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Wüstenfuchs (DayZ)

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Everything posted by Wüstenfuchs (DayZ)

  1. Since a lot of us like the current larger number of zombies, maybe a good compromise would be to double the time it takes for zombies to respawn? In addition to that, you could make a check that zombies don't respawn within 50m-100m of alive players.
  2. Wüstenfuchs (DayZ)

    The New Zombie Count is AWESOME

    But that is the great thing about it! People are now more likely to co-operate rather than to kill or just ignore other survivors, and I find it more "realistic" behavior (if anything can be realistic in a zombie game). If it would be a real situation, don't you think alive humans would more likely be happy to see other alive, and group together to increase their chances of survival, than to just run and ignore other survivors?
  3. Wüstenfuchs (DayZ)

    The New Zombie Count is AWESOME

    +1 OP
  4. It'll be hard to please everyone. I personally think the new zombie count is great! Going into towns now has more risk (before it wasn't that risky, still having quite high reward with all the loot). Very balanced at the moment.
  5. Wüstenfuchs (DayZ)

    About the map wide chat system

  6. Wüstenfuchs (DayZ)

    Should we scrap bandit models?

    Voting is broken. I say keep them.
  7. Wüstenfuchs (DayZ)

    Chat replacement

    I fully support the idea of OP. The current situation where everyone is using text chat in side channel, and no one is using voice chat, is quite bad for the immersion. It would be best if all text chat / voice chat channels, except direct communication, would be removed in this mod. Direct communication text chat distance could be increased to 80m which is the maximum distance of voice chat carried in that channel. It would be nice as you'd need to move into town and actually meet people before you can talk with them. The OPs idea of some radios in ACRE style would be nice. It would be enough to have just one type of radio, with a few different channels and limited distance. Some LITE version of ACRE could be built-into the dayZ so people wouldn't need to download a separate mod.
  8. Wüstenfuchs (DayZ)

    Day for others, night for me.

    I can confirm this happening all the time in EU9 server. The problem is especially obvious when it's evening and sun is setting. You can bypass the darkness by reconnecting to server, and your time goes back. Server seems to have one time which is not progressing forward, and when clients join they sync into that time. A common case is that you join, clock is 17:00. Time passes, clock goes to 18:00. All new joiners will still have the time 17:00, and if you reconnect you will have time 17:00 again. This causes everyone on the server having different time of day, and in the evening those who rejoin have considerable advantage as it is still daylight for them while others are already playing in darkness. I don't think it is ArmA 2 issue. We've never had such issue in ArmA 2. In ArmA 2 normally server time goes forward, and any joiner will synchronize their times with whatever server time is. I think for some reason dayZ mod prevents the server time from moving forward, thus causing the problem.
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