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Everything posted by vulfy
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There ya go... now chew and shut up
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Just to make things clear - weapons nerf is not a DayZ patch.
vulfy replied to davidecibel's topic in DayZ Mod General Discussion
I like it that its harder to kill zombies now. Makes me a lot more cautious around them. They swarm, I'm fucked. Thats how it was suppose to be from the start. -
Haven't used respawn button EVER. Didn't even know it existed until all this "why are you removing it with new patch" humbug on the forums.
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I'm curious. How many of you sneak through towns compared to sprinting?
vulfy replied to VikingBerserker's topic in DayZ Mod General Discussion
Used to run, but after playing with 1.7.2.4 zombies can now hear shots again and pistols are nerfed, so getting rid of them takes more ammo and has a higher chance of attracting more. I'm now back to sneaking. -
yeah I'm not sure if weapon or health affects running speed. You have 2 levels which depend on "out of breath factor" Jogging and Sprinting Jogging is simply moving faster than walking, be that standing up or crouching. Sprinting is tapping W twice and holding. This will put character in standing posture if he is crouched, and get him running faster than if he was jogging. HOWEVER ! If you character has been jogging for some time, and you hear panting sounds, as if he is out of breath, double tapping W will put him in a Sprinting stance, but the speed will be about the same as jogging. Basically you can jog all day long, even when out of breath, and the speed will remain constant. However Sprinting is available only when your character has caught his breath, and is used mostly to sprint from cover to cover.
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Beyhond frustrating. BattleEye, DayZ, Arma2, SixLauncher
vulfy posted a topic in DayZ Mod Troubleshooting
What is going on with this new patch ??? SixLauncher refuses to update, it hangs on 89% downloaded for hours. Manually updating DayZ and Arma2, still shows "Update" in SixLauncher. After Manual update, trying to play DayZ through Arma's multiplayer list, gets me kicked off every server I try to join. Checking Arma2's integrity of local content in Steam, produces a flag that one file was corrupt and fixed. However if I run the integrity again, it puts up that message again, and "fixes" it again. Trying to reinstall BattleEye through Steam gives me "Missing string" error Manually updated BattleEye to their latest version, now game just hangs at "Loading" screen. WTF ???????? How can it all be so disjointed? I understand that DayZ is a mod and in Alpha stage, but this goes beyond that. This is just incompetence. I'm reading 10 different topics on this issue with 20 different ways to fix it, and not a single OFFICIAL word on the problem, either from BattleEye, Bohemia or Rocket. -
Go to Keyboard settings and look for "Free look" . See which button is assigned to it. I don't remember the default, I think its "enter". You enabled "free look" by mistake, so that your mouse control's character's head, not his whole body.
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Same problem, getting kicked off any server I try to join. Updated Arma to the latest patch, as well as DayZ to 1.2.7.4
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AKM, love this cannon. Full auto won't do jack for you in a firefight. It'll just spread your rounds all over the place. Cool as hell to go full auto, but very ineffective. The major plus of AKM is zeroing. Once you know what you are doing, its deadly at very long ranges, LeeEnfield territory. Sights are not as good for long distance shots, but I like them much better than M16's. AKM FTW!
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A seemingly ordinary day outside Stary Sobor
vulfy replied to Ajua's topic in DayZ Mod General Discussion
There is a reason for "army talk" besides sounding bad ass, its actually very informative and straight to the point. In a firefight, be that a real one or in a game, a lot of stuff is happening at the same time. You really don't have time for blossoming intricate soliloquy about what is happening in front of you. So if people are playing in a team, its good to keep it short and to the point. -
Some weird shit is going there. By day its nothing eventful, an empty place, with some shitty loot and military zombies. But by night, you really shouldn't be anywhere close to it. I was sneaking by it once, didn't even enter the compound, was just passing by it. A fain green glow appeared in front of me. I figured it was somebody with a chemlight sneaking in the night, so I stopped behind a tree, and waited. A few minutes later, I shit you not, a procession of military zombies moved in front of me. They were all going in a row as if on a funeral. Every other one, had a glow stick on them. No grunting or regular zombie noises, just shuffling of their feet. They did move like zombies though, all walkers, so couldn't be players. There was about 6-7 of them, moving away from the compound. I don't really get scared by a video game, i realize that its just a program running on my computer, and somebody else designed everything that I'm seeing on the screen. But this shit was just too weird and out of place from regular events in DayZ. I stayed in my spot, and waited for the procession to move by me. They were around 100-150 meters away from me, pretty far, but enough for me to see clearly what was going on. All of a sudden the last zombie turns his head and looks at me. Shrieks as if being agroed, and TELEPORTS right in front of me, screaming. I didn't have time to move or do anything. One hit and I'm staring at the "You are dead" screen.... I turned off the game. Drank some water, and put on "There is something about Mary" to calm my nerves. After that, I'm not going anywhere NEAR that place.
