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Your DayZ Team

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Everything posted by [email protected]

  1. This is DayZ. The better person will disengage, stalk, and strike from a position were the advantage is his.
  2. TF2 is not DayZ. That like saying that you are a good at paintball so clearly you can be an army ranger.
  3. Reposted from General Discussion because I am a tard. :D OT - http://dayzmod.com/forum/showthread.php?tid=27415 So, I was thinking about how there is no long range in game communication. I've heard that radios may be coming, but I expect those will be uber rare if/when they get added. Direct chat is the only in game option, but a lot of people will shoot you well before you can get that close just to be safe. It could be that both survivors would be friendly, but neither wants to expose them self to being shot to find out. So, how then can survivors communicate their intentions without closing into direct chat range? My idea was a flare gun. After giving it more thought, I think it would be a good addition to day z for a couple reasons beyond just communication. So, here is my idea. FYI: I'm just because I'm saying survivor to describe players doesn't mean I don't mean bandits. Everyone is a survivor. It's all about how you choose to survive. Note: Some of these idea can be accomplished with normal flares, but using the flare gun would be generally more useful and effective, especially at longer ranges. Tool - Flare Gun. Description: Fires a flare up into the air, or perhaps whatever direction the survivor is looking. Activated from tool belt, or knowing Rocket, takes place of the pistol. Uses road flares for ammunition, or possibly flare gun rounds that can be converted to/from road flares. Rarity: On par with watch/compass. Loudness: Makarov-ish. But also with noise from the flare itself along flight path. Definitely a unique, easily identifiable sound would be nice. Something like "pop and sizzle." Flares: Parachute flares or not? Parachutes would be nice, particularly at night. But would it be too good? Also, implementation might be difficult unless ArmA already has something similar. Uses: A different kind of light source at night (top down light). Distract zed. Fire a flare down a road. Flare attracts any zed near its flight path to the final resting place of the flare. A form of long range communication. Survivors can fire flares into the air to announce their presence to other survivors. From a communication standpoint, its gives the user a level of protection since it can be used well outside Direct Chat range. Perhaps best of all, it is completely vague about its meaning. If someone fires a flare, it could be a gesture of good will, they might be friendly. Or maybe they are just trying to lure you out in the open for a clear shot. Do you respond with a flare of your own? Do you hide/run? Do they even know you are here (they could be firing just to check for any responses)? Say you fired the first flare and you get a response. All those situations I just mentioned apply to you too. Plus you took a risk, maybe there is no response, but someone is there waiting for your loot. In summary, the flare gun would provide a new light source at night, a new way to distract zed, and a way for survivors to communicate beyond Direct Chat range. EDIT Additionally in regards to parachute flares. I figure making a simple flare round would be relatively easy given that it would be similar to the grenade launcher rounds in game. A parachute round would be harder from scratch. particularly if you don't want the parachute behavior to kick in on low angle shots. I see three ways to do it. Selectable Mode: Regular/Parachute, would work like how weapons switch between semi/burst/full. Definitely easiest. Firing Angle: Shots fire above a, say, 60 degree angle will fall as parachute flares. Below that angle, no parachute behavior. Probably hardest to implement. Two flare gun ammo types: Regular ammo, no parachute, convertible between road flares and flare gun ammo. Parachute ammo, much less common, but much more useful at night! Sort of a tier below NVGs. Possibly best for game play. IMO, two ammo types. Make para flares special.
  4. I was in Stary, looting the tents. I hear a few shots in the distance. Taking cover, I see some nutjob running up with a lee and a makarov. I've got him lined up with my M14, he's friggin toast, all i need to do is apply the butter. But hey, He seems to be soloing it like me, So lets give him the benefit of the doubt, might be able to trade him a morphine for something. I make a few attempts at direct chat, both via text and mic. No response but he does go hide in a tent. I ask again, no response. So a sneak around a bit, and poof they tent is empty. I check the player list, he's gone... Had to dip out of stary because I didn't want him loging in to shoot me in the back. Freke If I see you again, I will go out of my way to give you that bullet I owe you. Don't be a puss and DC. Mods, if public shaming is frown upon. sorry. Please simply delete this post.
  5. Welcome? Son, you are in my house. :P My rules are fair. I try to communicate before shooting when I can. I help when I can. I try not to kill for sport (though my recently acquired M107 has me rethinking that, may be time to head to the coast ans see if i can counter snipe some bandits for fun) and have only killed a handful of people. Those i have killed, generally shot at me, or looked like they had loot I wanted.However, one major exception exists to my kill rules. DC'ing and Server Hopping merit a bullet without question in my book.
  6. If you want cover at NWAF pm me. Just scored a sniper rifle. Wouldn't mind eliminating serverhoppers while you loot in safety. I'll need one of you to cover me though. I'll ne on later tonight.
  7. If you want cover at NWAF pm me. Just scored a sniper rifle. Wouldn't mind eliminating serverhoppers while you loot in safety. I'll need one of you to cover me though. I'll ne on later tonight.
  8. When get a small cut an think, 'Shit, I need steak.'
  9. I've got no way to confirm this but I think the visual number is a percentage that adjusts the probability of a zed spotting you. Ie visual = 85 means you are 15% less likely to get spotted. This would apply if there are given conditions to be spotted, such as half a bell shaped curve that defines a probability the zed will spot you based on distance. Where 0m distance = 100% probability of detection, and say 200m = 0% for example. Other factor, like if the zed is facing you could have percentages associated that adjust the probability. Not sure if/how sound would play in, but it could. For example. You are 50m from a zed that has its back to you. You are crouched and not moving, visual is 45. Since the zed is backwards to you its detection is, say, 15. So take 55% of the distance (your mod) plus 85% of the distance ( zed mod) plus the actual distance. You get 92.5m. Apply to the probability curve to get your probability of detection. The zed gets a new probabilty calculated ever second or so. As long as your probability (modified distance) is outside whatever the game calculate for the zed, you are safe. This is pure guesswork but it does explain some of the new zed behavior. Sometimes zed see you from far. Sometimes you can practically hump thier leg. And sometimes the seem to suddenly see you for no reason when you've been near them for a bit. Just plain bad luck that they got a high probability to see you and your modifiers didn't help you enough or they hurt you. Another example. You are running by a town about 200m away from zed. But your visual is 150% so for probability calculations you are only 100m away. A zedvlooking you way has a 100% modifier ( normal ) game calculates a random number to see if you are detected. Bad luck chuck, I high probability is rolled and you get spotted. Like I said before. This is pure guesswork. But I feel confident it works something like this.
  10. I'm still down for this. For now I have good kit to keep it well covered too. How's our head liner doing? Looks like we may even have a few people who want to join in as the opening act.
  11. yea, something isn't right with DC it seems.
  12. M14 is my choice gun. Plentiful ammo. Easy target aquisition at most ranges. Even at long range you can 'pepper' enemy positions. If you score a hit, they will definietly feel it. Despite it's loudness, I find it is a great anti-zed gun. Just don't use it in a city. Use it somewhere that the total number of zed won't overwhelm you.
  13. You have terrible luck it seems. In recent memory I have only been knocked out twice. Both times I was below 9k blood. Both times I killed the zed at the same time as the knockout blow. Whew.
  14. It seems likely that you or your target were lagging, hard.
  15. thefonztm@gmail.com

