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Everything posted by SalamanderAnder (DayZ)
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DayZ Standalone Commercial
SalamanderAnder (DayZ) replied to GangstaDuck's topic in DayZ Mod Suggestions
That's why they allowed early access to the alpha to some video producers on youtube. Considering how many videos are already out there, I think most PC gamers are probably already aware of this game. -
Why is everybody so satisfied with ARMA2 Engine?
SalamanderAnder (DayZ) replied to EndEffeKt's topic in DayZ Mod General Discussion
Let's consider for a moment that WarZ didn't deliver on a single thing they promised to do. The map isn't even fully developed as far as I know. Animations look completely stupid. The game is riddled with just as many (if not more) bugs than the Arma 2 engine, which has been under construction in one way or another since OPF. You can pay real money for items that you loose on death. So as for that comparison, it's null. WarZ is a pathetic failure of a ripoff. And BF2? Are you fucking kidding me? This game is NOTHING like BF2. Let's consider the features you already would have seen if you watched any videos of the standalone - Doors and gates do not break your legs anymore. - The inventory system has been completely redone. - A crafting system that will eventually include thousands of items. - a 225 sq km map. MUCH larger than BF2 could handle. - Your nutrition is monitored via a complex system of caloric intake, hydration, and exertion. Meaning the more physical activity you do, the more you're exposed to the heat/cold, the more you have to eat and drink. - Your shoes degrade. - You can change your clothes. - You have to repair vehicles part by part. - Zombies are an actual threat in the standalone. - Very realistic ballistics. - Multiplayer Day/Night cycle. - You can experience some really fascinating character interactions which I have never even witnessed in another video game. I actually don't see any similarity to BF2 at all, really. In short, we really don't have to explain why Arma 2 is the ideal engine for the task. Sure, it has some bugs, (If that REALLY bothers you so much, go play WarZ. It won't be any better) BUT, it is still a powerful and very flexible engine, to be able to support everything it does. -
Standalone Zombie Jumping
SalamanderAnder (DayZ) replied to globalfriction's topic in DayZ Mod General Discussion
Have you even considered that it's still an ALPHA? All features are subject to change. Why don't we all just hold our horses until the Alpha is actually out, then we can start giving Rocket and the team more relevant feedback. They are still working on fundamental aspects of the game, like balancing game play, coding a hugely complex crafting system, repairing glitches and bugs. ect. So many people on this board just sound like nit-picky little brats. We should just be grateful that this game even exists, and that the devs are willing to listen to our input. All I'm saying is, stop trying to get a refund for a product that you haven't even paid for yet. -
Crafting Suggestions (no discussion)
SalamanderAnder (DayZ) replied to r4z0r49's topic in DayZ Mod Suggestions
Input (rubber tubing/gas can/vehicle (with gas)) Output (Siphon) Tools () FailChance 0 Enchantments = siphon gas from vehicle ActionType = recipe -
Cant understand KOS moaners :s
SalamanderAnder (DayZ) replied to jaytmuk (DayZ)'s topic in DayZ Mod General Discussion
One time, I was going through Chernogorsk. I don't normally do this, since Cherno is a completely stupid place to be, but I spawned there, and there was a vehicle nearby, so I said fuck it and went looking for gear, and a tire. I found everything I needed, then took a dip into the church. Suddenly, I heard players talking and moving outside. Now I've been playing this game for well over a year now, so let's not bullshit around. My first priority was to kill anyone who I might encounter, and try to escape with my life. I waited inside for what felt like a good ten minutes, listening to footsteps and aiming at the door. Suddenly, a man appeared in the doorway, and my highly honed instincts kicked in. I shot him straight through the eye with my Lee Enfield. I could hear one of his buddies talking out back in direct chat and read another one freaking out in side chat as the guy informed them that he had been killed in the Church. I instantly ran out the doors and across the street, through a gap in a wall. The guy's friend took a couple shots at me but missed, and finally I reached safety in the woods to the north. Over side chat I could see them all talking about "so much for meeting up," ect. An intense shot of guilt ran through me, because suddenly I realized that every time one of my meet-ups with my trusted friends was ruined by some other "douchebag," he was probably just trying to do the same thing as me - find a tire and get out alive. This time, I was the douchebag who ruined someone else's fun. And the world keeps turning. So I do understand where people who complain about KoS come from. But when it comes down it, KoS is a natural human response to the situation we are in. -
How far can they push the map?