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Honestly... I'm a bandit, at this point I like killing other players. But in this scenario, I wouldn't even put him in my crosshairs. Would just chat, offer any supplies that he might need. Of course if a shot comes from the trees from his buddy and nails me... Well next encounter like this, would be very much different.
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Winchester or Lee Enfield? [POLL]
vulfy replied to Dawn (DayZ)'s topic in DayZ Mod General Discussion
This is easy, Enfield all the way. My pistol is for zombies (less noise, short range). Enfield is for players, kicks like a mule even at extreme distances, and accurate as a sniper rifle. -
I got myself a 500 meter kill today with an AKM at the airfield. Given that the player was about the size of the front sight and was prone in the grass so I could only see his backpack, I'm pretty happy about this. So whats your longest distance kill and with what weapon? Again, NO sniper rifles.
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Petrol Bombs (Molotov Cocktails) would be sweet!
vulfy replied to J-Hat's topic in DayZ Mod Suggestions
+1, finally empty bottles would come in handy for crafting molotovs. -
For the millionth time magazines are NOT clips!
vulfy replied to DJKhaled's topic in New Player Discussion
Has nothing to do with "who cares?" or "its a niche thing". Its about being educated or ignorant. If a certain object has a certain name, and its been accepted as such, it is up to you to either learn the proper name of that object, or show off your ignorance by calling it whatever the fuck you want. -
So... are crossbow bolts not retrievable?
vulfy replied to xPandaHunterx's topic in New Player Discussion
I think right now they are actually bugged. I shot multiple bolts into zombies and into the trees in the editor, and they disappear on the impact. I remember being able to pick up the bolt from a tree if you hit it, it would stick out and you could mouse over it. Right now, it leaves a hit mark on the tree, but no physical bolt is left. Same with the zombies. I think its bugged, as I haven't been able to retrieve a single bolt since the few latest patches. -
Rocket: Please do not disable Single Player mode when DayZ is running. Single Player contains Editor, and if that is disabled, there is no way for us to do any help / tutorial demos on DayZ.
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Whats your longest kill WITHOUT a sniper rifle?
vulfy replied to vulfy's topic in DayZ Mod General Discussion
Just from messing in the editor a 800 meter shot is actually pretty easy with Enfield, given that you can actually see the target. At that range the target is about three pixels tall, and thats when it is standing. However a shot at that range is pretty easy, just have to know how much to compensate for the drop. Nailed a zombie on the airfield in the Editor from three shots. I doubt you would know if it was a headshot or not, but it kills a zombie in one hit still, even at that range. Enfield FTW! -
Loot map.... Do you think its more fun with or without it?
vulfy replied to -MadTommy's topic in DayZ Mod General Discussion
Without it, most definitely. I do use a regular map outside of the game just for orientation. But seeing what loot spawns where, kinda destroys the adventure aspect of the game for me. -
Whatever you have more experience with. Stats don't mean shit if you don't know where to aim your sights and at what distance. AKM has a lot of kick. Its very accurate though. Got a kill from 500meters and I'm sure you can go longer with it, if the conditions are absolutely perfect. Its one hit kill on the zombies, I don't know how many on the player though, might be a few hits, as I never hit anybody with just one shot. Due to the kick full auto is very limited and to a close range. At 300 meters its tough to hit a moving target, its just easier to plink them in semi. M16 is a bit more accurate than AKM. Its easier to to use in full auto and in a longer distance. 300 meters knealing in auto is pretty easy. Front sight is pretty good to asses the distance to the target, as it has a lot of reference points compared to AKM. However since there is no zeroing, you have to compensate yourself. I personally don't like the sights on M16, but thats just me. I personally prefer AKM as I'm used to it more now I like the sights, and at this point, I know how to judge a distance to the target with its sights, and therefore can effectively zero them out. It also seems the ammo for AKM is easier to find than to M16.
