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lev

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Everything posted by lev

  1. Just a quick poll/feeler. What does everything think about a hive reset to put everyone on the same playing field again especially since everyone seems to feel that the current patch changes are favoring existing players? Just some background: I'm an experienced player + I have a good amount of gear right now and a tent setup somewhere so its not like I have nothing to lose from a reset. Try to keep it in this format: For/Against: Arma2 Experience: DayZ Experience: Current Gear: Other Comments: My version would look like this: For/Against: For Arma2 Experience: ~3 years on expert settings,ace,acre. DayZ Experience: Started in April Current Gear: M249 + 4 boxes, G17 + 8 mags, ALICE pack, Camo skin, binocs, all tertiary gear minus gps&entrenching tool, a tent stash Other Comments: I think this would be a good opportunity to see how these changes affect the entire community rather than the unfortunate few who happened to have died recently or just joined.
  2. A new vid card with plenty of vid memory would be the best bet; would help you play other games too. Arma is tough on the processor as well, so if you can get an updated processor (preferably quad core) do that as well but do be aware that a new processor most likely will require a new motherboard which will cost more.
  3. Date/Time: 6-17-2012 ~6:30-7:00PM EST What happened: Zombies were capable of seeing through walls and proceeded to chase me. Where you were: NE airfield, near ATC and hangars. What you were doing: Prone and crouched walk *Current installed version: latest beta patch + 1.71 *Server(s) you were on: US3 hosted by UnitedOperations *Your system specs: i5, GTX 460, 4gb ram *Timeline of events before/after error: First time I was prone approaching the ATC on the NE airfield from the southeast side when a zombie ran through the ATC after spotting me through the tower to attack me. 2nd time was between the two hangars on the NE airfield heading south in a crouched walk when a zombie in the western hanger spotted me as I crossed his LOS through a wall (I know he was there and his facing because I took a peek inside earlier from behind the zombie) .
  4. Do this and do not turn it back ever.
  5. Not really new post worthy of a topic. Players come and go as they please. Its only natural that players play less when its buggy and more when its good and new features are out.
  6. Yes and as you have mentioned before, trying to suggest that human nature is one way or another is just plain silly and pointless. Human nature has been studied and questioned by greater minds and no conclusive answer has been obtained. To suggest otherwise just reveals the arrogance and/or ignorance of the poster.
  7. lev

    DMZ My two cents...

    I believe you are playing the wrong mod. There is a wonderful coop zombie mission available on armaholic made by celery. That is probably more to your liking.
  8. The bandit skin system did not work at all since I was accustomed to seeing bandits actually traveling with survivors while I've been shot at by more "survivors" than I have ever been by bandits. In fact I have at times indulged in shoot on sight player killing (primarily in the north for the loot) and I have spent more time in the survivor skin than I have in the bandit skin. Even during the humanity system I quickly learned not to trust survivor skins since they are just as likely and from my experience even more likely to try to kill you than bandit skins. Note my experience is mostly in the north along the airfield, stary and berezino. I don't find anything worth while along the south coast so my experiences may be a bit skewed.
  9. PvP is part of the game. Your reaction to it is the only thing you can control. Like you said, you are part of the problem too. If you are so against "bandit" kills then take measures to counter bandits. People will do w/e they want in this game because that is the power Rocket gave to us players. You choose your own actions, just don't expect other players to agree with you. No point in complaining to the forums about your personal decision. Try to be open minded and realize that this freedom we've been granted offers more to the game than detracts from it. The fact that there are people willing to kill for fun makes it all the more meaningful to meet someone who isn't interested in that. You can't enjoy the existence of the open world and PvP aspects yet be against the idea that players can and will kill you without explanation. Also, what is up with players who have virtually no experience in the game yet, coming and making posts expecting to contribute something worthwhile to the discussion? A simple search would have revealed over 50 other threads discussing PvP aspects of the game from players who have had significantly more experience. Maybe the stickied thread at the top might have been worth looking at instead of rehashing a discussion that has been around a week after the mod started.
  10. lev

