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Daimyo21 (DayZ)

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Everything posted by Daimyo21 (DayZ)

  1. Daimyo21 (DayZ)

    Abort Game Breaker

    We all know we can abort to avoid inevitable death if pinned down in a building or surrounded etc. We all know that this eventually will be addressed but here is some exploits that I've witnessed and read about in another post. Right now the server resets food and water when u rejoin quickly. Thats fine.. I believe when your wounded/break a leg etc.. if you rejoin or alt-f4, the server will save your character but the server will not sync you with your previously bleeding state or wounded self. Also reading another interesting post on this topic. Players would abort out, and rejoin an empty or fairly empty server to reposition themselves and then log in to the server that they were ambushed in, only to now log-ambush the people that had the upper hand. In my personal experience, I ambushed some ambushers who were grouped up in a dark moonlit forest. I shot the first 2, putting them in a wounded state, only to see 2 disconnects in chat and no bodies left behind. Not a big deal.. but definitely takes away from the game and im sure that im not the first to experience this and im sure id do it myself knowing others get away with it to. (its a competitive game) There needs to be a different way to log off.. Being in a sitting state and typing /logoff and then you wait 30 seconds. If you alt-f4 or abort, your character stays in game for 30-60 seconds. If you have been shot, your character stays in the server for 2 minutes+, ensuring that you bleed out and die if you dont quickly rejoin and bandage. These things will be tricky to implement, but are a must as this can and will be one of the ultimate game breakers if it continues. rocket im sure has this as a priority. However, the real challenge might come from differentiating real disconnects due to poor connections/server overload etc.. vs people just aborting. Im sure he can still do it with some creative coding. But wont be easy trying to predict player behavior.
  2. Hey guys. I've been playing Arma since the good ole OFP days and only since Arma I, II, and OA have I ever seen the multiplayer reach new heights. I'm completely satisfied with the current 50-65 man servers and I value stability over quantity any day of the week. Being an Arma veteran, I've seen 100s on a server. I researched online and it seems the record for Arma 2 is 170 Players on a server that may have only lasted several minutes, but a true consistent record was 122-123 players for 3 hours of gameplay. With DayZ having very optimized zombies (they have absolutely no BIS function) and are run mainly as a local entity (meaning even if the server is lagging, the zombies wont on your screen as long as they are targeting you). I can see servers supporting vast amounts of bigger numbers of players and with the server capabilities of today, I believe it can get record heights with DayZ. I think bigger servers will benefit in the future as larger clans and groups would be working together in larger group, and thus make the game much more interesting in terms of territory control, battles, and overall more social and conflicting interaction with players. In no way shape or form am I contesting this a priority NOW. Im simply looking ahead and seeing what other people think. Because this can potentially turn into an awesome mini MMO that has a few large major servers. Anyone in the server industry think this is possible from a hardware perspective?
  3. Daimyo21 (DayZ)

    Duffel bags\Base Camps

    Agreed, aside from having a base, the mod needs trip wires, infantry mines, booby traps (That can be disarmed and detected as well). Also Arma 2 Project Reality type base building. This would help defend your hard earned goods. Watch the movie Hunger Games. Theres a great scene of supplies being defended by land mines.
  4. First off, I have not been backstabbed YET nor have I backstabbed before. In fact I've only randomly grouped with players once. All other times I play with my own online group. This is not to just punish backstabbers, but to show their work. By Backstab, I dont mean DEATHMATCH. Deathmatch is when you kill without reason or for ONLY thrill (which is fine, its part of the game). For backstabbing though, its about being a con artist. Its all part of the mystery in the game and thats cool, however, if your going to do it, there needs to be justice among the land. This is how we will get your name out there for people to check and for your own personal infamy. I am aware that some may use multiple player profiles, go ahead, its a free country. However, you will not be remembered by anyone (yes this is also to promote some awesome creative backstab moments since evidence will be presented) To get a backstabbers name on this thread, you MUST present this info: 1.) In-game Alias 2.) Server 3.) Proof (image, video, chat, sound recording from VON): Note: The lie and killing must be shown. Name may be posted under "suspicion only" if lack of evidence is represented. 4.) Scenario in which the backstab occured ie: Was there promises of loot, benefits etc. After these are submitted, I will update the list here with brief intel on the player based on evidence and scenario. Video example of a backstab:
  5. Daimyo21 (DayZ)

    Build 1.5.8.2 Hotfix

    Great job rocket
  6. Daimyo21 (DayZ)

    Build 1.5.8 rolling update

    1.5.8.2 is out. Id expect since this is a rolling update, that we will continue to see fixes throughout the day.
  7. Daimyo21 (DayZ)

    Too many downsides playing night?

