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Your DayZ Team
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Everything posted by Bribase
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Losing Progress every time you change server? (1.7.2)
Bribase replied to jerald_b's topic in DayZ Mod General Discussion
A thread was opened about it here: http://dayzmod.com/forum/index.php?/topic/29111-progress-not-saved/ -
NW airfield, Morphine - Can a kind soul please save me
Bribase replied to Fat-Marco's topic in DayZ Mod General Discussion
Keep in mind that military spawns have morphine drops now. You could have been mere meters from what you needed. -
I'm pretty partial to my new M14 EP1. It's an excellent mid ranged weapon, super accurate, very easy to wield and very effective stopping power.
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That didn't work for me. I logged in, ran a little way and reconnected. Everything seemed to update but half an hours play later the server restarted and I reverted to my last d/c. I can't play with the fear of a server restart wiping hours of progression.
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1.7.2 Opinion thread. All your opinions, good and bad, go here.
Bribase replied to Denuth's topic in DayZ Mod General Discussion
Just as I was singing the praises of the new patch I login to find that the last few hours of play have not been saved and I spawned in the same state and position as the beginning of my last session. I'm not playing until that's fixed, that's for damn sure. -
Yup. every server seems to be affected. Had it happen again after a server restart.
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Date/Time: 12 July 18:00 GMT What happened: Upon logging back in, my previous playtime was not saved at all and reverted to the initial login Where you were: Chernogorsk What you were doing: Resuming play with a character that began her life after the 1.7.2 update. Current installed version: 1.7.2 Server(s) you were on: UK117 Your system specs: ATI 4870x2, Q9550, 4 GB RAM, Win 7 64bit, Arma II + OA (Steam) Timeline of events before/after error: I logged in last night at the deer tent North of Kamenka, resuming my game I played for 3 or so hours, making it up to Kabanino before calling it a night. The log in this evening reverted to being North of Kamenka again, same place and the same inventory as the first login. Nothing of the previous login was saved. No bicycle, no inventory, no health status, no debug.
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1.7.2 Opinion thread. All your opinions, good and bad, go here.
Bribase replied to Denuth's topic in DayZ Mod General Discussion
A couple of plus points to break up the monotony of bug issues and gripes about zombie behaviour. :) I love the new animation from a standing run to prone! It looks awesome and should come in very handy when surveying from a hillside or sprinting and ducking into cover. :) It's great to have some medical loot spawn at the deer stands. It means that making a beeline for the North without stopping for medical supplies in Cherno or electro doesn't mean a long crawl south in the event of a broken limb. -
1.7.2 Opinion thread. All your opinions, good and bad, go here.
Bribase replied to Denuth's topic in DayZ Mod General Discussion
i'm beginning to feel like people simply miss a Zed behaviour system that they are used to, not one one that actually made the game better. I've got news for them, this game is going to change a lot over the months. I think people need to understand that expecting to get through any major town without aggro was unrealistic in the first place, we're survivors, not ninjas. The point is now that aggro is more likely but the fact that Zeds dont zero your position as soon as you fire a weapon and that you can avoid Zeds by losing LOS much more easily means that this can be managed. The update has changed the zombie element of the game from "stay quiet, be patient and you'll stealth through a major city" to "Move quickly, plan your route, prepare to evade zombies or dispatch them quickly, use cover in smart ways, weigh your options and don't take risks". It's not without bugs and issues but on the whole it has made the game much more complex and fluid and less slow and ponderous. The game seems to me to be better for it :) -
1.7.2 Opinion thread. All your opinions, good and bad, go here.
Bribase replied to Denuth's topic in DayZ Mod General Discussion
I'm not sure what you mean. The flag system in Six launcher? Why don't you just sort the ping column and find a low value one? -
1.7.2 Opinion thread. All your opinions, good and bad, go here.
Bribase replied to Denuth's topic in DayZ Mod General Discussion
I had a couple of hours on a server just now, my first real playthrough with the new mechanics. I think I'm getting used to them! I spawned in Kamenka and made my way directly to the deer stands. Knowing full well that while evading Zs in large cities is easier with the labyrinth of streets and enterable houses, evading the now teaming numbers of Zs in the smaller towns without proper weapons is now the real challenge. The deer stands were a cinch because the Z's tend to move downhill, away from the treelines that I used to conceal my approach. They never saw me coming right up to the point where I was walking up to a deer stand that looked abandoned when three Zs spawned right under the platform and sat there! The update seems to be filled with strange spawn patterns; Zs would flicker into existence and switch through skins before my very eyes before teleporting to some other spot. I would clear a deer stand only to turn and find three more military Zs guarding it again. That said, the new zombie behaviour, aggro range and all is beginning to make sense. Survivors should never have expected to crouchwalk into a major town like say, Zelengorsk and not catch some aggro. You can use cover to infiltrate parts of the town but at the end of the day it's a major town and aggro is expected as you find yourself in the open fields leading into the town. This is where players are applying the fears of the previous patch when they needn't. If a Z catches sight of you just dispatch him as quickly as possible, the sound of your weapon is unlikely to bring the whole horde down on you. They'll be attracted to your position but moving quickly and clever use of cover will ensure you won't aggro any more. they don't zero you as soon as they hear a gunshot like in the previous patch, they'll investigate but if you're smart you'll be long gone before they reach you. I think that on the whole, the new Z mechanics have turned Day Z from a crawling simulator to a far more dynamic and fluid game. it's beginning to favour faster and smarter movement over what was essentially a game of Grandmother's footsteps. It needs tweaking, that's for sure. Like capping the aggro range and making zombies that see you investigate at a medium pace before aggroing, buffing the cover provided by bushes and trees and making the landscape itself a factor in whether a Z sees you, not just distance and visibility. But something has to be done about these new bugs with Zombie spawning. -
