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Everything posted by johan (DayZ)
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I know what you mean and yes, limiting weaponry might help a bit, but it might also make it harder for new people to compete with already established groups who might want to keep their dominance. Then again with pistols being quite common I guess it might balance out. 3x pistols > 1 lee. Just as long as we don't have people who have guns and people who keep getting killed, wielding only hatchets. :)
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Mother of all fixes (semi-permanent living)
johan (DayZ) replied to WalkerDown (DayZ)'s topic in DayZ Mod Suggestions
I guess, but what happens when you got people camping the starting spots for someone with some good loot to spawn? People have the patience to wait hours for alt f4:ing snipers/hoppers so why not wait a bit for a new guy to come in and maybe grab a quick NVG + rifle? I am all for persistent characters / server, in fact that's one of the things I'm missing, but I am not sure about this, it feels like it could be easily abused. -
Make the old bandit skin a find-able item
johan (DayZ) replied to kloust!'s topic in DayZ Mod Suggestions
Watching the old youtube vids before I signed up I always wanted to wear that outfit so yes, please! -
More melee weapons would be quite great, tbh. I really don't like to use guns since they're so loud. A hatchet is my weapon of choice against zombies and against players... Well. I don't tend to fight players that much unless they find me first (I usually just hide and start to pray, heh) so apart from the G17 I usually don't use weapons much; flashlight means you can walk around solo during nighttime while being able to easily protect yourself against zombies. All in all I'd say ammo reduction could lessen the PvP a bit, I guess, but in reality people play how they want to play most of the time. Some people just prefer to play the game in smaller groups of friends, rather than with people they meet in the game. Now I know, you want to allow people to meet up in game and play together but then you need to ask yourself how exactly you're going to get this working. It's not neccecarily about people having or not having ammo, people won't neccecarily automatically trust each other just because you modify the game with such things as less ammunition, it might just up the will to compete and betray (an axe to the back of the head hurts) over the first gun find. There's also no social constructs that help players work together in game. There's the out of game forums, chats, etc. and adding in-game tools (chat rooms in game, groups, etc.) will harm the realism that some people enjoy by just wanting direct chat. Cross-servers doesn't help either since you can just join any server you like after mowing down a group of people so it doesn't matter as much if you are branded as a bandit on one out of 100 servers. At the end of the day if people kill each other it's either because it's easy and a safer alternative due to lacking "proper" comms or having no reason not to (server argument). Other than that I wonder how exactly you envision people to play the game, they are playing it in "survivor mode" now, aren't they? If you up the challenge will these players automatically start joining up with others or will they just take it as another challenge for their group to overcome? In the end it's all about what you want to achieve by doing this and taking into account that many players might not want to band together/merge their groups unless they are forced to, at which point the question we end up with is by what right do we force them to? You can always test different changes, though, since I do agree that certain ammo types are a bit common in places. But like you said I like the pistol spawn rates atm (had many trips to Cherno and v few pistols.)
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Unlock new skins by staying alive longer
johan (DayZ) replied to alejo699's topic in DayZ Mod Suggestions
More custom starting outfits might very well be avaliable later on, but as far as completely different clothing goes, there's a few avaliable in game which feels more authentic than being able to unlock them from surviving longer periods of time. Being a civilian I wouldn't just be able to get some new clothes out of nowhere - making them takes specialized equipment and lots of time. All in all I'd say keep the current system but add more outfits + some starting out changes (in the far future, of course, since bug fixes > new outfits). -
This server is running an incorrect version of server side appliction.
johan (DayZ) replied to SiennaWroten's topic in DayZ Mod Troubleshooting
It's thursday today so in four days it will become monday. They haven't fixed it yet because there hasn't been any patches released... -
Dayz Helper: useful, easy to access links!
johan (DayZ) replied to inacio's topic in New Player Discussion
Very good website, cheers! -
In the original what it did was to replace all your spent ammo, grenades, etc. that was a part of your original loadout (you could save loadout, etc.) as long as they were enough supplies they would fill up. Not sure what happens here, I don't seem to notice anything when I tried it.
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In ARMA 2 the laser + NVG combo is very common tools in night scenarios and help a ton. There's also laser markers to guide in airstrikes, etc. I've had a G17 pistol and the light worked just fine. Not sure why it won't work on the M16. Have you tried pressing f to bring it up? (Not sure if it's neccecary but... hey.)
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Game purchase + studio developed.
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This server is running an incorrect version of server side appliction.
johan (DayZ) replied to SiennaWroten's topic in DayZ Mod Troubleshooting
Monday, OB1. You'll be expected to play on monday, most likely. Just scroll back like four pages and you'll see it. -
Takes luck as well, tbh, since the spawns are random.
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Tbh a hatchet is one of the best anti-zombie weapons imo, simply because it usually kills civilian zombies in one hit to the chest and it's completely silent. Against players, I agree, it's real hard but then again being careful and either run/hide will save you there, alt. sneak up on them with the axe and... yeah. Try the bigger cities, such as chernagorsk and approach from the north, this will get you to about four appartment blocks and one medical area real quick and it will also be easily scouted for player activity. Just keep an ear to the wind and listen for people, if you hear people incoming, climb up on the roof and guard the entrance with the axe and wait (there's no loot spawns on the roof so usually people don't climb up.) Hope this helps.
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Can you expand on this a bit? Do you have your ammo on your character screen and not in your backpack? Make sure the ammo is the correct one by hovering the mouse over it and reading what guns it can fit into.
