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lev
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Everything posted by lev
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Will i like this if I dont really like ARMA?
lev replied to Leppy's topic in DayZ Mod General Discussion
If you can put up the A2's engine and how the player character handles then the only problem lies with if you can handle the game itself. DayZ is a bit unfriendly towards new guys. Expect to die a lot and at the hands of other players. Yea you might find some friendly guys, but that is not to be expected. If you can't handle the idea of being killed by other players seemingly for no reason and losing a lot of your good gear, then it won't be a good idea to get this mod. As others have mentioned, try some more A2Free to make sure that the engine itself won't bug the crap of you. If you don't mind the quirks of the A2 engine, and your computer can sufficiently handle it, then you might be interested in trying this mod out. You have to remember that this is first and foremost Arma, with a layer of modifications on top of it that only introduce some new features, but doesn't change any core Arma components. -
Devs know about this. I would love to see it implemented as well but its not on top of the priority list for Rocket. He also shot it down when someone brought it up due to the complexity of integrating ACRE with DayZ persistence. I still would like something like it in game. I am sure he will think of something eventually.
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Want to know why player cooperation is broken?
lev replied to Mitritch's topic in DayZ Mod General Discussion
I don't even understand all this fuss. Even during 1.5.7 I could solo loot every building in Berezino. Of course it was a bit tougher if I screwed up and got the zombies' attention but now its just back to a joke. I might as well start running through towns again to get all of them at once and line them up in a convenience store to finish them off. At least in 1.5.7, every time I attracted a horde, I'd second guess myself and think "this is not good". My only problem with getting a horde now is that a player might notice me being chased or hear my shots. -
Might be better to change the title to "Never Shoot a Scoped Rifle on the Airfield". I thought you were gonna show why you shouldn't shoot at snipers or something.
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You guys honestly don't understand the time frames for a careful player in this game. The disconnector has very little risk. The player dealing with the disconnector has tons of risk and may even die because he chose not to disconnect. For a legitimate player, you get on the airfield, scout it for about 20-30 min making sure areas are clear from snipers. Then you slowly advance up to your choice loot areas which takes another good 10 minutes to get in and possibly around ~1 hour to do the entire airfield. Then you plot an exfil path and get the hell out of dodge. The whole time you have to be paranoid about zombies and other players. If you hear gunshots or spot another player you can tack on another hour or two there just to make sure everything is safe before proceeding. Disconnectors don't have this problem at all. You can clear an airfield in 20 minutes. Too many zombies? d/c. Got shot? d/c. They get all the benefits of looting without any of the risks. And this is assuming they are only after loot. The worst are disconnectors who want to engage in PvP but then disconnect when they screw up or take fire. You think its bad to wait 2 minutes? Even 5 minutes wouldn't be enough for other legitimate players to successfully engage. What if the guy had friends? You can't just run up to him and pop him even though you knew he disconnected now because you can still die from other players in the area. On the flip side if you disconnect in a safe spot, 10+ minutes of idling would be safe. Why should we let illegitimate players define the game? Players should be disconnecting in safe spots and if they don't they should suffer the consequences. Furthermore, I'd say the system should be, zombie aggro, bleeding, unconscious = instant death upon disconnect. Yes and I know someone is going to bring up but what if something in real life happens and really needs your attention, or what if the internet really just cut out then. Then too bad. If you have something important happening in real life what happened in DayZ should be the least of your worries (or don't play DayZ if there are other real life things you should be attending to). If your internet cuts out, then just roll with the punches - your character just had a brain aneurysm and there you go. Far more people use disconnecting as an exploit than people who actually have bad internet or legitimate real life reasons. The game shouldn't tailor to people who try to ruin the experiences of others but rather tailor to legitimate players who are trying to experience DayZ as the way it was intended.
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Perhaps a better mechanic would be limited matches. Each box should come with say 5-10 matches. Matches start fires. Wood fuels them. Following the you can start a fire with just about anything in game logic, make it so that players can start a fire with just the matches item. The fire should burn for the amount of time that allows a player to recover 10 temperature points. Let wood fuel the fire for about 35 temperature points. This way players can use matches to start a fire but if they don't have wood to fuel it, it will run out quickly. For players who want to just cook meet, this mechanic would work the same was the old one did for the most part.
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The most ridiculous way of version mismatch report is done by DayZ!
lev replied to Mitritch's topic in DayZ Mod General Discussion
This is how Arma2 version check has always been implemented. If you find you have the wrong version just disconnect immediately. Don't run around and try to play. Why the heck would you do that? Its not abusing any system if you d/c because your version is off. Also servers have the version next to their name. You would know what version it is unless you are one of those players who don't bother to take the second to read the name of the server and version. Just learn your lesson and don't whine about how things are all the time. -
Daytime servers are always overloaded.
lev replied to DaPessimist's topic in DayZ Mod General Discussion
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Daytime servers are always overloaded.
lev replied to DaPessimist's topic in DayZ Mod General Discussion
Its pretty pathetic you have to switch to a day time server because you don't know how to play at night time and are too cowardly to. Instead of gearing up and adapting to a hard situation, you take the easy route out and just go on day time servers. Just another step and you'll be disconnecting from fights and server hopping for gear. I wish people would stop playing the game as some sort of farming/leveling style game and just play the game for the survival experience it was meant to be. -
Its you or your brother. Too bad for one of you. Why don't you not let him play then if it is your game and not his?