1.7.2 Opinion thread. All your opinions, good and bad, go here.
Bribase replied to Denuth's topic in DayZ Mod General Discussion
I'm with Baltimore. No The point is, and the reason for the forum itself is, so we can provide Rocket and the other devs with opinions, suggestions and bug reports. He knows full well that people only get upset when they see the development going in a direction they dont like because they love the game and want to see it progress in a certain way. When Rocket sees a drop in (the very impressive) player numbers a period after a new patch he'll take a look at the forums to see what the problem might be; A bug? An imbalance? A game ruining exploit? Rocket wants us to be vocal about the game. At the end of the day he has a vision of what the beta will be, and I know game is in safe hands. But he needs us to provide him with criticism as long as it stays constructive. -
1.7.2 Opinion thread. All your opinions, good and bad, go here.
Bribase replied to Denuth's topic in DayZ Mod General Discussion
These "zombies" aren't the reanimated corpses of George Romero, they are Danny Boyle style infected. Infected with some kind of pathogen that makes them lose higher brain function and become bestial and violent. It could affect their eyesight or their attentiveness but they are not rotting. Your point is valid though because it takes a lot of high functioning brain activity to tell friend from foe. They appear to have healthy human sight now but superhuman friend/foe apprehension. They should andvance and investigate players at a reasonable speed from longer distances and aggro from a non-probabilistic distance, say 60m? -
1.7.2 Opinion thread. All your opinions, good and bad, go here.
Bribase replied to Denuth's topic in DayZ Mod General Discussion
I'm genuinely in two minds about the new infected behaviour. I started a new character (the private hive server I usually play on has not updated yet) and made my way into Cherno. I got the hang of things pretty quickly when I realized that instead of expecting a bit of caution and attention to your noise meter getting you in and out of town with all of the supplies you need with no hassle, instead you should EXPECT TO CATCH AGGRO but the Zs are much easier to get off of your tail. This had the effect of bringing more of the terrain into play; Instead of making your way through the streets while paying attention to nothing more than your noise meter and the closest enterable building to lose zombies in, it encouraged me to look for shadowed areas, small nooks and crannies and alleyways to hide in. I had a blast with the new emphasis on zombie vision instead of sound, easily getting chased but using my human wits to lose them. This also brought anti PvP tactics into line with the tactics employed to avoid Zs. Instead of happliy staying quiet while in the open to avoid the hordes and limiting LOS to potential sniper positions to avoid PvP. The tactics are similar; stay right against a wall to limit LOS to 180°, hopefully in shadow, move quickly and lean around corners, don't ever think you are in a safe position. All of that fun changed when I got out of the city though. Komarovo was swarming with Zs, all heading along the road leading North. Between trying to follow the pathing of some 20 Zs while trying to get the hang of the vision range in the debug window, all the while trying to figure out an evasion route while knowing that using one of the steep hills on either side of the road would slow me down, not them, the game began to feel broken. Just as I thought to myself "This would all be so much easier if I was in Cherno or Electro" a Z spotted me from about 80m away. And therein lies the problem. The game starts to feel broken because you feel like you're under a lot of pressure to stay out of LOS of zombies between 20-50m away but your'e doing everything right to stay undetected, then one Z from much further away than that, often over the brow of a hill or through some terrain that you thought would impede their vision manages to spot you. If we are dealing with infected, that is enraged humans that are going on instinct and not the undead. Then their eyesight should be better than in 1.7.1.5 that's for sure. But what Rocket gave them was the ability to tell the difference between foe or friend (well... fellow infected) from an incredible distance. I think a hotfix should allow aggro within 70-80m of a player but beyond that a Z that spots you should investigate what they see, perhaps at a speed between the zombie shuffle and the aggro sprint. We shouldn't see Zs running up to you from 150m away, we should see them as inquisitve up to a certain distance and then fully enraged when they get closer. On another note, I think the moaning about changing the zombie behaviour while not paying attention to other pressing issues like Alt+F4, server hopping and offmap hoarding is a bit missguided. Rocket knows that the zombies are 50% of the core gameplay. The infected ought to inform just about everything else in the game from loot distribution to the limits on metagaming. If he doesn't handle the zombie behaviour now then dramatic changes he makes to it later will be much worse. -
Of course, drinking the water from a stagnant pond isn't the healthiest option either. I would like to be able to drink directly from a water source without using a canteen though.