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Boredom. Game is too easy now once you know what you are doing. Other players are the only challenge left. Killing a just spawned player is not a lot of fun for me personally, but I'm a bandit now, and enjoying the hell out of it. Give me tougher zombies, less supplies and a true wilderness, and then we'll talk about cooperation. For now, if you are in my cross hairs, you are dead.
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I've heard Rocket talking about this game, and how he wants to give payers the tools and overall world, but let players create situations in this world, not restrict gameplay to scripted sequences or hard coded rules. Banditry is exactly that. It is a very common occurrence, but its something that is driven solely by players, and is not a hard coded rule of the game. We have the tools (guns, loot, other players) and we make this decision if we want to be a Bandit or not. Unfortunately, right now, the consequences for being a bandit are nill. So lets take a page from real life and see if we can apply something similar in the game. Banditry in real life is limited because: A: consequences, such as imprisonment or death B: there are special people that uphold these consequences, ei police So here is my suggestion. Instead of making silliness, such as bandit skins, or even making their faces more "bandit-y" or making their hands be in blood, or anything of this sort, lets just have a simple virtual sheriff and player posse mechanic. Lets say a bandit killed his victim. He is now flagged as a "bandit". Each bandit has a "Wanted" level, depending on the number of murders. A virtual detective / sheriff is now assigned to this bandit. The sole purpose of this entity is to track bandit's movement and further murders, as well as provide Intel to the posse made out of players who wish to track this bandit. Server provides two ways for you to participate in upholding the law. Passive and active. Passive is simply having a list of bandits on the server, and the name of the city where their last murder has occurred. A sort of "Most Wanted" wall. You can view it, but what you do next, is up to you. No further info or intell is provided. Active, is actually accepting a mission, to become a part of the posse, and track the bandit. It would give you a waypoint to the the exact location of the latest murder, NOT exact bandit's whereabouts. If his is still hanging out at the spot you are lucky, if not, you have to figure out where he is, or what his next move could be. It could potentially give you a heading in which bandit moved to, after the murder. A general idea of the direction. That way you can figure out what next city / town he could be moving to. After that it would update your waypoints when bandit reveals himself. Bandit can reveal and update his latest location via the following: Killing another player - instant waypoint to the murder scene, NOT the bandit. Firing a shot but not hitting a player, ei killing a zombie - waypoint to general "Shots fired, city / town". Random sighting in a city. Lets say a Bandit is looting a town. There is a random chance that he can be spotted, and his location updated. If shots are fired in the wilderness without any real players present within of a certain distance (can be based on loudness of the shot, ei type of weapon), then these shots would go un-witnessed and would not be reported to the posse. Any shots fired within city / village limits, will instantly ping the location to the posse. Bandit obviously does not receive any info on what posse is doing. He is kept completely in the dark. This would really push paranoia, as the Bandit could be thinking that the entire server is after him, especially the high level Bandits. Rewards: Simple, bandit's loot, as well as the fact that you've upheld the law. A high level bandit is most likely to have good gear. Also a high level bandit is most probably a skilled player, so the challenge is worth it to some people. If you are a bandit you can lower your wanted level by participating in a posse, and killing a bandit that is higher level than you. Killing a lower level bandit, would not count as a murder, but would not lower your wanted level either. After death, bandit's identity is cleared and he is starting as a Survivor once again. Bandit's wanted level goes with him from server to server. As soon as he joins, he is posted on the Wanted wall of the current server. This should be a pretty simple mechanic to implement, and it gives players all the control in the actions and decisions.
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Somehow cops manage to identify and track if not all but at least some of the bandits, in real life. Be that via informants, detective work, witnesses, etc. etc. This is just a simplified mechanic to get to the Intel of Bandit's whereabouts right away. Bandits in real life do not wear specialized clothing, or have "Bandit" face, or have their arms covered in blood. So "realistic" is a very stretchable word.
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And its not a "virtual cop". Players are cops IF they decide to be. A virtual detective simply updates the position of the bandit.