the authenticity of concealment. I don't know what would be more realiseable or practical, but there are some things that come to mind which may be better for concealment at range than simply sinking players into the ground or raising the ground level around a player: For the examples, lets say player A is hiding at long range in the grass, player B is looking at him 1) Render the grass surrounding player A invisibly for player B and add it as a see-through layer: The grass at range around player A would be rendered for player B, at a fixed radius (2 meters or more) around player A, however, for player B, the rendered grass is not visible, but is added onto player A as an "overlay" which turns parts of player A invisible which are covered by grass from the view of player B 2) Make a player at range opaque to a certain degree Simple, the more grass around a player, the more see-through the whole player model becomes, but only when the player is not moving and beyond grass render range 3) Increase texture fidelity at long range make textures more grainy, higher fidelity and detailed (see respone from icrush below for effect) this is by far the easiest solution, however it would be needed to force the high fidelity of far-away textures in order to make people not turn down their terrain texture settings in order to have an advantage in spotting if anyone has some other ideas to add, feel free to comment
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good ideas, the textures have more impact than i thought when reading it, would be a really much simpler solution than changing a whole game mechanic
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you really want devs to take time away from making the game better and answer to internet trolls feeling personally attacked because the game is not meeting their unrealistic expectations?
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Okay, time to download Stalker background music ^^ this seems awesome
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i asked a few days ago in a groupchat if someone was down to playing DayZ, someone said "No thanks, Dayz graphics suck, i'd rather play Rust" WTF?
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What clothing set/weapons would you add if you could?
ZomboWTF replied to SomeCallMeNomad (DayZ)'s topic in General Discussion
Dude i have one of these, awesome jacket, a friend gave it to me for building a computer for him, you can take the inner warm stuff out, and use it as a raincoat even if it's warm, in winter it's freaking warm, the zipper doesnt go all the way to the bottom so you can still run in it, and the material is sturdy, all the pckets have buttons so stuff can't fall out, and you have two slings at the end of the sleeves so they don't slip back when raising your arms 10/10