SalamanderAnder (DayZ) replied to ididi9 (DayZ)'s topic in DayZ Mod General Discussion
Rocket actually said in an interview that they did expand Chernarus a little bit. It is both larger and has much more content. -
Will the new map add anything interesting to see other than Cherno and Elektro?
SalamanderAnder (DayZ) replied to scaramoosh's topic in DayZ Mod General Discussion
I don't even go to Cherno unless I spawn there. North is the way to go. Berezino gets no love, not to mention Stary Sobor, and the NWAF. -
Please help, im new.
SalamanderAnder (DayZ) replied to ghillieSniper1993's topic in DayZ Mod Troubleshooting
DayZ commander is the best. Make sure to run each game once (without the mod) before you try running DayZ. -
Has anyone ever traversed from one corner of the map to the other?
SalamanderAnder (DayZ) replied to Blondedash's topic in DayZ Mod General Discussion
Only about two hundred and twenty eight times. I know the entire map like the back of my hand. I know the map better than I know my own home town, silly russian names and all. -
Dude, the Zombie aggro radius is a bit ridiculous!
SalamanderAnder (DayZ) replied to HellRaizer's topic in DayZ Mod General Discussion
They can't even catch up to you with your indefinite sprint, so what are you complaining about? -
Oculus Rift + Omni + Dayz
SalamanderAnder (DayZ) replied to flexnix's topic in DayZ Mod General Discussion
I would do this, but not for DayZ. I don't feel like actually walking 10 km or more in a single gaming session. -
So true. I play those servers as "combat training" for legit hive characters. I survive a lot more firefights now.
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What if wearing shoes like cleats or combat boots actually enabled you to do different sort of maneuvers? Like the little combat evasive you can do in the game now. Cleats would only make you run a bit faster, on any surface except for concrete or metal. Also, what if wearing shoes with better traction slightly lowered your chance to be knocked down by a zombie?
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Who would like to see the map Chernobyl, Ukraine on DayZ?
SalamanderAnder (DayZ) replied to jamestrendall's topic in DayZ Mod Suggestions
They already have gas masks in the game, so that's pretty actually a pretty likely future for the SA. -
How to stop kill on sight mentality.
SalamanderAnder (DayZ) replied to stollpatrol's topic in DayZ Mod Suggestions
I think everything that happens to you should tie in to some kind of "comfort" value. Comfort would govern things like, the rate at which you recuperate blood and stamina. A higher Comfort value would cause your characters hunger and thirst to increase more slowly than it generally would. Things like sleeping, eating, drinking, being near a fire, or being indoors, would add to your comfort value, which would sort of naturally degrade at a certain rate. And obviously things like being injured, shot, running for a long time, fighting zombies, being sick, over-eating, under-eating, ect. would decrease your comfort value. This value should not be "known" in any way to players, other than the effects and maybe subtle sound cues or something. (Say you sit down next to a fire and your character kind of *sighs,* just like you probably do when you sit down after a long day in reality) Players would just have to learn different ways to take good care of their character. Say you haven't had a soda in a long time, and you drink one. That would add to your comfort value. Naturally, if you drink like 3 or 4 sodas in a row, that will decrease your character's comfort level beyond the comfort you gained from the first soda. Interacting with other survivors (for example, in the trade menu) and just being around another survivor for an extended period of time >30mins should increase your comfort level significantly, with that (or those) particular player(s). I think adding fundamental limitations like this to the actual character is really important to changing the PvP dynamic that we all currently sort of float down stream with. If you are forced to take good care of your health and comfort, then trading and teamwork will become much more significant. Of course, you'll always have PvP, but managing your own character's comfort level and avoiding a truly dangerous world is the best way to get people to group together. -
Requested Post for SA Damage model Suggestion.
