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Everything posted by drgullen
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Insanity or Haunting as a Debuff for wanton murder.
drgullen replied to Daverex's topic in Suggestions
@Daverex I see where you're going with this, but you've taken it too extreme here. The idea being to possibly reduce the amount of KoS by increasing the player's paranoia level. I often already feel like this with the various audio elements already in the game, such as the creaking of trees. I've sometimes even scared myself by crouching in a bush while overseeing a town for example and then moving slightly to produce the noise of feet movement, even though they turn out to be my feet and not an approaching player. I like the idea, but to be blunt, not as you've laid it out here. Very subtle additions to audible and visual perceptions would be interesting. You could have the wind snap twigs nearby making it sound like players. You could have a piece of paper falling in the distance produce the illusion of movement. Things like that would work but doors opening by themselves or a "ghost" screaming when I'm about to take a shot at someone out the window would be a bit much. -
Local server won't launch: "Error: hostName parameter missing"
drgullen replied to David Albee's topic in Servers
Anything in this thread help you maybe? https://steamcommunity.com/app/221100/discussions/0/1646544348823500663/ -
What do the survivors expect from the new updates first?
drgullen replied to maxon-69's topic in General Discussion
You might get #4, but that's about it. Of course, DayZ Expansion mod has helis, but I doubt the vanilla game ever will. As to #1, it's because they aren't zombies. They are infected humans. Zombies would imply that they died and came back to life. The backstory is supposed to be that we, the players, are immune to the disease that infected most of the population, which is why they cannot infect us. -
That error message is usually related to one or more mods that you are either missing, are using but shouldn't be using or are outdated and need to be updated. Try downloading DZSALauncher which should retrieve all the mods you need to join that server. A "Vanilla Server" refers to a server running no mods, adjustments or alterations whatsoever, so it is the game as intended by the developers.
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I don't know if this would work or not, but what about having these randoms include negative numbers like so: weather.GetOvercast().Set(Math.RandomFloatInclusive(-0.5, 0.5), 0, 0); weather.GetRain().Set(Math.RandomFloatInclusive(-0.3, 0.3), 0, 0); weather.GetFog().Set(Math.RandomFloatInclusive(-0.3, 0.3), 0, 0); The theory being this would fluctuate the level of cloud, rain and fog between increasing sometimes and decreasing other times? I don't have a server setup right now, so haven't tested it myself, so this might do nothing at all.
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You can download DayZ Server from Steam (in Library, click on the dropdown for Games and you'll see an option to click on Tools and then it will show up in the list on the left). If you install that, you can then see for yourself what the lifetime values are. Look in the types.xml file.
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I've been watching some of SilentSentry's "Organic RP" as he calls it and I thought of this idea while watching him on the radio. In GTA RP, the characters are able to choose their own frequency number so that their squad can all be on the same channel. It would be nice to be able to do this in DayZ as well -- rather than turn the knob to a preset value, let us dial in a frequency perhaps similar to how we dial in a combination code on a gate lock. This might encourage the use of in-game radios more if people knew that it would be much less likely that people would be listening in since, unless you told them, they wouldn't know the freq.
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Food scarcity is good; Caloric value and time to starve is not
drgullen replied to Badwolvie's topic in Suggestions
I kind of agree with this, but I also think this would frustrate the player base too much. It's a survival game, so there needs to be some challenges and difficulties to overcome for sure, but it also still needs to be a fun game to play. It would swing the pendulum too far towards the tedious side. If I were to change one thing, I would have the health indicator go one arrow down as soon as you go yellow energy or yellow hydration (it currently only does that when one of those turns red or you're freezing to death). As I said previously, I think most players gloss over the fact that if they are yellow hungry or thirsty, they are already in trouble. They treat that yellow like most drivers treat a yellow traffic light -- shit, it'll be red soon, floor it as opposed to apply the brakes and come to a stop. I think tying limping to energy/hydration state as opposed to health state would be too extreme for the fun aspect of the game. -
@Max Planck Sorry about that. @Tonyeh I would still do it, but with the caveat that something like this might happen to you. If your stash is still there, great, if not, oh well. The main rule of DayZ still applies -- "don't get attached to your loot" -- you will eventually lose it all one way or another.
