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Your DayZ Team
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Everything posted by xX_fr0st-w0lf_Xx (DayZ)
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Anybody know what this is?
xX_fr0st-w0lf_Xx (DayZ) replied to [Outcasts]Massacre's topic in General Discussion
Very true. However I highly doubt it would affect someone who picked it up -
Very similar, talking about paranoia. All things were equal, if it makes you happy, I will remove it.
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Which is why I emphasized that they passed the target delivery a while ago
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Additional Anti-hack and Security Target Delivery: Late 2013 NOPE We are working on additional anti-hack to supplement the implementation of VAC. We have been working closely with Valve for VAC as well as our other anti-hack partner. Details of this will be released shortly. The most important thing to remember is that anti-hack is really the secondary defense - the primary defense should be good architecture. We have already identified (and fixed) several key vulnerabilities in the three days since launch. There are more we know about and I am sure more we don't. The purpose of this early phase of alpha is to identify and fix those. As our architecture now relies on the server controlling and adjudicating everything, we can close off locally controlled functions and back doors - which is what we have been doing. Target Delivery: Late 2013 Target Delivery: Late 2013 Target Delivery: Late 2013 Target Delivery: Late 2013
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What do you not see in this picture
xX_fr0st-w0lf_Xx (DayZ) replied to anddos's topic in General Discussion
trees -
For some reason I kept having this feeling that someone was following. I would be looking back all the time, even moving back to see if I can catch them by surprised. There was no one, just feelings
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Why is pvp and gunfights so bad in stand alone?
xX_fr0st-w0lf_Xx (DayZ) replied to gibonez's topic in General Discussion
The gun play in red orchestra is absolutely terrific. Don't see why they do not add it. -
Is the DayZ Mod better than Standalone?
xX_fr0st-w0lf_Xx (DayZ) replied to TheCookiemob59's topic in DayZ Mod General Discussion
Epoch is a blast, most fun I have had on dayz. I do suggest trying breaking point dayz mod for arma 3. The arma 3 engine is unreal. -
2 things to do in dayz 1)Get loot 2) kill people Once #1 is done.....
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Why is pvp and gunfights so bad in stand alone?
xX_fr0st-w0lf_Xx (DayZ) replied to gibonez's topic in General Discussion
To each their own, Arma 3 runs flawless for me. The graphics/ballistics/stances and overall engine are a blast to play with. -
Take his gear? Then he would be no different then a fresh spawn. Shooting him would have acomplished the same thing with less headachs.
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People never really stop to think
xX_fr0st-w0lf_Xx (DayZ) replied to hannibaldaplaya's topic in General Discussion
Because life = gear. if you are on a character for 2 weeks and have no gear you are basically equal to a fresh spawn. When dayz fixes this it will be amazing -
Anything new in Day Z standalone to pull me away from the mod?
xX_fr0st-w0lf_Xx (DayZ) replied to Putts_UK's topic in General Discussion
Few new weapons, zombies are still god awful, not that much progress to be honest. if you are having fun with the mod, stay there for now. -
[Experimental 0.44] Zombies are fixed?
xX_fr0st-w0lf_Xx (DayZ) replied to scriptfactory's topic in General Discussion
Do they still hear you from across the town? -
Exactly, but I like turning freely would out worrying about an ax man, That is why I would have filled him with lead anyway.
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5 things that really need to be addressed.
xX_fr0st-w0lf_Xx (DayZ) replied to Etherimp's topic in General Discussion
1) Yes ( you mean dayz team I assume) 2) Yes 3) Please, good god, this. This here, this is what it is about. -
Weapons need to spawn with atleast 1 magazine in them.
xX_fr0st-w0lf_Xx (DayZ) replied to gibonez's topic in General Discussion
This is so true. I hope it is changed soon. -
Would have shot, 1) It is an airfield he can find a gun anywhere 2) You have an axe, the second I turn you could axe me anyway
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Melee is now a Joke in Experimental- Fists more effective then Fire-Axe
xX_fr0st-w0lf_Xx (DayZ) replied to hannibaldaplaya's topic in General Discussion
Devs, you take 1 good thing and break it While there is 99 broken things that you do not fix -
Is Dayz still the Anti-game?
xX_fr0st-w0lf_Xx (DayZ) replied to Karmaterror's topic in General Discussion
Step one: drop all items Step two: die by zombie step three go back to your friend for gear. critical flaw in that system. -
Looking back, Do you think that EA release was a good idea?
