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Your DayZ Team
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Everything posted by Dr Klunk
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IMPORTANT: Tents will be wiped in update 1.7.1.5
Dr Klunk replied to rocket's topic in Mod Announcements & Info
IMPORTANT: Will tents which are in inventory also be wiped? (not pitched up) -
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legit arguments but the way you present your case - with an aggressive and arrogant tone - makes one believe you are... yep.. exactly.. on of those "40 year olds still living with 'ma that think they're zombie apoc pros and the only ones entitled to an opinion regarding this mod" . that's humor right there Hoss :)
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Hmm am very pleased with the new features, but I noticed on Norway 1 now, when I shot all Z around a deerstand, they spawned again after 10 secs.. so I shot the new 5 Z beeing spawned... and they spawned again after 10 secs.... forcing me to kill approx 20 new Zs around this lone deerstand during a very short time span, finally making me leave alltogether. So there is definately something weird with spawn time. I'll take a short break until a small fix(?), awaiting all these new great additions and fixes.. thanx man PS--- sorry.. I just now saw a number of similar reports.. well that must mean I wasn't alone :D.
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People just got nuked in Vietnam(server VN1)!!
Dr Klunk replied to jedijeff1993's topic in New Player Discussion
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IMPORTANT: Central Server was Dropped
Dr Klunk replied to rocket's topic in Mod Announcements & Info
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gotcha :) trousers by the ankles?
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20 words or less: Super-Low Humanity Detection
Dr Klunk replied to rocket's topic in DayZ Mod General Discussion
YES: let's try it I have myself tried to figure our how to make humanity be a game aspect, and for me you hit the nail. It has to be noticable from some distance though. It would be good for "killer" characters as well.. Not getting the "vibe" from someone, suggests that he/she is passive... and act accordingly I also think it's a good idea to reward longevit;make this skille better the longer a character lives. -
I noticed that.. I too spawned out there' date=' luckily with enough foor and water. I only had to drink twice and eat once.. Actually I spawned approx 21 000 m west of the map, 24 000 m from nearest "safe" water supply". [b']Good to know is-....: When running for such a long time, put a piece of rubber (eraser for our American friends ;) on they key W, and a book on that. :) You run with a speed of approx 8 m/s You can run 9 300 m (after emptying a water bottle) before the water icon starts to blink. I would guess that you can run between 12 000 - 13 000 m after you have eaten until the food icon starts to blink When the water icon starts to blink, you can run some additional 2 200 m before you start to loose blood. When the food icon starts to blink, you can run some additional 3 300 m before you start loosing blood. When you start to loose blood, due to thist or hunger, you loose approx 10 units/sec As I said.. I found this out the hard way :) There is a pond SW of NW airstrip.. aim for that water source. You meet a lot of animals on the way, but with no way too cook the meat (who carries wood now when u have an axe). Very frustrating!!!