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There's lots of exploits out there that are being abused, one of them involving a [snip]. Hackers can also run scripts and force the game to highlight where the stashes are located across the map. I don't know if these things happened to you on the same server, but if so, stop playing on that one.
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The best part about that post is he's dropping F bombs left and right, but then says "gosh".😜
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Food scarcity is good; Caloric value and time to starve is not
drgullen replied to Badwolvie's topic in Suggestions
No, what I'm saying is we're almost 2 full years and 9 patches (with the 10th coming later this year) into the released version of the game. I highly doubt Bohemia is going to suddenly change all these things you don't like about the survival aspects. They clearly think the current setup of how a character starves and dehydrates is acceptable, otherwise, it would have been altered long before now. Is the system perfect? Of course not. Could it be improved upon? Sure. But to say "this is unrealistic to such a degree that it starts being damaging to the experience" is silly to say the least and is why I'm saying why play it if it annoys you to this degree? At this stage, it may get tweaked a bit, but it ain't gonna get redesigned, so like it or not, it is what it is. -
Food scarcity is good; Caloric value and time to starve is not
drgullen replied to Badwolvie's topic in Suggestions
I think you should probably just play something else then if this is how you feel. As @Parazight said earlier in this thread, there has to be a video game balance to IRL things. You would never have to eat, drink or change footwear anywhere near as often if there was an apocalypse IRL, of course. DayZ tries to simulate all the IRL things into a single play session so that you can experience aspects of an apocalypse in just a few hours, which would include your boots eventually wearing out and which would include struggles not to starve to death. I think the hunger stat is just fine as is and if you manage your energy as a new spawn, if anything, you should get hungrier more often than you currently do because again, find one cow and cook and eat all of its meat and fat and you're golden for the rest of that play session. I'm curious what server you play on because it seems modded to me. I don't believe in vanilla DayZ that you can get cholera from drinking at a well (at least I never have, not even once on any 1.x version), so either you got cholera in some other fashion or perhaps you are playing on a modded server where you CAN get that and perhaps where the consumption of energy is higher than on a vanilla server. -
Livonia is a DLC map that you have to pay for. If you win the contest, you get a serial key for free so you don't have to pay for it.
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Sadly, I don't believe they are working on this anymore: https://germandayz.de/forum/thread/19971-dayz-hypetrain-status-report/
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From page 6 of the Stable Update 1.09 thread: FIXED Fixed an issue preventing players from constructing base building objects in or on buildings
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@Uncle Zed Thanks for that link -- I had not read that before. 👍
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Food scarcity is good; Caloric value and time to starve is not
drgullen replied to Badwolvie's topic in Suggestions
Well first of all, I apologize for the sarcasm earlier. This kind of highlights the point, though. IRL, if you were starving to death, this much food would probably get you by for a little while, but since this is a game, eating and drinking are part of the mechanics (i.e. things you do in game), so it makes sense to me that you'd have to do these things more often than you would IRL. I think most people get into trouble because of the color coding, meaning white I'm good, yellow I better think about eating soon, red oh shit I better find some food quick. The instant your apple turns yellow is the "oh shit" moment in fact. Hydration in game is similar. Most people don't drink anywhere near enough water when they arrive at a well. Depending on your hydration level, it could take 30 sips or more to have the stomach full icon appear and that's what you should be doing btw -- drink 'till your stomach is full. I've watched so many people just take 3 or 4 sips and then leave because they see three white arrows up on a yellow bottle indicator. Like the apple, a yellow bottle means you are already dehydrated. You are only considered "not thirsty" when your bottle is full white, but again like the energy, that doesn't mean you're fully hydrated. It's a similar mechanic there, full white bottle with one arrow bouncing between up and down means full hydration. -
You're welcome.
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^^ YES 100%. We can carry fish, why can't we carry chickens?
