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oktyabr

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Everything posted by oktyabr

  1. oktyabr

    Banned for what is not.

    What server?!?!?
  2. oktyabr

    How much would you pay?

    I AM going to pay full price for Arma 3 when it comes out. Having DayZ as an affordable/free DLC for it would be sweet. Stand alone? Full price if the map was 100x larger, able to support 100x more players (MMO), with at least 100x the variations of skins, no cross server persistancy, fixed everything including melee and construction, and free roaming zombies *everywhere*, not just in the towns.
  3. oktyabr

    Poll: Do you play at night?

    YES Daytime is much easier to be spotted and killed.
  4. Cherno will be around 12C tonight, with rain, based on the weather forecast for the area the map is based on. Sleep on the bare ground with no extra blankets, etc. in rain, at 12C and let me know how you feel... in the morning?
  5. oktyabr

    Zombie Migration and Pack Mentality

    The way I understand it is that DayZ spawns zombies around buildings and such as you near them, dynamically. My idea would be to further experiment with this coding so that the following might be achieved without too much additional overhead: 1) Spawn zombies in towns and such exactly as they do now, as a player approaches the area. Once dead do not allow the zombies to respawn in the "developed" area within a certain distance of any player. This would permit "clearing" a block, farm, area of a base, etc. Even a city the size of Cherno could be "cleared" and kept that way as long as there were enough players scattered about the city. Once an area is player free for a time, that is, the players leave the farm, base, whatever, it's open zombie spawn area again, just like current. 2) An exception to respawning zombies that have been killed would be on the outskirts of towns and villages, at a greater distance, even if a player is still in the town. This would help depict the scenario that even though the zombies in the town/farm/whatever are killed more are moving towards that area from the wilderness. They would need to have a tendency to move towards the town/farm/whatever as well. 3) Spawn zombies IN the wilderness dynamically around (in front of) a player at a reasonable distance, far enough that they wouldn't be seen just popping in out of thin air. This would provide a good chance of zombies wandering around anywhere you went in the wilderness. A check must also be made to prevent a zombie from just popping up on top of another player as well. 4) Increase zombie "curiosity", maybe sense of smell, whatever, so they tend to slowly walk towards stationary survivors (not aggo'd). This should make towns and the like clearable, fortifiable safe havens for survivors and help encourage grouping and team work of a sort. A run to the NW airfields would be very dangerous but the military loot might still make it worth while. Bandits could no longer just hide in a bush somewhere with a sniper rifle for very long without the chance of a zombie stumbling across them. Bean wars on the beaches would likely end as gunshots, even in the wilderness, would now have a chance of drawing the zed to your position. TL;DR Spawn zed in the woods, no respawn of zombies in survivor occupied farms and sections of towns, bases, etc.
  6. NO Bandits camp the coast for morphine and easy food and drink. Take away morphine, make food and drink more common.
  7. NO What's the point? Bandits will kill you too quickly and usually from too far away for this to be any use what so ever.
  8. LOL! I love the "Anyone in Cherno?" t-shirt!
  9. oktyabr

    A realistic banditry "punishment"

    I'm not trying to discourage anyone from suggesting solutions to these problems but how are tiny pieces of paper magically appearing in any way "realistic"? Further, what if they aren't just "hanging around"? Shoot a few people in one area, shoot a few more on your way to some other location, shoot a few more there, rinse and repeat. Last but not least what impact would this have if they just shoot a few people and then leave, maybe move to a different server? The dangerous parts of the map are well known as it is. What improvement would these pieces of paper offer?
  10. NO What if I don't care about their humanity? Sound FX would quickly get irritating if I grouped with them.
  11. NO I can feel pseudo-realistic about DayZ missing any sort of melee system *because* everyone has firearms. Melee or guns.
  12. From http://www.ncbi.nlm.nih.gov/pubmed/8925815 And to follow your quote taken from the (one and only) study done by Dr. Belilovsky of the Army Research Institute of Environmental Medicine: It's also valuable to point out that the physiological definition of "hypothermia" sets the threshhold at 95 degrees F, over three degrees below normal average human body temperature. While most survivors might never experience clinical hypothermia the drop in body core temperature that occurs in that 3.6 degree margin can not and will not be good for you, especially under sustained conditions. The rainy season actually tends to be the time of year when diseases propagate best in tropical regions' date=' especially when it coincides with the hotter months (some areas, the rainy season is cooler). Malaria in particular is severely exacerbated when the temperature is high and the rainfall constant. It's a common occurrence in sub-Saharan Africa. [/quote'] Malaria is a very different case than what we are talking about here, especially since it relies on mosquitos to spread it, a creature that itself requires warm temperatures and puddles of stagnant water to reproduce. Humidity levels are definitely tied to the propogation of airborne pathogens such as influenza and the rhinovirus as low humidity increases viral transmission rates potentially due to dry air allowing small viral droplets to disperse farther and stay in the air longer. Plenty of research on that too.
  13. That and the fact that most flu and "cold" viruses propagate better as absolute humidity falls. In northern climates that means winter which is actually drier than the warmer months. In tropical areas the winter is the "wet season" so bugs tend to spread more easily in the drier summer months.
  14. If you live in a temperate clime, go outside at night dressed like your typical "survivor" and try to lie in the grass for 15 min. Better yet try it when it's raining. The weather in the Czech Republic that Chernarus is based on is "very mild". In Prague, at the time of this posting, the forecast calls for rain and a hi/lo temp range of 18C/12C (54F/65F). Closer to the ocean would be miserable; higher in elevation, drier but colder too. This subject has come up over and over again. Most medical websites disagree with the findings you quote in your last post, specifically the context that it is expressed in. A healthy individual might find the immune system invigorated with a short exposure to a dramatic drop in temperature. Constant exposure is a different thing entirely. Long exposure to cold weather, being wet and cold, especially if you are already fatigued and malnourished as most DayZ survivors definitely are, will decrease your immune system's defenses against the "common cold", the "flu", walking pneumonia, pulmonary tuberculosis, and all other sorts of maladies. What was said above about high exposure in day to day life to all kinds of bacteria and viruses is also true... our generally healthy condition helps defend us against them to a degree that we are often unaware of what we are exposed to. Now, consider your typical DayZ survivor. The game takes place in a cooler, semi-temperate climate. The survivors are exposed to cold, wet weather, lack of proper nutrition and medical care, terrible hygiene, filthy drinking water, no working sewage system, and rotting corpses *everywhere*. Without knowing the actual back story it is easy to assume that the "survivors" are those that have already fought off, or are in the process of fighting off, whatever "Z virus" has infected the rest of the populace... In a real world situation like that we would have flea laden rats moving from one moldering corpse strewn area to another and the "common cold" would be the least of our worries.
  15. oktyabr

