Forums Announcement
Read-Only Mode for Announcements & Changelogs
Dear Survivors, we'd like to inform you that this forum will transition to read-only mode. From now on, it will serve exclusively as a platform for official announcements and changelogs.
For all community discussions, debates, and engagement, we encourage you to join us on our social media platforms: Discord, Twitter/X, Facebook.
Thank you for being a valued part of our community. We look forward to connecting with you on our other channels!
Stay safe out there,
Your DayZ Team
-
Content Count
701 -
Joined
-
Last visited
Everything posted by jubeidok
-
Can we get an ETA on when a jump in zombies numbers may occur? I know it says on going and all, but we really can't get a feeling for how a typical life is going to turn out until we start to have a permanent, on going threat in the world. You also can't really start to tune your loot distribution until zombie numbers are closer to where you want to get them, as it will completely change the way people play, how long it takes them to search an area, where they go to search. I hope I'm wrong, but I can't help but think the zed numbers may be on the cutting block and that they are currently proving out that people will still play the game without their presence.
-
My post was meant to reflect that I already read through that information. It just felt really condescending to have you post the information I have already read. No I did not think some random gamer was going to have any more info, but the hope was that a member of the development team might happen to come across the topic and be able to shed some light.
-
Maybe you should of read past the first sentence.
-
It's funny how small the map is for most players.
-
Night time In Dayz SA and your thoughts?
jubeidok replied to BlackDalia's topic in General Discussion
Gotta love the stories people come up with. It's a shame that most players have no sense of adventure though, and it will only get worse once there are a crap load of zombies in the environment. Some of my most memorable sessions from the mod were during pitch black nights, flares and glow sticks being used quite frequently. Tacking and observing players, staying at the edge of darkness. Guys running around madly with their flares, a congo line of zeds on their tail. It was intense. It's too bad, these people who refuse to play in the night really are robbing themselves of some great experiences. You really like the headlamp, eh. I'm guessing it's bugged right now, but I didn't like that it points at the ground when you use your sights. Flashlight weapon attachment FTW! -
LOL @ base building. You go ahead and spend days and weeks building some flimsy structure and I'll go ahead and just fortify an already standing, sound and reliable structure in a matter of minutes.
-
The last true vanilla server has finally gone down, 2873. All these others have side chat and fake nights or no nights at all, that's not vanilla. It's too bad this mod got killed by the splintering of it's community across dozens of different mod mods, because the mod has gotten some really cool new features of late. Sadly, those new fixes and features cannot be enjoyed because the mod has gotten stale for me over the last 6 months due to unadventurous player tendencies and patterns. =(
-
Tried to jump back into DayZ...
jubeidok replied to Target Practice (DayZ)'s topic in DayZ Mod General Discussion
Do you notice how nobody commented on this? Too logical for them. Plus, they all want to be able to KoS themselves, just not be KoS'd. The clear and only solution is to stop pussifying the zombies, but no one wants to hear it. Anyone played Halo? You know how you are this guy with some heavy duty, bad ass combat armor and shields? And you know how when a guy gets behind you and hits you with the butt of his gun? You know what happens, you die. Seems pretty ridiculous, yet the game franchise is highly successful. -
I play Battlefield.
-
First vs Third Person Discussion (Dslyecxi video)
jubeidok replied to DemonGroover's topic in DayZ Mod General Discussion
Wow, this discussion went 104 pages??? Now that's determination! I'm sorry, I didn't not read through this entire thread, but how does it go any further than... First person: Stand facing a 7-8 foot wall/barrier, what do you see? Third Person: Stand facing a 7-8 foot wall/barrier, what do you see? -
Chernarus, the unasked questions
jubeidok replied to Hetstaine's topic in DayZ Mod General Discussion
Where did the second sun come from? -
Pretty cool so far, but only had been on for 15-20 mins before a server restart. First thing I noticed was that grounds keeper Willie has been real busy cutting all that grass. =) They have reduced the amount of alphas quite considerably, which is where they probably got a big performance boost. Can't say much other than that. Gonna head back in now and try not to be seen.
