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Everything posted by Riddick_2K
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Such a "huge and general" question would require an equally "huge and detailed" answer... I have neither the time nor the will to make a manual for opening and managing a DayZ server (Vanilla or Modded) Google is the first search tool. But a suggestion willingly: First try your personal server (free) on which to start managing and understanding how it works... everything else will come with time and practice. Perfectly identical in every way to the official vanilla servers of B.I. (don't think that it is a "reduced version", it is exactly the same server). You can find your personal server on Steam in your account (in "Library" > "Games and Tools" > "DayZ Server" ("Install", I think, this is going from memory since I have already installed it and no longer have that option) Or at this address: https://steamdb.info/app/223350/ All the information on how to get started can be found online, always via Google. My best wishes ๐
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Obsolete.
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Servers that allow suppressors on all weapons
Riddick_2K replied to Ryan Donovan's topic in General Discussion
@Ryan Donovan If you're looking for specific Mods... you should first search for a mod that does this on the Workshop. Then, when you've found that mod, you can search for the server that uses it via Battlemetrics.com It has a menu where you can use the name (or creation number) of the mod to find the server that uses it. I can anticipate that it's unlikely you'll find a Mod just for this and/or a server that only uses that. More easily you'll find weapon mods, much better than the ones you listed, and that also use suppressors... in servers "packed" with other mods of all kinds. However, there were some mods with "universal suppressors", at least a few years ago (along with a complete package of other weapons). But it's been a while since I updated on the subject, my server has been "stopped" for a while. Anyway, from what I know, this is the procedure to find a server that uses a specific mod of this type (not provided by the server settings). P.S. "Mortys Weapons", had good weapons and suppressors "universal"... if it still works...- 1 reply
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How Long do I have to Boil Water for to not get Cholera?
Riddick_2K replied to Devtryak's topic in General Discussion
I think the system is bugged. I usually always get water from fountains and I always have some chlorine tablets with me... as a precaution I had already tried, offline, to boil some water, which in the game you never know. I had boiled it for 30 seconds or 1 minute (I don't remember exactly)... and it didn't do anything to me. The water was perfectly drinkable. Recently I had to boil river water without any chlorine treatment on an official online server (I was convinced that boiling was enough) but during the entire boiling of 4 carp fillets (so more than a minute) and, drinking that water, I got the disease. I don't think it was due to the fish, which I often cook. The only difference with what I often do is that it was river water without any chlorine pills instead of fountain water. In theory it should have been drinkable, after the minutes of boiling, in practice no. Now I don't trust it anymore and I avoid this procedure. If I have to drink, only fountain water or purified with chlorine. This is my experience. ๐ -
Do you know the so-called "Red Launcher" (DZSA) ?!? Try this: dayzsalauncher.com I also always search for servers with "battlemetrics.com", because it has a much superior search and, generally, I enter the server's IP numbers in the DZSA search box and I'm ready to enter the server. Sometimes it can happen (I think that after a while that no one searches/uses it, it is deleted from its database) that the server is not available... or, after having already used it, and "forgotten" it for a while, you can no longer find it. In this case, it is sufficient to copy the "IP:PORT" number (of Query, NOT of game) in the appropriate box in the "Check Server" section (dayzsalauncher.com/#/servercheck) and start the test. If the server is valid and working, the site will return a positive response with the main data of the tested server. Then, after a few minutes... by updating the Red Launcher (DZSA) you will find your server ready for access. I always do this. The Black Launcher (the Vanilla one), I use it only for direct access via IP (the only way to access my local servers, for me and my friends, unfortunately) and for some types of mod management that I can't do with the "Red" (DZSA). Let us know if you solve it... ๐
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I wouldn't mind a thermal scope... I use them almost all the time in Battlefield, but it's (should be) another type of game, I'm afraid it makes it even more of a "War FPS" (it already is too much, given how it's handled). However, if you want the game to remain balanced, you should at least make them fairly common... or, at least, not too difficult to obtain, otherwise you just get the result of giving someone an advantage over everyone else. It definitely should NOT be "limited" (with: ^count_in_cargo="1"^, ^count_in_hoarder="1"^ & ^count_in_player="1"^) otherwise it's too easy to hoard all the spawnable units and block the item for everyone else. >>> IMO Actually NO item should have those flags. They should be eliminated completely. For the heat suits, I don't know... pretty much the same thing. OK, to make them difficult to find (it's part of the game and makes it more fun), but DO NOT make them limited in order to: 1) balance the game between players 2) prevent them from being blocked by the "sly guy" on duty or by some organized group. As for the drums, I don't agree. If you find the instrument you must also be able to use it, or it becomes useless or stupid. OK, special drums, but "normally usable" and under the conditions above: rare but not "unique". ๐
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The best place to hope to find a solution to "strange" problems is the B.I. Feedback site. https://feedback.bistudio.com/project/view/2/ Open a ticket and ask for help. Best wishes. ๐
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Anyway to make weapons spawn with magazines around them?
