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cuel
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Everything posted by cuel
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snip.
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SQF syntax is supported in ARMA 3 and one guy on another forum said he asked rocket, who replied that it is (already/should be) working in ARMA 3.
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Can we talk about in-game VoIP and direct text not working?
cuel replied to un_poco_lobo's topic in DayZ Mod Troubleshooting
I have no problems with direct comm as of yesterday. -
500 is way too much. I'd be okay with 20 / 15 min max.
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No lol
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So waiting 15 min will give you more humanity than a blood transfusion. Eh.
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I still think it should be based on amount of blood/thirst/hunger but let's see how this works
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Not if it lowers my humanity. I usually don't shoot people unless I have a reason
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My own thoughts and reservations regarding the impending morality system
cuel replied to Goose Springsteen's topic in DayZ Mod General Discussion
Let's put down some facts: The goal of this entire gamemode/mod is survival. There's an apocalypse and there's zombies. There's other survivors out there in the mix. Currently there's no downside to killing another player except that your model in-game will change. Some people are actually PK'ing to have that model since they think it's look cooler/better than PMC ones. Is this a good way of solving the problem? This isn't World of Warcraft where you keep all the gear when you die. When you die - you're dead. You'll get a new character and you're back on square one. Their PvP system works very different since dying have no real punishment. You can only be awarded when you manage to survive and kill other players, there's no punishment. Friendly players that only try and survive are currently being 'punished' when they actively take the choice to not kill another survivor. He can still shoot them in the back for no reason. And yes some people argue that this is 'good' because it's realistic/it's about survival/some other reason. But the fact is still there. The most logic choice is to kill another player because he might be a threat. Players that actively seek out other players with the only purpose to kill them are not being punished except that their model will change. This will 'reveal' that the player is a hostile player to other survivors. Is this a punishment? Sort of. What is the 'easy way'? Can anyone agree that letting another survivor live is easier than killing him, if you take out the zombie perspective? Why should you be 'punished' for trusting another player, potentially loosing all of your sweet gear and stuff? And why should PK'ers/non-PK'ers be punished or awarded? The dev team wrote earlier that they don't want to interfere with player choices but I disagree. This is a mod in a military simulator so some people are looking for the most 'realistic' gameplay. But you're playing it for enjoyment. And so are other people, some of them don't like being killed by other players in a mod based around survival co-op [arguable, but it's still the main point of the entire mod]. If anyone wonders, I'm currently a bandit in-game. Your choices should affect your character in one way or another. Personally I think the first idea of having talent points sounds great. Which brings us back to what Sam wrote Which also brings me back to anzik's earlier post in this thread about specialization. I can relate to that up until the randomization. Specialization, as it was planned earlier sounded great. The real issue here is how to implement it without breaking balance and pissing people off just because they chose to kill other players. This is the real issue that should be discussed, not whether or not there should be a PvP system at all. -
I think there's no removal atm and they will only be removed on server restarts.
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Pleas read Announcements at the top of the forums.
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1.4.8 - Losing all gear and spawning on the coast.
cuel replied to Viri (DayZ)'s topic in DayZ Mod Troubleshooting
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Download download and download
cuel replied to Callahan (DayZ)'s topic in DayZ Mod General Discussion
You only need to download the addon that was updated, which most of the time is dayz_code. In a zipped format it's around 100kB. This is an alpha that is under heavy development/patching so you'll have to live with updates. -
You mean the Remington with attached flashlight?
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www.mediafire.com/dayz Download the latest code and unrar it in your @dayz modfolder. Or read the readme if you haven't installed it already.
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It'd be nice to see all user info that is currently at the top lifted to the left side and have all post content be 90% of the right side. I also do not see the purpose of signatures. They feel very 1990-ish and are, for me, just annoying. Personalization is done by username and avatar.
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Solved problems for me.
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You could make system similar to ACE rucks
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I've had this issue aswell. Thanks for the tip, will try it out.
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Correct me if I'm wrong but A2 should be 1.11 and CO/OA should be 1.60? Tho 1.60 might include 1.11 so...
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My own thoughts and reservations regarding the impending morality system
cuel replied to Goose Springsteen's topic in DayZ Mod General Discussion
I think it's a great idea to have a humanity system. An example would be from a very old game, called Ultima Online. There was a karma system and if you PK'd other players your name would turn grey for ~30 minutes, unless you were a known PK'er in which case your name would always be red. Good players that didn't PK and had neutral/good karma had a blue name. Killing monsters/mobs would increase your karma, slowly, while killing other players would decrease it very fast. Guards could be alerted to red players presence inside a city [this is unrelated, i'm just pointing it out] but other than that there were no real punishment except people knew you were a PK'er just from the color of your name. It's a system about rewards. Non-pk'ers take the tough way and try to scavange their own items while PK'ers take the easy way and just kill people so they can be looted. And thus, they should be awarded differently. Even tho the current system is a very minor "award", it's still acceptable. People can argue that having another model is not an award, but rather a punishment. But it's an active choice that the player made and he knew the consequences. The only thing I feel missing is something for non pk'ers, something minor aswell. Just to show people that you're a good guy, simply put. Currently I can't/don't trust anyone that I don't know. I don't shoot them unless I feel like they're acting hostile, but I tell them to lower their weapons and stay away. It's a shame since I would like to interact with more people, but taking the risk of dying is simply not worth it. Especially not when you've stayed alive for several hours and have good gear. -
It's enforced by a script and the reason is to make sure that everyone is playing under the same circumstances. I'd rather not see this changed unless it's on a non-pvp server.
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General stores/supermarkets are usually a good place.