-
Competition: Best DAYZ joke will be put onto a one-off hoodie and given to the winner
jubeidok replied to DAYZ Store's topic in DayZ Mod General Discussion
This one time. In Cherno. -
Most of the suggestions for reducing KoS
jubeidok replied to Antjenks's topic in DayZ Mod General Discussion
So you partly cheat yourself out of the game, but then complain that there is no incentive to interact with others? I really think it is you that is missing the point. You see, isolation is supposed to be part of the game, but most players' insecurities lure them away from playing the game without the assistance of side chat or 3rd party comms. Without these types of crutches, running into another player is often quite welcome, if just to kill the silence for a few. As far as needing other players, are you kidding me? What better reason to team with people than to help combat being killed on sight all the time. KoS is really just the bane of the lone wolf, nothing to be done about it but start over. In a group however, things change. Revenge becomes a greater possibility, as when one goes down the others have a chance to react and counter. Not to mention seeing a group of 4 out there will often cause the killer to think twice. Power in numbers can act as a deterrent. Want more incentive to team up? How about the time you were running around and spotted a team of 5 guys leaving the Starry tents, heading south? You are just one guy and now know there is a team of at least 5 out there. You have a pretty good idea of where they're heading and what they'll be up to. So what do you do? Seems to me that finding other people to team up with might be a good idea. I'm sorry, but no exterior mechanic is needed. Police the streets yourselves or get the fuck out of the streets. -
Most of the suggestions for reducing KoS
jubeidok replied to Antjenks's topic in DayZ Mod General Discussion
It's funny how none of the discussions about "Kill on Sight" ever revolve around the "Sight" aspect of the problem. Learn how not to be seen and you will never get killed on sight. =P The fact is, we're all too anxious for one reason or another to play at a pace that will limit your chances of being seen by another player. When you first start playing the game you are all too happy to prone around every corner, always take the long way around. Then, after endless days of enjoyment and fear, you realize you just wasted an hour to crawl through a small town that no one showed up at anyways. It doesn't take long before you start to take the mentality of; Fuck it, if someone sees me they see me. I guess people tend to forget what lead them to where they are now, and instead long for some external force to protect them from their own failures. KoS is not a problem, the way we play the game, is. http://www.youtube.com/watch?v=ltmMJntSfQI (I seem to have forgetten how to embed here) -
Is this hacked or legit? Holy shit
jubeidok replied to [email protected]'s topic in DayZ Mod General Discussion
Well the 2 different 4x4s do spawn default with 10 frags and a bunch of mags, one with stanags and the m67 frags, the other with AK mags and the RGO frags. I'm also pretty sure that some of the Humvees spawn with guns in them, but I'm not certain on that one. -
Is this hacked or legit? Holy shit
jubeidok replied to [email protected]'s topic in DayZ Mod General Discussion
Yeah, except the evidence to support that a lot of players prefer not to play legit is all over these forums and the popularity of private hives and mods. Couple that with the recent changes to the loot table. When's the last time you spotted 4 tires in a single play session? Don't underestimate peoples willingness to deceive under the guise of anonymity. -
Is this hacked or legit? Holy shit
jubeidok replied to [email protected]'s topic in DayZ Mod General Discussion
It's more than possible to have a vehicle or tent loaded up with all that stuff. What leads me to believe that some of it is hacked in though, is that it has no wheels. The user is most likely shooting the wheels out before he logs so no one can drive it away, then spawns in the wheels he needs the next time he is on. Just like how most helos you see flying around a map were not legitimately fixed and fueled. Takes a lot of time to do for real. -
I've been playing games for a long time, a lot of them being online games. Never have I seen a game that got splintered into so many different variants of the original variant, mods of the mod. I look at games like Fallout and Skyrim and they have tons of mods, but they are all mods of Fallout. There doesn't seem to be any abundance of mods that are just re-modded versions of a popular mod. I'm curious if anyone else out there has experience this happen to a game before? Even though the mod still ended up being highly successful and spawned a standalone, I don't think this trend was very healthy for the mod and may even effect the success of the standalone. I feel the general community, not the hardcore that know the difference between a DayZ Origins and a DayZ Epoch, but the less informed users have become severely splintered. To the point where there are so many different play styles that equates to so many different expectations of what the DayZ Standalone should offer. It may all just lead to a lot of rage come standalone time. I guess we can only hope that none of this has affected the development of the standalone. Hope that the publisher isn't feeling any pressure to appease all these different groups. What does this trend tell us about how much playing DayZ affected people? I 100% believe that unofficial, server side modded versions of the mod were spawned out of sourness. You join a private and start with a machete? The server owners are probably pretty sour that they never found a machete in all their time playing public. Start with a Dew and they never found Dew. Servers that have you starting with all the gear, and decent weapons are indicative of a user that feels like they wasted a lot of time in the past, only to be be shot in the back. Then the modded mods came along. I think this is a result of two things. One being the discovery of Arma 2 and all it has to offer. People started digging around in the editor because of DayZ and what did they find? OMG, this thing has air lifts, C130's and auto refueling! Two, I feel is indicative that a large portion of the DayZ community doesn't really like what DayZ is. In fact, I find that all this stuff as a whole is evidence of a large portion of the community playing a game because it is popular and not because it offers what they are looking to get out of a game. I'm quite sure if you were to thoroughly analyse and dig deep enough, you could tie the spawn of every DayZ mod to some form of feeling of loss from playing the original DayZ. Thoughts?
-
If you manage your player positioning within the camp you could theoretically stop zeds from spawning inside your perimeter, as the zeds have a min distance around a player that they are allowed to spawn. So with Green mountain as an example, placing a people in the four corners/sides of the inner fence would stop zeds from spawning inside. OH, and probably one on the tower.