Riddick_2K replied to Zillano's topic in Misc
Sorry but I have to use Google Translate. I don't quite understand... do you want to have the weapons generated with the magazines and ammunition already inserted inside? Or have the magazines and ammunition generated around but not already inside the weapon? -
I replied but it seems to still be a "victim" of the anti-spam filters... ๐ฆ
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The best advice I can give you is: change provider. They are also terrible in terms of support. Their only advantage is that they are cheap, but then you "pay" in another way. I've been there before. ๐
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I didn't insert any link and no "insult" to anyone... I just don't understand the "hidden" post... ๐
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The same Bohemia that often messes up the game with its patches? The same one that doesn't always help and respond to modders' appeals (follow the feedback site)? The same one that has a game that still needs to be fixed as if it were perpetually in "beta test" after more than 10 years? Anyway, it's obvious that Bohemia allows modding, they certainly don't want their game to become extinct. They should do it better, though... from what I read (sometimes) on the feedback site. And personally, as a server manager (more than a player) I'm tired of every 2x3 patch that mess up the whole game, the settings and, often, even the mods... and having to fix everything every time... the first few times you do it on the wave of enthusiasm of managing your modified server as you wanted... then, patch after patch, you get tired of fixing everything... and still seeing the game as it was before (or, often, worse than before)... because in 4 years of "server manager" I've seen very few real and useful changes. Many changes that have worsened the game, instead, continuously... or fundamentally useless or that "messed up" the mods (those yes, really useful) But this is also a problem due to Steam that forces the update: this should NOT be the case. A server manager and his frequenters should be able to choose which version of the game to play, including the mods. As it used to be. They were distributed standalone, you didn't have to download them from Steam and, as soon as there was something new, you could choose IF you wanted to update or continue using the current version. This is a serious and civil behavior that allowed everyone to continue playing peacefully for months and years... I've been dealing with IT since the early 90s (with DOS 3.3) and if there's one thing I've learned well it's that: a winning team doesn't change. The forced and automatic update is the biggest bullshit and meanness imposed ever. I'm surprised that there aren't "revolutions and strikes" of users to change this... too many, now, take this behavior for granted... it's like the story of the lobster in boiling water... slowly, slowly... that you don't even notice, until you're too weak to escape and you get boiled. ๐
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If you look at all the posts about mods and programming (already few) you will see that they have very few replies. It is not a site frequented by modders and programmers. Try this Discord server, maybe you will have better luck: https://discord.gg/2jfGcS45uX ๐
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I took a boat all the way to Plotina Toshina dam.