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I don't understand how you can support this idea. Mind boggling...
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Nope. Just nope.
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Game Design Analysis: Why Cross-Server persistency must die
lev replied to Tartantyco's topic in DayZ Mod General Discussion
I counter nope your nope and thus you are now wrong. If you can't see the merits of the first post you are obviously ignorant about Arma2/DayZ/real life and are a CoD or BF3 fan boy. The End. The OP brings up plenty of good points. Its hard to develop this open world and emergent game play when persistence is limited to position and gear. Server hopping fixes part of the issue but how do you successfully implement ideas such as building outposts and defenses? If you try to do this, you are "limiting" yourself to a server. Ideally the world would be bigger and A2 netcode would support many more players however, in its current state, another solution needs to be implemented. Of course this isn't to say other issues shouldn't take priority, but this should be given some thought and should not be dismissed with a single "nope" -
Replace JayArma2Lib pipes and Hive, HiveAuth with ArmA2NET
lev replied to -KH-Jman's topic in DayZ Mod Suggestions
I would like to see a response to this. I haven't done any development work with ARMA2 so I'm not qualified to say if this is good or bad, but I'd like to see a developer debate about this at the very least. Anything that improves the login/logout mechanics would be appreciated. -
Combined ops Nr.1 on steam right now!
lev replied to nexerius's topic in DayZ Mod General Discussion
I find it extremely entertaining that A2:CO is beating out Max Payne 3 which just go released. -
You don't need the dlc to run this mod. The BAF and the PMC dlcs are just addons that come with some new maps and scenarios for the core Arma2 game. The PMC dlc does give you higher resolution textures for the player models used in game if you really want that. If you enjoy the core Arma game, then I would recommend the dlc packs as they contain a reasonable amount of content for their prices.
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And the problem is what exactly? They didn't disallow you from ever hosting a server. They just want you to run a 50 slot server. When you reach that capacity, they will let you host again. Fix your issues in the mean time and when you are ready ask for the right to host and they will gladly deliver. From the chat log it doesn't seem like they were bullying you or anything. In fact they were exceedingly polite in taking the time to address your concern when they could have simply told you that it's their mod, their rules. They are providing their own server to host the hive free of charge to any game server trying to connect to it. What gives you the right to negotiate and make demands of them?
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Scorped rifles need to go or become ULTRA rare
lev replied to Mutonizer's topic in DayZ Mod Suggestions
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I fully support this idea, though I believe the implementation will be hard to achieve. The primary issues comes with somehow disabling ARMA's default communication channel system which I believe can be done with a bit of tweaking. One of the other meta-issues with this is the existence of third party VoIP programs. Players who come to the game working together can still use this to bypass the existing system. One possibility is to use a standardized program like TS3 with the ACRE plugin so that players are offered some sort of advantage to using the promoted system as opposed to another VoIP program. Though even this can be circumvented as you could have TS3 and another VoIP program up with different ptt keys.
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Scorped rifles need to go or become ULTRA rare
lev replied to Mutonizer's topic in DayZ Mod Suggestions
My main annoyance with this thread are people who immediately claim: "All the tension in this game comes from 5m-20m situations." or something of that nature. Just because this is true for you does not make it true for the game or for anyone else. Having played Arma TvT scenarios for a few years now, I can tell you player interaction can be tense up to and over 1000m. You are aware that this mod features scoped weapons that allow players to engage more effectively at range yet you choose to ignore that and play as if that was not the case. Why should the game be changed to suit your personal preferences in play style? Try to thinking of the game as: "wow this game offers so much variety, not only do I have to be concerned about players in my immediate surroundings but I also have to be concerned about snipers sitting afar." Maybe adopting this attitude will help instead of trying to change or remove things that don't suit your play style and mindset. Also you argument invalidates basically all weapons besides pistols. Shotguns and winchesters are effective at ~100m-150m. Assault rifles are effective up to 500m and are typically sighted to 300m. Pistols themselves are effective up to 50m and can engage at longer ranges. As another poster mentioned, you are probably also grossly over estimating how easy it is to hit a moving target at range. For most engagements at under 300m, an assault rifle will do much better than a scoped rifle due to their higher rate of fire, as their accuracy is quite similar and not much compensation is needed on the player's end. Another reason for the effectiveness of scoped weapons is that a common reaction among players once they start taking fire is to go prone which is the wrong response in most situations. Firstly without knowing exactly where the fire is coming from, you don't know if going prone actually conceals you from the enemy and may in fact just leave you as a slow moving target. Unless you are certain that going prone conceals you, the best course of action is probably to snake it (zigzag) to the nearest piece of hard cover or cluster of foliage. Compound this with the fact that newcomers apparently don't expect to engage outside of CQC, they probably aren't used to taking the time to properly recon an area before moving, which leads them to take very risky maneuvers and then end up prone in exposed positions while under fire. Learn to appreciate and play the game that is DayZ, an ARMA2 mod. Don't try to turn this into DayZ, a persistent world mod for L4D/other modern FPS. The one thing I will agree with is that NVGs and rangefinders should have some sort of battery life and once expired will become useless. Batteries for these devices are probably uncommon so once they expire a new item would have to be acquired instead. For other objects like flashlights and GPS, possibly some sort of battery system can be built into DayZ in a manner similar to ACE batteries. Another exciting idea might be to allow players to build up generators or power-up powerplants and recharge batteries there (of course while allowing other functions like powering lights, compounds, etc)