SalamanderAnder (DayZ) replied to mick17's topic in DayZ Mod Suggestions
I like this idea, especially since you could easily tie it into the "study body" function. I'd really like to see a system similar to America's Army, where you can see all the specific sort of injuries a person has, like arterial hemorrhaging, collapsed lungs, lacerations, ect. -
DayZ & Drugs - Possibilities, Pro's & Contra's
SalamanderAnder (DayZ) replied to ponc's topic in DayZ Mod Suggestions
I think cigarettes, coffee, adrenaline needles, alcohol, (which can be useful mind you) and painkillers especially, are all legitimate drugs that should be in the game. All the way from tylenol to hydrocodone. And I think taking things like hydrocodoe, morphine, adrenaline, and the like, should have an addiction possibility, if you over use them. Of course these items are going to be extremely rare which means abusing them would be hard to do and honestly pretty pointless. But if players choose to do it, they should suffer consequences. I like the idea of making cigarettes do something like making your aim slightly steadier, at the cost of lowering your stamina, and of course risking addiction. Coffee should be something like the opposite, it would increase your stamina for a period of time, but make your aim shake a bit. Alcohol could be used as a painkiller, or as a disenfectant, but of course more than one drink and you'll probably get a little tipsy. (let's not forget that your character is generally malnourished and dehydrated, meaning the effects of alcohol would be pretty strong) Furthermore, all of these items should tie in to some kind of "comfort" value. Comfort would govern things like, the rate at which you recuperate blood and stamina. A higher Comfort value would cause your characters hunger and thirst to increase more slowly than it generally would. Things like sleeping, eating, drinking, being near a fire, or being indoors, would add to your comfort value, which would sort of naturally degrade at a certain rate. And obviously things like being injured, shot, running for a long time, fighting zombies, being sick, over-eating, under-eating, ect. would decrease your comfort value. This value should not be "known" in any way to players, other than the effects and maybe subtle sound cues or something. (Say you sit down next to a fire and your character kind of *sighs,* just like you probably do when you sit down after a long day in reality) Players would just have to learn different ways to take good care of their character. Say you haven't had a soda in a long time, and you drink one. That would add to your comfort value. Naturally, if you drink like 3 or 4 sodas in a row, that will decrease your character's comfort level beyond the comfort you gained from the first soda. Interacting with other survivors (for example, in the trade menu) and just being around another survivor for an extended period of time >30mins should increase your comfort level significantly, with that (or those) particular player(s). I think adding fundamental limitations like this to the actual character is really important to changing the PvP dynamic that we all currently sort of float down stream with. If you are forced to take good care of your health and comfort, then trading and teamwork will become much more significant. Let's take for example a sniper, who smokes tons of cigarettes so that his aim will be steady. Getting addicted to them means that if he stops smoking cigarettes, his comfort level will go way down, as he experiences withdrawals. And of course, withdrawals would be similar to being sick. Your aim would be shaky, your character might move more slowly, your head would be pounding, ect. These effects would make your long-term survival much more difficult. -
Just get everyone in your group to wear orange beanies and carry Glocks. Don't forget you can change clothes now... so player appearance is going to be much more customizable.
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How good are YOU?