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You're likely to find that in real life a mounted machine gun on a pickup is wildly innacurate unless you drive at a snail's pace. Yes to firing sidearms out of vehicles, but not primaries. And they should have a big effect on stability.
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No more out of bounds, camo netting instead?
Bribase replied to Daddy'o's topic in DayZ Mod Suggestions
Good idea. +1 -
Day Z has a shit/piss system "built in already". When I need to take a shit/piss during the game i have to go to a safe area, free of zombies and players. The go AFK and take a piss/shit.
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PVP Philosophy & 3 Suggestions make it more intense, less casual/unemotional killing
Bribase replied to Serrath's topic in DayZ Mod Suggestions
You're absolutely right here. A weapons mechanic that makes some people seem impervious to damage would simply be annoying. But what if the bell curve of damage for a low calibre weapon has a slight chance to kill outright while a high calibre weapon has a slightly higher chance to cause major bleeding instead of a kill shot? That doesn't mean that six shots to the chest will cause no effect' date=' they will bleed out and lose consciousness much faster and multiply your chance of a kill. In my mind, what it means is that opening fire on someone unawares with a more random damage mechanic increases your chances of retaliation and possble injury or death. People learn that attacking players can mean mutually assured destruction. Players will learn that lesson fast. The chess analogy is flawed. Chess is a mathematical game with almost no component of luck. Day Z is all about luck; that heli drop that you managed to recover, finding that extra mag while you were deep in cherno, crawling on a broken leg when you find a friendly squad to barter with. The element of luck can be employed to make better armed opponents think twice about opening fire. -
I'm kind of halfway there with the OP. The one and only time I had an absolute blast being so mobile. Mine was stolen from the castle I stashed it at and haven't seen one since. That being said. Bikes kind of break the game when it comes to zombies chasing you. I would ride into town, park my bike in a barn, go about my looting business with little care for my personal safety, run to the barn and bust out A-team style, leaving the Zs far behind. I think there should be more bike spawns but not too many (I like the idea that an old rickety bike becomes a mark of considerable status in post apocalyptic Chernarus). Also the acceleration should be nerfed a little. It is realistic to be able to outrun Zs but not if you get on and they are mere metres away.
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PVP Philosophy & 3 Suggestions make it more intense, less casual/unemotional killing
Bribase replied to Serrath's topic in DayZ Mod Suggestions
I think randomsing the damage is a great step towards limiting casual murderers. While an AS50 round to the head should still mean instant death, players should have to think to themselves "my AK round may make him bleed out but his retalliation may just kill me before that happens". This goes hand in hand with the realism aspect. You can actually be shot in the chest and easily survive if it misses major organs and arteries. On the other hand, even low calibre bullets in the right (or wrong) place can kill instantly. Knowing the efficacy of your weapon vs Zs is vital and should stay predictable but I'm all for some randomness when it comes to PvP kills. You're not following. It's not about damage reduction but damage randomness; While multiple rounds will multiply your chance to kill, the damage you deal isn't certain, while a lucky shot from a makarov has a small chance to kill outright or maim in retaliation. Players will be less inclined to murder and loot when there is a small but significant chance of coming off worse than their victim. -
I'm brand new here and only a few weeks old to Day Z. I have a couple of suggestions though. How about some kind of record of server history? Either in the Six Launcher or from the multiplayer server list in game? I've had a couple of instances when I've teamed up with some decent people on what seems to be a friendly server when we've gotten desynced or the server had gone down and I've had to reconnect. I tend to browse servers for time of day and number of players a lot and often forget which server I was on. This is obviously vital to encouraging team play and holding on to vehicles.
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Awesome! thank you. I thought thought I might have been missing something.
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I'm not sure if anyone has the same problem but the way I tend to die most, other than falling foul of someone that would rather shoot first and eat beans later is me not paying attention to what I have equipped. So many times, I've had a small group of Zs closing in and I need to open fire only to realise that I had throwing equipped and am now stuck in the throwing animation while Zs pound the crap out of me before I can switch back to my primary or secondary weapon. Does anyone else have this problem? I've got to admit that it's caught me out once or twice. I actually lost an L85A2 AWS on this stupid mistake. I see a few solutions: Simple: make the throw animation interruptable with the weapon select button. No can, bottle or grenade is thrown and your weapon gets selected. Easy peazy. Intermediate: The throw mechanic needs to be selected each time, reverting to the previous weapon when the animation is finished. Who needs to throw two of anything anyway? Hard: Make the throw button a separate button, away from the trigger of your weapon. Making everything throwable could make for an interesting new mechanic; people can force you to drop your weapon if you are outnumbered or you want you to show that you are passive without going through the inventory. Maybe fresh mags or a loaded weapon can be thrown to a player in the midst of a firefight? Provisions can be exchanged between hostile groups without getting too personal with each other's backpacks and muzzles. What do you think?