Riddick_2K replied to Daricles's topic in General Discussion
Meanwhile Chernarus is not on the Baltic Sea, but according to the information from ^fandom.com^ it would be set in the western part of the Caspian Sea. In any case, a sea south of Chernarus which is south of Russia not north... very south... changes a lot in terms of climate. And anyway... perpetual fog? Always? I don't believe it. Only in certain fantasy/horror films (absurd and unrealistic even those) do you find areas of perpetual fog... maybe even making you "jump" into some other dimension or universe... ๐ I live in Italy, and the Po Valley is famous for its thick fog that can be cut with a knife... well... it's not always fog there either. And just for the record, I love fog... but not always and it almost continues all morning until evening... there is no place in the world with such fog. It's the weather system that is bugged, like many other things in this (beautiful but unfortunate) game. For the dinghies there would be no need for a real personal inventory (it would not be realistic), but that you could put things (ALL) on the bottom of the dinghy and carry them around... this would be realistic and this is what they SHOULD have done... ๐ It was probably done because it is easier to create an inventory than to modify this absurd behavior... at least for modders. This new absurd feature of the game has ruined even famous mods... ๐ Then if I say that these programmers do everything to ruin this game... I am ^bad^... ๐คจ -
I took a boat all the way to Plotina Toshina dam.
Riddick_2K replied to Daricles's topic in General Discussion
Anyway, just for the record. Let's assume what you say is right, and the programmers had "castrated" the dinghies to prevent them from becoming floating bases. In the meantime, I don't see what the problem is... that's part of the game too. And I don't think it gives any kind of "immunity" to any "deposits" or players... because: *) If someone disconnects on board, they still have to go back to shore to play, and you can kill them as soon as they get back to shore. *) If they leave the dinghy out at sea, they still have to swim to use it... I don't think it could be that distant and the dinghies would be visible from the coast (if there wasn't this constant and absurd fog: another unrealistic bullshit in the game). But... If you are really "afraid" that ALL the dinghies are abandoned too far out at sea as floating bases (unlikely but possible)... in the meantime I think it would still be part of the game... the "real" one (if this game decided to become a little more "authentic", as advertised)... but you could simply add a timer for use like the objects in the game: 45 days like the barrels and chests. Maybe, given the peculiarity of the dinghy, it could be reduced to 20 days without use. Or to 10/5 days stopped and from the 11/6th it starts to be carried to the shore by a "strange sea current". A possibility to "counterbalance" the "realism" of the dinghies, could also be the addition of buildable rafts (there was also a mod for this), with which you could go in search of the "floating bases" abandoned offshore... it would increase the fun. There are many possible, fun, "authentic" (realistic) solutions to "counterbalance" the possibility of creating "untouchable floating bases", if this were the "problem"... Definitely NOT crippling the dinghies... And, while I'm at it... now that there are the dinghies, it would also be nice to add some islands scattered here and there of various sizes... It would add a lot of play and fun, in all... research, loot, adventure, interactions... it would multiply the "value" of this beautiful map... still played a lot after so many years... much more than a "ski resort" for sure. These would be "programmer solutions" that take care of the game... NOT "crippling" the dinghy! My 5 cents, of course. -
I took a boat all the way to Plotina Toshina dam.
Riddick_2K replied to Daricles's topic in General Discussion
@Daricles Yes, it wasn't "against you", but "against that principle"... which you probably guessed correctly. ๐ I'm surprised no one contested it. Everyone agrees or everyone is "condescending" ?!? Does no one really care about using those dinghies as if they were "real dinghies" ?!? I believe that the "strange" behavior (I want to be kind) of these programmers in writing and managing this (beautiful but mistreated) game, also depends on this behavior of too many players: always too condescending on the absurdities of the game done on purpose. P.S. I'm starting to believe that most of the players play only on the modded servers of the community and of this forum, simply, don't care. ๐ค -
Foliage Flattening and Restore Timing
Riddick_2K replied to Jamie Zwarts's topic in General Discussion
Also tried on Enfusion Modders ? https://discord.gg/2jfGcS45uX ๐ค -
I took a boat all the way to Plotina Toshina dam.