    Socializing

    If you are seriously considering this idea, then why not implement other mental states too. Like if a friendly survivor dies near you, you go into a state of shock and can't move for a bit. Then afterwards, you are so disturbed by the tragic loss of your friend that you can't focus and thus your aim is worse. You also start getting depressed and eventually have a percent chance of committing suicide if you don't overcome your depression. Also having depressed party members should reduce team morale and reduce the accuracy of these players and also reduce stamina. Yeah lets add these features as well to simulate mental states into the game.
  11. Wouldn't really consider knowing the basic controls for the game A+ material. Please read this to get more actual knowledge about the game. http://ttp2.dslyecxi.com/
  12. I thought this was gonna be an AAR, not some gloat fest. This should probably be merged to the stories thread instead
  13. Franklin's idea sounds interesting but I don't know if it is a good idea for balance issues. I mean bandits can team up too and revive also which may counter your idea. I also wouldn't want this to turn into some sort of fight it out and then a whole team can be revived type of scenario. @Rawr: IMO as it is, going solo is just way too easy. Even during the 1.5.7 patch I could easily solo the entire city of Berezino looting every major spot. The worst that has happened was me getting my legs broken and losing a few thousand blood that way. Fortunately, I had a stash of meat in my pack and all the basic medical equipment so literally ~1min after being downed with ~3000 blood left I was back up to 10000 blood with no status ailments. Then a simple backtrack through Berezino allowed me to eat enough canned food to go back to 12000 by the time I was leaving. As if that wasn't enough, I ran into a cow on the way out and filled up on my meat stash again. That story above was about a single occasion where I got into a bad situation. Usually I go through Berezino without losing more than 2000 hp and gaining it all back by the canned food I find.
  14. I don't think you understand that most of us don't consider this a problem.
  15. I just explained how playing in the night is now an advantage. Less players = less chance of you getting killed. Additionally, this simulates some aspects of reality as less people are active during night than during day especially in survival situations. First of all, having players move to day servers doesn't induce anymore server stress. If anything less players are playing in total and reducing server stress. Another thing, how does your all day and all night servers solution change solve anything? If you are expecting the behavior of players to shift towards all day servers then you will still have a day/night divide with more players in the day servers than night. Except with this solution, certain servers will always be more crowded instead of a natural ebb and flow of player count depending on time of day and server time. Even worse what about a player that likes the night and the day? They can't even have a "home" server because now you can only play on one server for night and one for day. Also just because you can't force them to play during the night, doesn't mean they have to be playing at all. You are assuming not playing in a night server = playing in a day server. Sometimes it just means not playing DayZ. With an all night or all day server, you've catered to the "care-bear" (please understand what denoting a phrase with quotations means) mentality and are allowing them to define the game for the rest of the population. Next you can make the argument that players don't like x feature and avoid it so we can make servers that have it on or off. With regards to the shorter night cycles and longer day cycles. What is the point? Once again this is catering the majority who can't handle night and reducing the ability of players who enjoy the night to play. At least with a realistic night/day cycle, all players have the ability to choose how they want to play in a fair way. If you want all players to be on a level playing field, then the solution that will work is having a global DayZ time that is enforced via the hive pushing time updates to servers. Then slowly shifting the DayZ time (perhaps +3 hours every day or something so a full cycle in 8 days) in such a way that a player who lives at x and plays only during y to z will experience the full day and night cycle if they continue living at x and playing from y to z.
  16. I don't see why this is a logical fallacy. Daytime has more players and thus more threats. I go stealth looting in popular areas during night and in less popular areas I can toss flares, make camp fires and use my flashlight almost all I want. Less competition for loot = more chances of me getting something good. What does need to be fixed though is server hopping which allows players to grab good gear despite the conditions on the server because they will be gone before it matters to them. If players don't want to play in the dark there is nothing forcing them to. Just more power to those who can handle night time.
  17. Mechanisms to add/change: Less ammo. More zombies. No morphine fixing broken bones, instead only temporarily walk for ~30 min. Require splints from other players to return full mobility. Reduce the amount of blood returned by food and meat so that blood bags are actually necessary and you can't return 6000+ hp by hunting a bit. Remove passive blood regen. Bigger projects to build like getting power plants working, building outposts which require some decent amount of material to build (which can give larger storage space ~100 slots). Reduce tent storage space (~30 slots?) to make outposts more worth it. Current things players can do: Players also need to start learning how to work together effectively. Everyone complains about bandits and all I see are people raiding the most dangerous places together with no overwatch or guard. Players also don't seem to realize the power of having working vehicles. You can turn a hour run north to a 20 min drive or a 10 min flight. Note: none of these changes nerfs any particular play style, just makes the game harder overall.
  18. lev