    Me and my group prefer playing at night because (we only play on Hardcore servers too): Automatic cover.. Cover of night makes it easier to travel. On Hardcore servers you dont show up on map so we use logic, buildings, environment landmarks to track where we are on the map.. makes it very fun to travel as it is a challenge in itself and we are very good at it now. (not officially confirmed but tested by my group) During the day, zombies can see you farther and thus harder to sneak by. At night you can get within 10 meters of a zombie before he spots you. Chemlights at night: You cannot see a chemlights environment glow from more than 30 or so meters away (you can only see the small chemlight itself from a distance). This means that if I throw a chemlight into a bush, or into an area that cannot be spotted from 30+ meters, it will not give away my position. Also, blue/green chemlights seem to give a wider glow at night then red ones. Flares: Flares are great against people wearing NVgoggles. They are also great for flaring out a spotted position and making your position darker if not flared back at. Of course preference is different, I prefer not to be sniped from really far away during the day.
  8. The only thing that bugged me about zombie spawns was that they'd sometimes spawn again after exiting a house. I mean' date=' I just cleared out this town, why is there another horde here five minutes later? [/quote'] Id think 1-2 waves after initial gunfire should be appropriate to simulate zombies coming out of the houses of the non-enterable buildings... After that however, the respawns should be about 10-20 minutes.
  9. Currently (though not a big deal), Zombies only spawn around buildings and not in the open fields and or forests (with the exception of some tiny buildings/towers in foresty/open areas where some may be found wandering in around forests). I mostly play at night and would find this very exciting to have to be careful to not randomly run into random zombies in the forests and or in the open. Also during the day, or even at night, this can be very beneficial for players to hunt zombies that may have some ammo or goods on them just as they hunt animals. Also, if you watched the AMC series The Walking Dead, this would be somewhat realistic for the zombies to migrate for more food. They may adapt to being in a horde as they have a better chance to find food in numbers. On a side note: Current 1.5.7 zombie spawns in towns should respawn fairly fast at first to simulate zombies coming out of non-enterable buildings (from gunfire), and then after a wave or two of random respawns, they should stop respawning to simulate town being cleared, however respawn in at least 10-20 minutes.
  10. Daimyo21 (DayZ)

    Timing of Patch 1.5.8

    Im wondering if they ran into a bunch of bugs while testing.. This is taking a long time to update and its not really peak hours anymore. Some sort of update would be nice by a mod, im sure rocket has his hands full
  11. Daimyo21 (DayZ)

    Timing of Patch 1.5.8

    About 3,000 people on servers now.. Maybe we can do it in chunks like posted before.
  12. Daimyo21 (DayZ)

    Many more working vehicles

  13. Daimyo21 (DayZ)

    Many more working vehicles

    I agree 100%, Vehicles are tough to fix up, they will be lost by ambushes, crashes, people shooting at you and there very noisy and noticeable. Make them more common so at least players and groups feel like they have a chance and meeting up will be a little quicker, all while risking the inevitable of losing your vehicle all the time.
  14. Daimyo21 (DayZ)

    A Solution to the Problem of Bandit Identification

    I dont like the idea of Identification cards. Its just too unrealistic and doesnt go with the games environment (however, if all else fails, some sort of similar system would be nice with fake id's, and skills to determine a fake ID.) My suggestions: Blood Stains: Adding custom blood stains on players. If you kill someone at fairly close range, than you get blood on you in random areas, sometimes very little or none at all. Also when looting recently killed bodies, you get blood on your hands or pants/shoes etc, from kneeling into a pool of blood etc. Going in ponds, ocean, near wells, in rain would wash the stains off over time. This would be very cool in a Expert setting server where there is no 3rd person to completely check your character perfectly. Another group might let you join, spot some blood on your shoe. Than question you. SKILLS: Another alternative would be adding skills for players to level. Assessment skills/perception skill. Lets you analyze players.. the higher the skill the more details you can know about a survivor by "examining him" etc.
  15. Daimyo21 (DayZ)