Riddick_2K replied to Daricles's topic in General Discussion
So what? Are you ruining the game to prevent anyone from playing it? It makes no sense. ๐ As it is now, they could have saved themselves the effort! I just hope that, sooner or later (I haven't checked yet), at least some mod is born to modify this behavior and make the dinghies be used as they should be: like in reality. But we always return to the problem that the game has great potential, but the "Vanilla" version is constantly "castrated" by a management that seems to do it on purpose to ruin the game... and the only real possibility of playing a "decent" DayZ (realistic or, as advertised: "authentic") is to find (or make it yourself) a well "modified" server. Isn't all this absurd?!? ๐ P.S. Among other things, this new feature has ruined a lot of important mods... -
Now the infected run towards the player and, if the player is inside a building, they "pose" (and stop) right in front of a window... the one closest to the player... in 80/85% of cases. For the other times, just wait a bit and the infected will get tired of moving and will "pose" like the others. In these cases it is extremely easy to kill them even with a knife (except for very thick walls or strange windows). This can be useful for those who are new and do not yet have the right equipment, but it makes the game very, VERY stupid, as well as "easy"... and a bit "unrealistic", in my opinion... but it can be discussed, since this kind of infected does NOT actually exist (luckily :-P), it is not possible to make direct and precise comparisons with what "should actually be"... just a matter of point of view. However, in my opinion, it would be much nicer and more realistic if: *) The infected, once they saw the human beyond a window, would rush pissed off to the edge of the wall and try to attack him beyond the window (always with broken glass). Simpler but more "scenic". *) The infected would continue to agitate and run around the building, making it difficult to kill them even with a gun, ready to attack the human as soon as he exits the building. Maybe even stopping apparently "cataleptic" behind the entrance door or behind an obstacle in its vicinity... at least for a good amount of time. Protected from the shots beyond the windows, but ready to intervene as soon as the human exits the building (as if a protective instinct had remained imprinted in their minds since they were "healthy", in addition to the aggression acquired by the virus towards "healthy" people). As it works now, it is too easy to escape from the infected (who NEVER kill), run into a house and, from the window, kill them all comfortably and without any risk. BE CAREFUL not to allow (as still happens - BUG) the infected to go through walls and windows. Sooner or later, as soon as I have the right video as proof, I will open a ticket in Feedback.
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As in the title: Bring back the infected that kill! This was one of the stupidest changes ever... if we are talking about survival against the pandemic. The infected should be one of the main concerns of the game... even more than the environmental difficulties. It is the "lore" of the game after all. Otherwise, if the only "enemy" of the game must be PvP with the human, then (as some servers and opinions say), we might as well remove all the infected "that disturb PvP" and make it become for all intents and purposes: another "curious" War FPS. ๐
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To make it an even more absurd and unrealistic game? NO thanks. Why not with crippled hands... even more difficult... Why not with lame feet... increasingly difficult... Could we make a survival game for the blind? (without a guide dog)... Seriously: Just finding yourself on the coast half naked and without anything is absurd and unrealistic! In the event of a pandemic... either you die immediately or you equip yourself well (vehicle, weapons, medicine, food) and try to escape. THIS is the real beginning of something like this... everything else is bullshit. You have a distorted vision of what a "realistic day zero" should be (also by the description of the game itself, which does not reflect reality). Denying this means denying the reality of the facts. P.S. The beginning of DayZ, as it was written, could be "realistic" only in the case of a shipwreck on a desert island after a storm at sea, NOT a beginning of a survivor of a pandemic (subject of THIS game). Making it even more "ridiculous", would make the WHOLE game even more "ridiculous", without a real advantage in terms of gameplay: in a short time you recover what you do not have at the beginning... already very, very little. The real game begins after... MUCH after... ๐
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What do you mean? If you mean that "modders" make better content... that's true... and they don't even have control over the game code, but have to adapt to it. If you mean that the mod is better... I disagree, it completely distorts the game. Taking a war game (ArmA2), modifying it to get a pandemic survival game (ArmA2 DayZ-Mod) making it a game in its own right because it's fun (DayZ SA) and then modifying it to return to a war game... Very smart... But playing directly to ArmA 3, no ?!?