    The NW Airfield

    In the future also be extremely careful of connecting players. Always be in a position where you have cover/concealment behind you when a player connects. A lot of server hoppers go on the NW airfield and usually won't be afraid of shooting other players since they disconnect if anything happens. They might even spawn into the firestation/atc/barracks while you are in it so take a moment to be careful when someone logs into the server.
  19. lev

    Disconnectors

    Nice video. Justice must be had for this!
  20. I can't think of anyway to respond without coming off as condescending. Too many players have recently bought A2 for the sake of playing this mod without understanding what A2 is or that DayZ is simply a mod for A2 and not a game in itself. With that said, A2 will not simply deliver victory and success to you. This isn't a modern game that has been designed from ground up to allow players to win and proceed to the next stage. Failure is common and in any confrontation, there will be a victor and a loser (unless its a stalemate). Instead of trying to change the game to fit your play style and your personal preferences, learn how the game works and try to win instead of complaining about the perceived "unfairness" of the game. Everyone started with a makarov and some beans and no one has gotten good gear without venturing in-land and dealing with other PK-ers. Here is a good resource to start learning how to play Arma 2 and maybe instead of whining about how you were killed again, you can start figuring out ways to be successful. http://ttp2.dslyecxi.com/ Note: this is for A2 in general but there's a lot of good stuff in there for any new player and even old players. One suggestion I'd make to override the guide is with regards to formations. When traveling long distances, it is probably better to not be in a formation and move with at least 30-50m distance between each player if you have to stay together. The preferred mode of travel should be to spread all your players out so you can cover a good 500m-1km distance as you advance and therefore get eyes on anyone in the vicinity. While moving try to stay in concealment like forests or dense shrubbery and consistently report in your own position as well as anything you spot so all team members are constantly aware of their surroundings.
  21. Lets all take a moment and step back to readdress the initial issue here. Yes A2's interface could be a bit better. All of us A2 players have experienced this. The difference between us and the newcomers is that we've had a few odd years to get over this inconvenience and learned to play A2. Over this time we've figured out how the system works, realizes its not ideal but it definitely works and in some cases works better for simulation purposes than interfaces in other games. Our main gripe with all these complaint posts is that newcomers, who have no experience with A2, are demanding changes instead of learning how the system works. Maybe if you took the time to ask or play around with the inventory a bit, you'd realize that the game lets you do many things at once rather quickly and is not that hard to interact with. For a game that is supposed to have all events happen in real time, you can navigate your entire inventory, transfer tons of items, use items all in a unrealistically short amount of time. For game-play purposes, this "un-realism" is fine. However, instead of asking "how do I do x" or trying to figure these things out, the new-comers who bought A2 specifically for DayZ immediately go on self-righteous forum crusades demanding changes all the while using a derogatory tone because they've been so brain washed by modern game design that they fail to see what sort of platform A2 provides. While your specific post brings up a valid point about the interface, it in no way provides a design or implementation that solves the problem. We've all heard this complaint before, and we don't need a new post about it unless you have something valuable to contribute.
  22. With regards to the broken bones and morphine idea, one implementation that might work out well is the following: Morphine auto injectors allows players to walk after having their bones broken for about ~15min. For more permanent fixing and regaining the ability to run, the player needs to get a splint from another player.
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