    Rocket's overall plan.

    The OP is so articulate, yet so brain dead. Since you took the time to speak so well, I'll take the time to respond likewise. Despite your objectios to this fact, the game is an alpha. It is very incomplete feature wise. This is the time for eff'ed up builds and terrible ideas. I fully expect that 1.7.3 will provide many fixes to the game that will increase general enjoyment. I also fully expect 1.7.3 to be a horrendous failure. In my opinion, Rocket and team have delivered something that is unique in todays market for games. I say bravo. I've never epxerienced something quite like this. Never before have I run for 30 minutes arcoss barren fields to give a friend morphine for his leg. Seriously, 30 minutes of just running, doing nothing but holding 'w', and looking around to make sure I wasn't spotted/followed. I enjoyed every second. I fully support continued experimentation by Rocket and team. It is experimentation, with all its success and failures, that will drive DayZ forward. Will DayZ become a fantastic game? A complete failure? Only time will tell. In my eyes, DayZ is a great experience, and a truely unqiue one at that. OP, I hope you develop patience for this process of experimentation, trial and error, that DayZ is going through. If not, perhaps this is something you should come back to at a later date when things are more complete. That said, I hope you continue to play DayZ. Have faith. If it matters, yes, I bought ARMA II to play this. I had seen ARMA before, but never given it a try. Perhaps that was a mistake.
  16. I've got morphine, pm me or post in the medicine thread and they will help you. I can arrange to drop a morphine within crawling distance of you later today.
  17. thefonztm@gmail.com

    Elektrovadsk

    I've had success with random groups. Made a handful of buddies that I team with too. The best way to do this is to give. Food, water first dibs on loot.. it all works. It's honestly a bitch to do with armed survivors. You need to almost accidentally bump into each other to get into direct comms range. But run around the coast a bit, find a fresh spawn, and help them. It's risky, but that's why it's fun.
  18. Twice I have been to the plains... And twice I have escaped. My method, log out, wait, log in later when the hive isn't melting from demand. Your results may differ.
  19. It is possible that someone killed you while you were lagging out. Happened to me.
  20. Oh my.... Dude, just stick to one post and bump it once or twice. You'll probably have better luck posting on freeside's site anyway.
  21. Bumping. Also, its kinda funny that I've encountered a ridiculos ammount of 203 flares since posting this, no launcher yet though. Still think commonish flare gun would be a solid addition to dayz.
  22. Hoarders... The real reason I never seen vehicles in DayZ...
  23. A shame. This post has many good points. Its always bugged about forums me that attempts at dialogue tend to flounder and die, but we can have 30 page threads of people monologueing or dialogue in the form of arguement where neither side is willing to give ground.
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