    Bandit/Survivor Morphing to be removed

    Im not saying full proof it but is there anyway to determine defensive kills versus offensive kills? I know eventhandlers are very evil in terms of bandwidth but maybe theres a similar way around it.. If Player A attacks or shoots at Player B and Player B returns fire.. then maybe his humanity doesnt take a hit for the kill... Or maybe a bounty system can be placed in, with photo of the players face or something that can verify them somehow etc. How this would work could be user-created with minimal script function. Bloody hands: If a bandit kills alot of people, he might have some noticeable blood on him.. His blood, or others? Ask him... (this can be more blood dependent on how close he was to the kill or if he looted the dead body after, ponds, oceans, wells, rain etc washes blood off over time, add a black light in to examine newcomers of blood). Something thats not a big giveaway or game breaker but give the innocent something because normally youd find odd things about a murderer that you just cant feel in this game since ppl use personal von's, global chat has no emotion etc...
  16. Daimyo21 (DayZ)

    Player count per server plans

  17. Daimyo21 (DayZ)

    Player count per server plans

  18. I love DayZ so far. I am the creator of Zombie Invasion,which is a mod I spent countless months creating with help of others on BIS forums. It takes the same fundamental principles but in a much smaller less script intensive way. I was steering my mod into a more DayZ sort of way but saw others with much better programming skills take the genre to heights I could never go, thus postponing any further development. I had typed a big post, and decided to start over and state my one main argument which is Risk vs Reward vs Time. Everything DayZ is doing is what I wanted to do in my mod. I play only on the Hardcore servers cause I look for full simulation experiences. I have about 12 hours+ in straight gameplay and understanding of the game. In that 12 hours I saw 2 vehicles total and 0 driving around. When I stray from flares, or gunfire, I dont think about losing my shit as much as losing the TIME spent.. Because we know supplies arent too hard to find, but running 5 kilometers is a bitch. I love the aspect of fixing up vehicles and now scavenging to maintain the vehicle. Its like Tier 2 of scavenging. However, if you lose that vehicle, you lose god knows how many hours/days of fixing it up (bigger organized groups may have it easier). Soon people will logon and think... Uhhhhg more running. No vehicles ever in sight, before I can even find one, each death feels like TIME wasted. Even if its another group member that you now have to find... Which would take 5 minutes with a vehicle. This post is to better help the game go in a brighter direction. My most fun was when I found a friendly group and we went zombie hunting. I think groups and socializing makes the game fun. Though, the game needs to better balance Time vs Reward. Cause the risk of losing time is huge, because then that means more running, and thats just not fun after several hours unless there is relative hope and possibility of gaining a vehicle in 1-3 hours.
  19. Daimyo21 (DayZ)

    Vehicles, lack there of... Risk vs Time vs Reward

    Im not saying increase it so everyone and there mother can have one.. But your going to die alot. I think the average life time is now 25 minutes (Rocket reported on main site). Im sure Rocket is thinking that he might increase the vehicle spawns eventually but if you think about it. Having a vehicle makes you noticeable and people can do roadblocks, steal your car, blow up your car, or you can simply crash, lose a tire and your ride is done for. The only difference now is that it probably took you several hours+ to find and build one on a fully populated server. People are going to be super stingy with them and I would too.. You just wont see them very often, and even if they are increased, you still wont, because people tend to shoot at vehicles because they might have nice shit in them, and alot of it. "Well I have a vehicle, and it wasnt that hard..." I know I can just join a server at odd hours that has like 5 people and MAYBE find a vehicle and its parts and not worry about getting killed. But thats not fun and still will probably take a small determined group a few hours+. The risk is fun, but lets not make it so hard that youll never see one.. Or I can have a big organized group and find and fix a vehicle in a few hours.. But what about the lone wolves, the smaller groups etc. With so many variables on fixing and maintaining a vehicle.. I dont see how we cant convert some of the 100s of "wrecks" that we see into a few more that work and can be fixed up, maybe put them in vulnerable spots.. I dont care, just give me hope in at least finding one. Is this a high priority? HELL NO! This is simply tweaking with percentage values to make them more available. Especially maybe in major cities etc... Make it a hot zone to get a vehicle.
  20. Daimyo21 (DayZ)

    House DESTROYED by Zombies!!!!

    Its not from the zombies.. Ive worked with zombie scripts before and must of the time its a: radius from player, animation played, damage given to player. If you watch the video again, at 0:22, watch the bullet hit the very left table (which is part of the house and not physics), the house breaks at the exact moment. Alot of their shots were probably hitting walls and such before then and thus begin to damage the buildings. That shot happened to be the one that broke the house. None-the-less, Awesome video, intense fight.. if it were me, i would be shooting in first person and hitting every shot. (i wouldnt have a choice in HC servers tho).
  21. What server do you guys play on, Hardcore server?
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