xX_fr0st-w0lf_Xx (DayZ) replied to c00lface's topic in General Discussion
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Looking back, Do you think that EA release was a good idea?
xX_fr0st-w0lf_Xx (DayZ) replied to c00lface's topic in General Discussion
POPULAR There is a great deal of topics dealing with this, so I thought I would confirm what we will definately be doing, and give some background why they are not in yet. List not exhaustive and will be added too as time allows. More Zombies Target delivery: Ongoing NOPE We absolutely plan to have more zombies. To cope with the current total dynamic entity count of over 10000 we have had to make a great deal of optimizations. If loot is completely removed, we can easily run 4000 zombies in our debug builds. In the new year we will be optimizing the way we handle dynamic objects (such as loot) a great deal more which should give us significant savings - but the change was considered too risky to be done prior to alpha launch. If we had problems, we would have delayed the project further by months. Multithreaded Server Target delivery: Early 2014 & Ongoing NOPE To assist with increasing player and zombie numbers, we will be parallelizing the server architecture. Currently RV does offload some extra threads off to other cores, but this is for rendering and file handling - neither of which are issues for the dedicated server which uses no rendering and has a greatly reduced file footprint. This should provide some very, very dramatic improvement in performance where additional cores are available. Note, however, that this will increase the complexity of hosting DayZ - it may mean that we see a greater dispersion in the capacities of DayZ servers. Respawning Zombies & Loot Target Delivery: Early 2014 NOPE Currently to have the server check if something needs respawning can cause an issue with performance. We did not want to go with a "scripted" solution for respawning, and it is expensive on server performance. Player spawning on the coast is conducted by the engine, and we are going to employ a similar process for managing zombie and loot spawn (possibly parallelized). This is a high priority task and zombie respawn at least is very close to being implemented. Server Management Options Target Delivery: Ongoing NOPE Additional options for those hosting servers will be rolled out as soon as we can. We want to encourage a "hardcore" mode that will operate on a separate database, featuring things like first person only, no hide body, etc... In addition, we also want to provide passworded servers that will operate on their own shard of the database. This shard could be grouped, so that a group of passworded servers could operate on their own database. Eventually, we would like to see these different communities on their own db running their own variations of DayZ to meet specific communities needs. Animals & Hunting Target Delivery: Early 2014 NOPE The AI for animals is based on the new AI for zombies (some will notice the old local ambient animals making zombie noises and acting aggressively!). We have a cutdown version of this we will be using for hosting animals, including those from ArmA2 as well as new animals such as a deer. We already have the meat models made, and we have the basics of cooking. So this functionality is quite close. It does have an impact on the server, and at the moment we could only run about 300 animals per server without seriously impacting performance (until we have started additional server optimization). Additional Anti-hack and Security Target Delivery: Late 2013 NOPE We are working on additional anti-hack to supplement the implementation of VAC. We have been working closely with Valve for VAC as well as our other anti-hack partner. Details of this will be released shortly. The most important thing to remember is that anti-hack is really the secondary defense - the primary defense should be good architecture. We have already identified (and fixed) several key vulnerabilities in the three days since launch. There are more we know about and I am sure more we don't. The purpose of this early phase of alpha is to identify and fix those. As our architecture now relies on the server controlling and adjudicating everything, we can close off locally controlled functions and back doors - which is what we have been doing. Cooking & Gathering Resources Target Delivery: Early 2014 NOPE This is a system that was not completed prior to the alpha launch so is half-done. Additional work will be done and pushed when we can. This will include gas cookers (already ingame) and the creation of fireplaces. We will be allowing players to gather resources from the world, such as firewood, stones, etc... This will then be utilized by the existing crafting system. A counter your roadmap, with a road map :) -
Is the item damage mechanic useful ?
xX_fr0st-w0lf_Xx (DayZ) replied to gibonez's topic in General Discussion
It should be tweaked and has potential to be fun, but it will never affect kos -
Glitchers - dayin and dayout
xX_fr0st-w0lf_Xx (DayZ) replied to Timewarp (DayZ)'s topic in General Discussion
Came across 2 in SA in the 25 hours I played. at least 1-2 dozen on the mod -
What's the current hacking status like in DayZ:SA?
xX_fr0st-w0lf_Xx (DayZ) replied to RadikulRAM's topic in General Discussion
Okay, I have not laughed this much on the dayz forums in a loooong time. (no disrespect CO wolf)