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u probably got killed by someone who capped spawn forest I would suggest to anyone who plays this ALPHA, to be prepared that anything can happen, that you don't get too attached to your character or gear while we are in this early stage, and enjoy the actual playing time, no matter what happens. Having an attitude that next time you log in you might be dead, makes stuff like this easier to handle, and you enjoy the time in-in-game more
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Multiple kills in debug forrest recorded on video
Dr Klunk replied to reuter's topic in Mod Servers & Private Hives
I saw another dude's stream on twitch the other day. he was located at another spawnpoint way west of the map, robbing off new spawners... he didn't kill people, but stealed pretty much what he thought was useful. I called him out in chat and called him a cheater... seemed like he listened and stopped... but he made it "clear" that is was not cheating-. just taking advantage of the bugs in the game.. talk about self-justifying.. pityful -
DayZ has become Deathmatch / Team Deathmatch
Dr Klunk replied to underpaidorphan's topic in DayZ Mod General Discussion
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DayZ has become Deathmatch / Team Deathmatch
Dr Klunk replied to underpaidorphan's topic in DayZ Mod General Discussion
que? -
DayZ has become Deathmatch / Team Deathmatch
Dr Klunk replied to underpaidorphan's topic in DayZ Mod General Discussion
well put... +1 -
DayZ has become Deathmatch / Team Deathmatch
Dr Klunk replied to underpaidorphan's topic in DayZ Mod General Discussion
I've been reading most of the thread, and it is surely an intersting read, and thoughts/motivations. I have been playing this game for 2-3 weeks, and was also "drawn into" the sandbox game style. I was terrified of the Zs, and so was my friends who joined up. I have also seen quite a dramatic change in how people play this game - not sure if it's visable in thet stats though. The average player is now much more declined to put a bullet between your eyes, without even saluting or try to communicate. I would however suggest that this is NOT because we have more CoD kids around. I would say that people are MUCH MORE careful.. and paranoid.. than before. A few weeks ago, dying was not much of an issue, because you were amazed by the game, and you were learning it's mechanics. The notion of of co-operating was very appealing to most people, and you were more "ready" to take the risk of beeing killed by a stranger, and acted passively. After a lot more hours spend in Chernorus, most people have now another angle to the gameplay. It is no longer "New" and other things than just learning the game is more important. People have now characters thas has lived quite a long time, and collected stuff that has taken HOURS of gameplay to collect. This has made us all more careful, and most people are not ready to risk all that investment of gameplay when meeting others. Better to shoot first than to risk beeing shot. Most survivors have experienced a situation beeing killed when trying to "connect". One, two or three times is ok, but you definately become more paranoid the longer your character has lived. How to make people less declined to shoot first and ask later? I think that this MIGHT change when the direct communiction voice is fixed. The lack of possibility to communicate with the person you meet defintely makes it easier just to "shoot first. You don't have the time to type "friendly", because if you do the risk is high that you are already dead when typing the last letter." I also think that Z should be more outspread on the countryside.. making the Z more of a continous threat.. (but this would demand a less speedy Z). ... meaning; when taking a shot at another player, you risk beeing noticed by Zs, thus it is risky business to shoot at whatever you are shooting at. I think... in Essence... 1) the amount of "bad guys" are not bigger (in percentage). 2) the "survivor type" are more inclined now than before to shoot first, ask later. 3) #2 will improve after Voice is fixed 4) increase of Zs around the countryside,.. not as fast though. ..there are lots of good ideas in here which I am sure will be implemented eventually. Oh I should mention that I am a "survivior character".. have not yet shot another player, except a bandit who was shooting at me. -
Banned from Eu8 for russian language
Dr Klunk replied to OldFox (DayZ)'s topic in Mod Servers & Private Hives
1) Let people chat in channel in whatever language they want. What goes on in chat is rubbish anyway. I rather see words I can't understand than children's lingo that I DO understand. 2) Make it possible to remove the HUDtext completely in an .cfg file. The text is annoying and maybe 0.1% of what is presented there is of any use.. the rest is a waste of space. 3) Disable ALL voice activity except Direct Communication. This game is about solitude... desolation. The chat and VOICE is cluttered with "kids" who loves to say "p*nis*, poop, piss" or any other toilet-related words, and not only does it make me irritated, it destroys the atmosphere. It gets worse for every day... and I am on the verge of stop playing alltogether. #2 I guess is the most urgent thing, as voice is not yet fully operational. my 2 cents .. PS: What troubles me the most is that most of this BS and children's talk is written (or voiced) by adult men, probably 25+. Remarkable. -
Survivor Cam - Cinematic Narrative Found Footage [ Up To Part 6 Now!]