    Melee Weapons

    Yup, at least a dozen different times already including a 200+ reply petition in General Discussion: http://dayzmod.com/forum/showthread.php?tid=2648&highlight=Melee
  16. Fix: 1) DC - Menu option to "Leave game", put timer (30 sec?) before avatar leaves game, don't allow "Leave game" option if bleeding, range X (25m?) of zed, and range Z (100m?) of milspec loot spawns to prevent server hop farming. ALT+F4, unplugging network, etc. kills player, period. 2) Hardcode a lock on default "name tag" system. Replace with a dynamic one based on range, lighting and view obstructions. Suggest 20m unaided, at range with binoculars or scope. 3) Remove rare meds from new spawning characters. Increase med loot locations on the map, spawn realistically common items such as knife, matches, food, drink, more frequently and around more buildings (especially those that cannot be entered.) Feature: 1) Melee system. Knives, hatchets, e-tools, scrap metal, simple push/punch/kick, weapon butt stock, etc. If they are in the game they should be usable as a silent, point blank attack. 2) Stamina system based on health and total encumbrance with blood regen based on time with food and water levels factored in. Stamina for zombies so they eventually tire if they don't catch you. 3) Zombie spawns: in towns as normal but not within 50m of any player. Will not respawn *in developed area (town, base, farm, etc.)* if player is within 100m and within a developed area, but can still spawn outside of towns at greater distance to give the impression of zombies wandering in the wild moving towards town (instead of just respawning inside it). Spawn lower count of zombies around player at greater range when *outside* of towns, bases, etc. which provides a threat in the wilderness and gives the impression of having "cleared a town", at least temporarily. This will make towns, farms, bases, etc. potential safe havens for players, especially groups and should encourage teamwork.
  17. It's a seriously great idea and one I haven't read before on here. +1
  18. oktyabr

    Becoming a zombie/dying

    Zombies aren't dead, aren't dead come back to life either and survivors are immune to the infection.
  19. oktyabr

    Passwords for tents

    Just get rid of the tents completely.
  20. oktyabr

    Be warned when throwing a frag

    I had about 40 zed on my tail just outside of Cherno, spun around to lob an HE in front of them but ended up hitting the one that was closest (too close) to me instead. It was like a tactical nuke. Took me out and 24 zombie headshots with one HE ;)
  21. oktyabr

    Warning on spawning close to somebody

    I like it but wonder if we couldn't go a step further and just code it so you can't spawn within a certain range of others? This would also discourage logging out in very popular places (NW barracks, etc.) because they are popular and you might be trying quite awhile to get back in at that same place and would make server hopping for loot farming that much more difficult. It would encourage only logging out in the wilderness or other truly "safe" (not well traveled) places.
  22. oktyabr

    DayZ has become Deathmatch / Team Deathmatch

    You DO know that zombies only spawn if players are nearby right? So "upping" the count to 1200 instead of 600 "for 225km^2" wont make a lick of difference... Right now its about 10-20 zombies per player when you look at the servers (50 players and about 700-800 zombies usually when i play, and you have to take into account that not all players are somewhere where zombies spawn). You could increase the number of zeds to 5000 and it wouldnt make a difference. They still wouldnt spawn for someone hiding on the top of a hill trying to snipe other players. Simple. Spawn half the zombies off the map and let them wander inland towards the coast. 1000 in and around the zoos... errr... towns, bases and deerstands... and another 1000 trying to get to those places IN THE WOODS where they should be.
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