-
I used to try and play on first person only servers as much as I could, but they slowly faded away. I had been playing in 3rd person for so long now that I hadn't forgotten how much more intense it is when you play strictly in first person(even if the server allows 3rd). Looking over your shoulders to see if you are being chased, while trying not to run into anything. Even the views you will get looking through cracks and wedges and stuff. It's all just a little more immersive and a little more rewarding. So, if you're looking for a new challenge, try it out. Force yourself to play in first person only, even when your opponents may be in 3rd. It's also pretty crazy with the new zeds, they can seem to come out of nowhere in the woods. =P
-
If there never was a 3rd person option to begin with, I don't think anyone would have ever have started the argument that the game should have 3rd. All reasons for turning to 3rd person are purely justifications for not wanting to hand someone or something else the possibility of having an advantage over you. If I take a look back, I realize that the reasons why I started to use 3rd person more and more as I played the game were all to overcome something that was giving me problems. When playing old school DayZ you pretty much had to prone everywhere if you wanted to live. So stage one for me was; I'll only switch the 3rd when prone in the grass. I felt that your field of view from the prone position is like having your chin attached to the ground, it was just too low and kills your spacial awareness. The reality was, zeds were dangerous enough that I didn't want one getting too close to me without me noticing it so I chose the comfort of the relaxed 3rd person perspective. Now I could see prone zeds snaking their way through the grass along with me. Stage 2 was when taking cover behind bushes and low rocks, barriers and fences. I justified going into 3rd in these situations with the reasoning that when really sitting behind a bush, you would have much greater control on where you could put your head in order to peer through spaces in the leaves. The same went for looking out windows and doorways. The reality was me just wanting the comfort of being able to see clearly, beyond the obstacle, so I could more effectively identify any possible threats. By now, the game is a lot more popular and I've been blind sided enough times to make it to stage 3. And that is; It's most likely what everyone else is doing, so if the server has it on I'll use it. For me, that was my worst stage, the worst reason to do anything. Then I found a hardcore server, US Chicago 10. Played on that as my main for quite a while before it disappeared. Then came stage 4. I finally decided to shell out for the add ons, high res players skins. So my new justification was; I wanted to see the pretty skins I had payed for. From there I eventually ended up back in 1st by choice and resulted in the OP.
-
I think too many people see something like that as needing to be enabled through some sort of game mechanic. I think the mod does plenty to let players attempt such a thing, like barbed wire and sand bag walls to let you close off areas and gaps in fences. There are lots of nice little areas that are quite suitable, but the fact is, it would take time and work to set it all up and make it work. I think that, coupled with how easy it is to break into such a place by simply logging in to a different server is what stops people from attempting in game, self governed communities. I believe early versions of the mod did have some people try this out on a few servers. I've heard of one at Factory, Devil's Castle and the bombed out church south of Goglovo. Unfortunately they were all quickly abandoned due to the internet dick factor.
-
Melee Weapon Quick Switch Help/Advice
jubeidok replied to r4z0r49's topic in DayZ Mod General Discussion
I think that everything with the animated version seems fine for what it is. There are a few little animation bugs, but can be avoided ahead of time if you are aware. The switch is basically a matter of getting to some cover and tapping a button, doesn't take too long. It currently even seems to handle changing your mind well. So if you press 1 to switch the main then quickly press 2, the player will go directly to pulling out the sidearm instead of finishing the swap to main first. It might be too late for this kind of stuff for the mod, but ultimately I would want to see making a sling as a crafting option. Thus allowing you to quickly change from your main. Prior to having a sling, I have to ask myself, where am I putting this weapon in order to free up my hands? If it's attached to my bag or in it, then I would like to see the player have to access their inventory to put the gun away to switch the any other weapon. Other options may include; holding the main in one hand while holding the sidearm in the other. For this to be believable though, you would have to take a serious hit to accuracy. Another option for me would be to drop the weapon on the ground. Obviously this isn't a way you would want to go unless you can ensure a safe transfer of the weapon to the ground without a high rate of magical disappearance, but it feels like a logical thing to do if you are rushed. Here i am in this firefight and fire my last round of my AR, I then quickly drop the gun in front of my and pull out my sidearm. Once things calm down I can then go back to retrieving the gun. Another gun related crafting option that can be used to alter the speed of a player's draw could be a holster. Have your sidearm in a holster instead of a belt and you can draw .5 to 1 sec faster or something.(just a little side thought) Either way you go, no insta swap please. Just feels to 90's for me. Ps. If you go towards making the player mobile while switching, please add a low percentage chance of dropping your weapon in the panic. -
Base building - Why is it so important to everyone?
jubeidok replied to m.cab's topic in DayZ Mod General Discussion
Because some people got it caught in their head that you would somehow have time to spend half your day building structures in a world where there are already plenty of standing structures that one could fortify. Somehow a bunch of less than apprentice level carpenters are going to build something that is more impressive and structurally sound than anything already standing. Hmm, go figure.