Dr Klunk replied to RaedwulfGamer's topic in DayZ Mod Gallery
I really like the atmosphere you create with your narrative, pretty much what I tried to achive in my story ( http://dayzmod.com/forum/showthread.php?tid=66&pid=15338#pid15338 ). B/W is a great choice, as the colours in DayZ/Arma are a little cartoonish. Would love to see you using a trackIR or similar though.. makes headmovements a lot better and realistic. keep it up Klunk from Sweden out -
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Without having played this patch, the new fire feature seems quite akward.. and illogical. It IS logical in the sense that one need wood to start a fire, illogical as you need to head for spawn points in villages/barn to collect wood.. when we spend 99% of our time in the bush, where things to burn exists in abundance, without even a hatchet. I understand rocket's ambition, but there is a point where the strive for realism gets unrealistic due to the obvious restraints of a game platform. Somone mentioned earlier that if this is to be, the next obvious step is to introduce a spoon which you carry in a backpack slot.. without it you can't eat from the cans. I think that the analogy is correct.. we want a realism in the world of Z, but we have to simplify the virtual world to obtain this realism. I think rocket has a very sober attitude towards the development, described by him earlier; if things does not work as intented, he just takes it away; something that is quite hard otherwise. It is often harder, when it comes to design of anything, to remove stuff, than to add stuff. In accordance to his point of view, this feature is defintately in the grey zone. With THAT said; this is alpha and it's better we try stuff out, at least discuss it, before we disregard it completely. In essence, I sincerely hope rocket oversees this feature.. remove it or change it dramatically. Kindlings, dry sticks ets should be able to be found all over the place so in essence I think that the old fire feature was good enough.. skip wood completely.. make matchboxes limited to 30 fires, with a change of a match going out or similar. 2 cents and apologies for the English
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Instructional Video: About 70 Reasons To NOT Fire A Lee Enfield.
Dr Klunk replied to [email protected]'s topic in New Player Discussion
This Wiki pretty much tell you all you need to know about different weapons in Dayz, including Noise. http://dayzwiki.com/wiki/index.php?title=Weapons -
Without having tried the patch yet, I congratulate the change of inventory interaction. With this new feature, I as a player are more in control of what I do; i.e before I couldn't control whether I drank from a soda or a waterbottle in the inventory when choosing "drink water". Now it seems I have control of what I eat/drink by just incteracting with the correct item, and not necessarily the object that is further up in the inventory list. Also, quite often in hectic situations I chose an incorrect action in the fast scroll menu; when I needed to bandage myself, I accidently chose "Eat" instead... This way it might take a split second longer to execute the correct action, but a better control seems to me is more important.
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having chicken coops, I think it's a good idea to have eggs "pickable"
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+1... Mr OP wears some self glorifying/justifying goggles.
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Game Design Analysis: Why Cross-Server persistency must die
Dr Klunk replied to Tartantyco's topic in DayZ Mod General Discussion
+1 Nakor I have been reading this thread with great interest, as this is a very important issue. As I have been playing this game only from 1.5.6, I have no knowledge about the original concept mentioned by rocket, now disabled. I would be greatful if someone could descibe this "simple solution". That said, I agree that cross persistency is pretty much one of the reason why this game works...already in Alpha stage; it can be played in numerous ways; You can play it as a shoot out - only running around in cities with you handgun, playing like it was CoD. You can play it as a solo survivor, scavaging the outposts of villages and farms for hours, staying away from other players. You can play with friends, also as survivors, as solo bandit or as organized bandit clants..or a mix....and you can play it on many servers if your ordinary server is full, down etc etc. Now, the game has to support all these aspects of the game and game styles in order for it to be a game for us all. If we had a non-cross persistecy world, where your life is only valid...and continued with all your gear... on ONE server, this game would be run by the organized survivors/bandits. With them taking over whole areas on a server; such as towns, villages and airstrips, these important areas would be totally unavailable and lost for players who are not in organized groups. Now I understand this problem with teleportation through the use of a paralell server in order to infiltrate a group's otherwise impenetrable bastions, and I haven't any immediate solution for that. Of course one could make players always spawn in specific spawn areas when joining the servers and not where they left the last server; but that raises quite a few other issues that might not be of benefit for anyone. will continue following this thread.. as I said.. it's a very important issue. I strongly advocate the cross servers persistency.