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Everything posted by gingerwarlord
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Solution to 3rd Party Comms / Friend Finding. In-Game Radio.
gingerwarlord replied to gingerwarlord's topic in DayZ Mod Suggestions
Called out by cheating, by those who see it as cheating. The force-chat option could simply be a specific server option. Or there could be those that have the same outlook as you upon the idea, and see it as understandable. -
Solution to 3rd Party Comms / Friend Finding. In-Game Radio.
gingerwarlord replied to gingerwarlord's topic in DayZ Mod Suggestions
You need to chill yo tittays. It's my OPINION. I'm not going to have a go at you because yours differs, I simply do not approve of your methods. -
Solution to 3rd Party Comms / Friend Finding. In-Game Radio.
gingerwarlord replied to gingerwarlord's topic in DayZ Mod Suggestions
I'm not saying you're cheating currently, just that those who would use the alternative techniques to get around a forced in-game chat would be. If the in-game mechanic says you should always be heard and you work your way around that, it is (in my eyes at least) cheating. -
Solution to 3rd Party Comms / Friend Finding. In-Game Radio.
gingerwarlord replied to gingerwarlord's topic in DayZ Mod Suggestions
Of course you will get people making loads of noise, but they always have the choice to just unplug their mic. And the idea of it was to increase immersion. Not necessarily meet new people. However your point about the server dying is, I suppose, unavoidable... -
Solution to 3rd Party Comms / Friend Finding. In-Game Radio.
gingerwarlord replied to gingerwarlord's topic in DayZ Mod Suggestions
Yes, Direct Chat can be a little finicky, but I'm not saying disallow Team Speak, or whatever external chat program for EVERYONE. Just leave the in-game chat perma-enabled so that when talking through the external programs it is heard in-game... although I see your point about the quote, it will merely be people that would rather cheat their way to an easier victory that will go with those methods. -
Solution to 3rd Party Comms / Friend Finding. In-Game Radio.
gingerwarlord replied to gingerwarlord's topic in DayZ Mod Suggestions
I love your creativity :D and yes, I suppose that is true, but would that not be more of the player's worry than those around? -
Solution to 3rd Party Comms / Friend Finding. In-Game Radio.
gingerwarlord replied to gingerwarlord's topic in DayZ Mod Suggestions
Yeah, I should've. Sorry about that :blush: I am relatively new to using forums, and jumped ahead. My apologies. I am not saying people shouldn't be able to turn their mics off, just that when they have them ON it should be audible. -
Telepathic groups of survivors
gingerwarlord replied to _Profile_Shame's topic in DayZ Mod Suggestions
@_Profile_Shame - Thanks for the boost but after checking the forums there are LOADS of suggestions. I'd rather not make another duplicate thread. -
Telepathic groups of survivors
gingerwarlord replied to _Profile_Shame's topic in DayZ Mod Suggestions
Do you think it would be an idea for me to start a separate suggestion thread about group spawning? The idea keeps gnawing at the back of my brain now. -
Telepathic groups of survivors
gingerwarlord replied to _Profile_Shame's topic in DayZ Mod Suggestions
Very good idea, but almost impossible implementation. I would love this kind of factor, but only when I have met with my friends. It would be a massive trial to play the game with buddies if you couldn't communicate externally. Until a function is enabled wherein groups of re-spawning players can spawn in the same location, this function, for me at least, would spoil the game. A brilliant concept, don't get me wrong... just at an unreasonable cost... although I'm now thinking that allowing re-spawning players to spawn in groups of up to five, or something similar, would be brilliant. Possibly giving players that do not use the function a slightly larger amount of supplies upon beggining, and forcing groups to share them out evenly? eg. Starting alone = flashlight, bandage, torch, painkillers, crowbar. / Starting in a group of five = one person gets a torch, another a bandage, another a flashlight, another a crowbar, and the last some painkillers. No advantage of spawning in a group at all, yet you can do so :D I want. -
What MineZ is Doing Right, and What DayZ Could Learn From It.
gingerwarlord replied to Time Glitch's topic in DayZ Mod General Discussion
I understand your want for the game to change some. I share it. HOWEVER there are a few things that I majorly disagree with that you have said. Do you not think this is an essential part of the game? I agree that it feels like the game should be easier to make friends on, but hafting to give the other person a massive advantage, or even the ability to easily kill you outright, is a fear that should be had when trying to ally with someone? I've been in life or death situations on DayZ where my ONLY choice was to ask for help, and I have ONLY been killed in those situations, so I definitely agree that there should be more of an advantage to having large numbers. Maybe something like the Blood Bag mechanic (needing two people) but more along the lines of being able to carry friends with broken legs as though they were unconscious, and slower bandage animations without help + faster animations with. On the issue of lowering gun chances, I only partially agree. I think there should be more high-chance areas, with smaller actual spawn chances there. That would give the players more reason to search and less to stay in single areas looking for items. As it stands, people camp at the north-western airfield, and Stary Sobor with their goal set to getting the weapons there. I'm not sure how it would be implemented, but I think players should be punished for that one-area idealism and rewarded for the multi-area searching. Maybe something along the lines of each area having it's own high-chance spawning items? Overall you have some good concepts, but it is the fear of PEOPLE that makes DayZ seem more real than any other zombie game. In DayZ I feel like I need to THINK. It is not "Haha, good shot mate!" or "Let's just run down there and grab the stuff!" it's more along the lines of "If I DO go down there, will someone see me? Me and my 3friends could be easily taken out by one dick with a sniper..." I know you aren't suggesting removing the snipers or anything of the sort, but the high-chance of there actually being a sniper is what makes you ALWAYS feel on edge while playing. It's why I love the game. -
It seems that most this stuff is happening repeatedly. I'd advise that people only put non-essentials in the backpack.
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'bin\config.bin/cfgweapons
gingerwarlord replied to AndyPandy44 (DayZ)'s topic in DayZ Mod Troubleshooting
Using 1.7.1.4 - Issue now even worse :/ The 1.7.1.4 servers are now saying I have the wrong version, and I have no idea why. I'm CERTAIN I've tried almost everything, as I've been through four different install guides, and used three different methods to launch the game, and messed with the launch options of each method. I'm not going to drop this until I get the game working, but this is still massively disheartening. :( -
'bin\config.bin/cfgweapons
gingerwarlord replied to AndyPandy44 (DayZ)'s topic in DayZ Mod Troubleshooting
Experiencing the same issue with ArmA2 Free + OA. Tried the cache suggestion and it didn't work :-/ It's also been suggested that I download an OA beta and launch it with DayZ, but that didn't work for me either (not sure if through user error or incorrect method). Any help appreciated.