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As mentioned before it's a game. And that, I believe, answers why you percieve this "social experiment" has failed. People do act differently in games than they do in person. If there is any interest in changing anything then the issue is twofold: A penalty to player killing that isn't indirectly influenced (i.e. less ammo) would shatter the realism (bolts of lightning striking PK:ers as an extreme example). The second issue being that the authentic feel to the game that has so many people caught up in the game is, I believe, the freedom the mod offers to the players. It is not necessarily "realistic" as a simulator to how people would react in a zombie breakout but in the case of a plague it is quite realistic to have people stay away from sick people or outright kill them from coming close to their families. So yes... Socially this mod might not simulate an exact authentic zombie breakout (who knows), but on the other hand it's immensely popular and so it would make for a good ground on which to build farther upon (read low ammo idea earlier in the thread) via indirect, realistic tweaks.
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Broken Bones And No Morphine
johan (DayZ) replied to pwnage13371's topic in DayZ Mod General Discussion
Make a post on the forum about it, i.e. survivor HQ and ask for a trade. Hopefully you'll get help from a trustworthy bunch of lads! In the future I'd recommend trying to get hold of one or two shots of morphine early so you got less to risk, slipping into a bigger city on a quick trip. -
This server is running an incorrect version of server side appliction.
johan (DayZ) replied to SiennaWroten's topic in DayZ Mod Troubleshooting
As mentioned on page 35 this will be fixed with the new patch, don't worry and stay frosty. -
This server is running an incorrect version of server side appliction.
johan (DayZ) replied to SiennaWroten's topic in DayZ Mod Troubleshooting
I'm sorry, I thought it was very nice of you to reply amidst eating dinner! :) I am sorry for the fuss, I PM: d Devo also and apologized for any misunderstanding. Just as they say "Thank you for taking time to help us." -
This server is running an incorrect version of server side appliction.
johan (DayZ) replied to SiennaWroten's topic in DayZ Mod Troubleshooting
Seeing as how he was out at dinner and still looked on the forums, letting us know that they had taken notice of the issue (that it was in fact Arma X that had the main issue) was very nice of him, don't you think? I don't see the issue you had with what I wrote? Edit: Is it formulated wrong? "Thank you for giving of your time, Vipeax?" instead? I am not a native speaker of English and I don't always understand the different wordings even if I have been speaking it for quite some time... -
This server is running an incorrect version of server side appliction.
johan (DayZ) replied to SiennaWroten's topic in DayZ Mod Troubleshooting
Thank you for taking your time, Vipeax. -
This server is running an incorrect version of the server side application
johan (DayZ) replied to fifass's topic in DayZ Mod Troubleshooting
It seems like the issues are with the X-version of the game. There's also a bigger thread for this (should be at the top of the forum page or close to it with about 32 pages. Try posting your ID (new ID with beta patch should be the same number +AX added to it, check profile to be sure) there to keep bumping it. Hopefully this will be fixed shortly. -
This server is running an incorrect version of server side appliction.
johan (DayZ) replied to SiennaWroten's topic in DayZ Mod Troubleshooting
PM if you feel like it's taking too slow but yes, there's usually a mod on each day. As it seems that the X-edition is the only one affected (makes sense since my buddies all play without any problem and they had Arma 2 + OA separate) it's probably going to be fixed sooner or later. -
This server is running an incorrect version of the server side application
johan (DayZ) replied to fifass's topic in DayZ Mod Troubleshooting
Does any of you have the anniversary edition of arma 2? I.e. Arma X. -
This server is running an incorrect version of server side appliction.
johan (DayZ) replied to SiennaWroten's topic in DayZ Mod Troubleshooting
Bit of an update: I recently installed the latest beta patch for Arma 2 (94103) which apparently comes with changes to the player ID: "[94002] Fixed: PlayerId changed for users using Reinforcements or Arma X Anniversary edition to prevent PlayerId conflicts." I do have the anniversary edition so perhaps this could be behind the issue? Having checked my player profile my current player ID has also changed: Name: johan ID: 233153AX (AX new to the ID.) -
The one and only Anti-PVP/PvP Discussion thread! Whine/discuss here!
johan (DayZ) replied to Legacy (DayZ)'s topic in DayZ Mod General Discussion
Kageru: I agree fully with your EVE analogy, hence what I meant with the side chat example (Dayz being in alpha and not finalized). I merely wished to point out that the frustration that is building up group-wise should be managed carefully as to not divide the community. With the side chat currently gone and (hopefully replaced with something better in the future) we will have to make due with something different for now, i.e. using the forums to determine pre-hand who we can play with (make groups). As for PvP hotspots a suggestion was made in another thread to have people spawn in the center area, not along the coast due to the major points of interest being on the coast which, to me, sounded like a good idea. All in all I feel that safety from bandits need to be player driven and that tools that allow players to create this safety (i.e. society creation or what not) is the key to giving players opposing banditry the ability to play the game their way which will also introduce new challenges and "endgame" goals to more people. I guess that the central issue is where you put your foot down as the different playstyles end up being hard to mix, i.e. systems to cater to people desiring pure PvE risk harming the playstyle of people who prefer a simulator-esque game (i.e. side chat harming their immersion) or lone gunmen shutting people out of major cities where most of the hospitals are centered. I think that's also why it is important that people of the different playstyles discuss how to shape the game into a more pleasurable experience together, rather than argue with each other, even though this can certainly be difficult in the "heat of the moment" and that is more or less the central point I wanted to lift out into the discussion: unity not division.