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Food scarcity is good; Caloric value and time to starve is not
drgullen replied to Badwolvie's topic in Suggestions
I think most people don't understand the energy icon (i.e. "the apple"). I think most are under the impression that you're only in trouble once it turns red. I admit, it's a poor implementation by Bohemia, I liked the messages we had in .62 and prior much better. In a nutshell, you spawn in already hungry (apple is white, but missing a sliver at the top). When it turns yellow, you are beginning to starve. When it turns red, you are now starving to death. When it flashes red, you've exhausted all stored energy and your death is imminent. I've also seen it time and again in videos and on streams -- people eat something, see three white arrows going up on the apple and figure they're good, so they stop eating. You said you ate some pumpkin, a plum and two chicken breasts but did so when you were already starving to death. This is nowhere near enough food in that condition and in my opinion, that system works as is. As a new spawn, hydration and energy must be your first thoughts. You should not be sprinting at all at first because the consumption of energy will be less by not sprinting. You should only start sprinting when your apple is full white AND you are three white arrows up. The only thing full white apple means is that you're not hungry. It does NOT mean that you're fully energized -- you are far from it in fact. Even with full white apple, you should still keep eating regularly. The weirdest part of these icons is the indicator that you are fully energized -- that happens when you see a single arrow on the full white apple flipping between one up and one down constantly. At that point, you can go quite a while without eating a thing and you'd still be full white apple. -
Well, it's not just one file, it's multiple cfg***.xml files in your mission folder. The types file defines the pieces of the car (like the car itself, its doors, wheels, etc) and then other XML files define where and if they spawn. So, to add a vehicle, its components would have to be defined in the types file, an event would have to exist to spawn it and locations would have to be defined to indicate where to spawn it.
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Food scarcity is good; Caloric value and time to starve is not
drgullen replied to Badwolvie's topic in Suggestions
Because it's not real life, it's a game. It is for this reason we can turn pumpkin seeds into pumpkins and eat them same day -- it's a game. It is for this reason that you can be bleeding in 5 places and bandage those wounds in about a minute -- it's a game. It is for this reason that you can filet a carp into two perfect carp steaks in about 5 seconds -- it's a game. You can't do any of those things in real life that quickly. Since we've established now that it's a game, one of the aspects of playing a game is the concept of losing the game. Back when I was a lad, one of my favorite arcade games was Joust and in that game, sometimes I jousted my opponent and collected his egg and sometimes he jousted me and I died. In DayZ, sometimes you find the food and live on and sometimes you starve to death. Now, in 1.09, it is harder to survive somewhat in that due to the changes with the loot timers, it can be extremely difficult sometimes to find something to open cans with, so unless you get lucky, yes, you might die of starvation. Think about it though, if an apocalypse situation happened IRL, the same would apply -- it would take much longer, but unless you had some luck on your side, you might eventually starve to death. As for your last capitalized sentence, you are really exaggerating there. By cooking and eating just one piece of fat from a cow (and they typically produce 2 pieces each time), you can go for about an hour (and longer without sprinting) without having to eat again. This is not to mention the steaks they produce which also provide great sustenance, so cooking and eating all the meat and fat from one cow should be enough food for your entire play session for that character. -
Gamma/brightness issue - unsolvable? (vid/pics attached)
drgullen replied to Rifle Eyez's topic in Troubleshooting
Out of curiosity, have you tried running DayZ Experimental which is its own separate program in Steam? I've seen other threads on here with people talking about something screwed up in regular DayZ that works with Experimental. I don't know what else to suggest other than creating a ticket with Bohemia Support if you haven't already. Also, the link to the photo didn't work for me, so maybe that needs updating? Good luck, hope you solve it. -
Yeah, I'm with @Parazight on this one. I think it works well the way it is. If you have lost so much blood that your blood icon is flashing, you will lose consciousness a few times until you creep back up into non-flashing red, but from there, it will take well over an hour to get back to 100% blood. I like that system. If you're on some community server that has tweaked these things, then sure, maybe you regen it a lot faster, but in vanilla, it's a long time.