SalamanderAnder (DayZ) replied to Cap'n (DayZ)'s topic in DayZ Mod General Discussion
I've been adapting. I die much less frequently than I used to. As long as I'm really focused and in-state, I tend to win maybe 60% of my engagements. Also I've gotten pretty efficient at finding a toolbox and parts to repair whatever vehicle I may come across. Mostly what it boils down to is diligence. I have to remember to stay "in my head" or whatever, lest I make some completely moronic move that gets me shot. It's funny, but after playing this game for more than a year now, I can feel that my perception has actually changed slightly, even in real life situations. I notice that I tend to scan environments more thoroughly than I ever did before, and I take in much more information before I make any kind of momentary decision. It's weird, but this game has actually taught me patience, awareness, preparedness, and most importantly, persistence. Also I'm a lot more stealthy. I think more... tactically. Has anyone else noticed this about themselves? -
Crafting Suggestions (no discussion)
SalamanderAnder (DayZ) replied to r4z0r49's topic in DayZ Mod Suggestions
Input (3xblankets) Output (bedroll) Tools (string) FailChance 0 Enchantment = wherever you place the bedroll will become your respawn point, (on the server you placed it in) unless the bedroll is collected or destroyed. ActionType = blueprint -
DayZ Standalone Roleplay Servers
SalamanderAnder (DayZ) replied to Aporis's topic in DayZ Mod General Discussion
Let's all just hold our horses until the standalone is released. We don't really know how much all the new features, as well as an engine change, and just the shift from being a mod in general, is going to affect our play styles. Zombies are more threatening, areas can be taken over by players now, crafting and construction are going to be significantly more robust, items are going to be rarer, ect. My point is this: if enough danger is presented to us by the game world, then we might start naturally grouping up together against it. Not to mention, bandits do provide a lot of the danger. When it comes straight down to it, the apocalypse is pretty much... well that. The apocalypse. So it's every man (or small group) for their own. That being said, I think the idea of RP specific serves is a good one, and one that will probably happen naturally. And yeah, I think they will work, to an extent. Of course you can't remove people from the server if they are Bandits. But on an RP server, the survivors could roleplay and fight bandits. Players who join specifically to kill other people would naturally become outlaws, sort of. Let's just guess that 70% of the people who join an RP server are there because they want to roleplay as survivors. (Let's be honest here, DayZ is a roleplaying game. People who kill other people are just playing the role of people who kill other people) And 30% of them are griefers who want to take advantage of roleplayers, a.k.a, bandits. The "survivors" will naturally coagulate and kill bandits. And that's nothing against the griefers, because they play an important role of providing one more common enemy for RP players to bond over. Not to mention, we can consider the possibility that well run RP servers could establish bases (run by admins and server trustees) that would operate as a sort of trading post and safe zone. This can work. -
I'm going to go ahead and say this and just hope that I'm right...
SalamanderAnder (DayZ) replied to jubeidok's topic in DayZ Mod General Discussion
Actually, we do have access to the pre-alpha. Either way, it's still irrelevant whether we have access to the alpha yet or not, because the fact still remains that the current development revision has already FIXED all the issues that you are complaining about. That's what I was replying to, genius. It's ALREADY fixed. MEANING that when we do gain access to the "SA," you won't need your precious $20 back. WHY? BECAUSE IT'S ALREADY FIXED. -
Crafting Suggestions (no discussion)
SalamanderAnder (DayZ) replied to r4z0r49's topic in DayZ Mod Suggestions
Input (broom stick/tube) Output (boomstick) Tools (tape/knife) FailChance .1 Enchantment = stabbing weapon that uses a single shotgun shell in the chamber (tube) at the end. Shell fires when stabbed into opponent. Can be reloaded quickly. ActionType = blueprint -
Crafting Suggestions (no discussion)
SalamanderAnder (DayZ) replied to r4z0r49's topic in DayZ Mod Suggestions
Input (Shotgun shells/gloves/scrap metal) Output (exploding fisticuffs) Tools (string, tape) FailChance .1 Enchantments = you can punch things and the shotgun shell will fire into your target on impact. ActionType = Inglourious. -
Crafting Suggestions (no discussion)
SalamanderAnder (DayZ) replied to r4z0r49's topic in DayZ Mod Suggestions
Input (cloth/tire) Output (Shoes) Tools (tape/knife) FailChance 0 Enchantments = does not last as long as normal shoes, and can cause foot pain after a while. ActionType = blueprints