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Abundance of ressources conflicts with survival experience
Riddick_2K replied to Presence-'s topic in Suggestions
@Presence- You make a serious basic mistake: the most important thing in this game is LIFE, not objects. Those who don't understand this, haven't understood the very essence of DayZ (a lot of people, I fear...) ๐ -
@Asmondian I've been playing "only" since 2020, I immediately had a vanilla server and, a few years later a modded one (the vanilla one mainly for personal fun and learning, the modded one I had online for a while), I have 2 different accounts (NOT for PvP) and between both I have more than 5000 hours of gameplay. Exclusively interested in the "survival" PvE part... if I have to hunt humans, I have other video games made specifically and better (Battlefield first and foremost. I've been playing it since the 1st title "BF1942"). Having said that... I won't amaze you with special effects but I'll get to the point. I, personally, don't care about any special "artifice" to "continue the game" (missions, high-level monsters, aliens and space-time transports, etc... all bullshit that has nothing to do with the lore of the game.) The game is sold as: "to survive as long as they can, by all means necessary". This is what I bought it for and this is the purpose for which I play it. EVERYTHING else is of no interest to me. I also played a bit of Namalsk, but I didn't care at all about the space transport and the space base on another planet (I think it was supposed to simulate that). I visited it offline with DCOM (DayZ Community Offline Mode), just out of curiosity, but I think it has nothing to do with DayZ, and the "real" purpose of DayZ... in fact... it just distracts from the real purpose of the game. Not that it can't be fun to try to complete that mission, but it's "another game within the main game". It does NOT help DayZ in any way, in fact... it distracts from it. NOTE: Some Battlefield games also had these "games within the game"... more of a "puzzle" than a game. Try searching for "Peackekeeper" from Battlefield 1. I had a blast solving that long puzzle and getting that gun... but then it was over. With "normal and regular" BF1 games it has no purpose... and that gun, moreover, is not even that great: I used it a bit (it randomly makes stupid and annoying animations on its own) and I immediately abandoned it. It was a fun interlude, but it is useless for the game! This is to say what: that the missions or the "strange to visit" points of the game can also be fun to try, but generally they are useless for the main game. What a survival game really needs is that it is: 1) Without big and/or annoying bugs (and this one still has too many). 2) The greatest possible realism (and it has been stated that this game does NOT want to become realistic ๐ ๐ ๐ ) 3) That it is written and managed for what it is: "unforgiving, authentic, open world sandbox online game [cut] follows a single goal - to survive as long as they can, by all means necessary." (and we are not there yet, the list would be long). This is why I do not share your (excellently described) opinion. Adding missions and "various stories" to an open world sandbox does NOT help the "general and long-lasting" gameplay, but "distracts" it. Maybe it will attract new players who will want to experience that "weirdness" seen on YT, but it will not help players who seek survival to continue playing, bug after bug, mistake after mistake, and "absurd and grotesque unreality" after "absurd and grotesque unreality". ๐ป ๐ผ ๐บ ๐ P.S. Can someone give me a game reason why should I buy a winter map DLC when there is already Namalsk for that ? What does "Sakhal" (as a map, I mean) have that is important that "Namalsk" does not have ?!? For survival, I mean, not absurd and grotesque missions.
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It would be enough that those who die cannot immediately play DayZ with any of their accounts. Let's say for a day, at least to give a meaning to death. Everything else is speculative contraptions. P.S. Definitely NOT in the same server. On the others we could see and discuss. But they will never do anything like that, they are not really interested in the "realism of the DayZ game"...