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Everything posted by jubeidok
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I'm going to go ahead and say this and just hope that I'm right...
jubeidok replied to jubeidok's topic in DayZ Mod General Discussion
Guess what though? They're only buggy when you let them live. Seriously though, the crying that some of you do over this stuff is hilarious. It's a game, games have bugs, mods may have even more bugs and total conversion mods...even more bugs. Get over it. Ask yourself, what are you really upset about? Are you really mad about a zombie that clipped through a stone barrier that it probably should have been able to climb over anyways? I can agree with you on one thing though, zombie agro does feel too random and loose. I think we could use some absolutes there. Like they will absolutely spot you within 50m if they have LoS, they will absolutely smell you within 5m if not seperated by a closed off space(in a building versus other side of the car) and they will absolutely communicate with every other zombie in a reasonable radius, creating a hoard. For audio, I don't think they should respond to the sound of footsteps unless you are running. So as long as they don't have LoS, you don't have to worry too much about creeping around. Other than that, they should respond to all audio. Some things like faint voices through a wall, a cough, shutting a car door, could have them wander towards the sound, explore. While things like a car engines, gunshots or screaming at them to come get you should send them into a frenzy. -
So zombies are just a nuisance again in 1.7.7.1
jubeidok replied to kumando's topic in DayZ Mod General Discussion
This attitude is what "needs" to get fixed. These people don't owe you anything. They do this in their spare time so that you can choose to enjoy it. Be thankful that you have choices in games beyond the cookie cutter trash from big publishers. -
So zombies are just a nuisance again in 1.7.7.1
jubeidok replied to kumando's topic in DayZ Mod General Discussion
I'm kind of hoping this is scarcasm, cause otherwise...why in the world would you have ever started to play DayZ!?!?!? Mike Eps thought it was clear too. -
So zombies are just a nuisance again in 1.7.7.1
jubeidok replied to kumando's topic in DayZ Mod General Discussion
Been around the world and i, i, i Just can't get infected I don't know when, I don't know why But it's gone away And I don't know where anti-biotics are, maybe But I'm gonna find them -
To Everyone Complaining About 1.7.7
jubeidok replied to NovaDose's topic in DayZ Mod General Discussion
It's funny watching the haters keep this thread alive. The OPs post must have really hurt. I seriously don't get why this discussion is still taking place though. They ran their test, gathered some data, reverted to retard mode to keep the LCD playing. They have done it before in patches. Like the one where the food and bandages were really scarce, gathered the data/feedback and instantly reverted in a hot fix. They will continue to do this up until release of the SA. The goal is to keep a larger community playing all the way up to release, so they will be more inclined to buy into the SA if they are still liking what they are getting out of the mod. They don't have to do this for the "hardcore" crowd, as the game was sold to us as soon as a SA became a reality. We do have options though, like still playing on 1.7.7. You say you want it hard, but don't support the harder version. This I don't get. Come on, guys! Join me on 1.7.7, 1.7.7.1 is so freakin boring! Oh yeah, and one more thing to add. Let's just hope they end up separating these two crowds into Normal servers, where players can run around like retards and not have to even think about the zeds, and Super Duper Hardcore servers, where if a zombie gets a hold you, you're fukt! -
It wasn't the infection that made me respect zombies again...
jubeidok posted a topic in DayZ Mod General Discussion
...it was the knock down. Let's face it, you could always outrun the infected, forever. Even with the infection, you could just run past them and keep on going. At least with the knock down in play, you had go wide, jukin' n dodgin' your way through. I think the next thing that needs to happen to make the knock down even more terrifying, is to limit a melee weapons effectiveness while you're down. You can't exactly swing an axe or sword with any kind of lethal force while laying on your stomach. And the final stage of the knock down, probably for standalone, would be that if there are more than one there, you're not getting back up, short of a miracle or some much needed help. Come enjoy knockdowns and the over exaggerated infection rate of 1.7.7 on US2419. (got hit 7 times without bein infected last night) -
It wasn't the infection that made me respect zombies again...
jubeidok replied to jubeidok's topic in DayZ Mod General Discussion
Ya, I'm down. I could even go for something like a 10% chance you drop something from your inventory, pockets. Oh crap, got knocked down and infected >>> Somehow got away, WOOHOO! >>> Open my ventory to apply meds. >>> Shit, I dropped my anti-biotics! >>> Deep breath... -
I found that there is an issue that can cause no loot and no zombies to spawn for you. There was a time where it was taking a long time for me to login. The screen was black and the icons were showing. I waited and waited, then finally decided to hit escape. The pause menu came up, but so the did video, so I closed the menu and played. 3 towns later with no loot and no spawns, I finally figured something was up. This happened the next 2 times, different servers. If you get that black screen and don't wait for gameplay to start naturally, you may be spawning in a clone world or something. Anyone confirm?
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To Everyone Complaining About 1.7.7
jubeidok replied to NovaDose's topic in DayZ Mod General Discussion
Your perception of "detected unfairly" is twisted due to the previous broken nature of the zombies, which weren't detecting you when they should have been. I would like to add though. It would be nice if the 1.7.7'ers would put their money where their mouths are. There are still some good 1.7.7 servers up, but they are empty. I went back and played on it again, only 4 peeps though. I love playing it, but you can only play for so long without the threat of an inevitable human encounter. I find you need at least 10 to achieve this. -
To Everyone Complaining About 1.7.7
jubeidok replied to NovaDose's topic in DayZ Mod General Discussion
R U F N kidding me? Immersion has everything to do with 3rd person vs 1st person. And in regards to 1.7.7 it becomes even more relevant. Let's take the knockdown for instance. In first person, it looks fine, is instantly and effectively translated to the user. You saw a zombie in front of you, tried to run past it, the next thing you see is the ground in your face. It works. In 3rd person, this very same feature will appear broken. -
To Everyone Complaining About 1.7.7
jubeidok replied to NovaDose's topic in DayZ Mod General Discussion
Ah, immersion breaking bugs. That's another one of those laughable arguments. If you were so concerned with immersion you wouldn't be playing in 3rd person cam. The second you touch that button, you loose all right to talk about immersion. It's also the only argument you can make once you start to notice that others were more than capable of surviving on 1.7.7. Players go too used to losing heat by using retarded methods, these methods being the true immersion breakers, and continued to try to use them even after realizing they no longer work. Since the alternative didn't suit what they are looking to get out of the game, the issue became about bugs being what make it too hard. -
So zombies are just a nuisance again in 1.7.7.1
jubeidok replied to kumando's topic in DayZ Mod General Discussion
To any that say that "bugs" are what made 1.7.7 too hard, prove it. I had no problems with it, so why did you? Provide us with videos to show evidence of the difficulty being due to bugs. Do that I will then point out the flaws in your play style that inevitably lead to your demise. The only valid bug people have, isn't even anything to do with the latest patch, beyond the zeds being more aggressive. The issue with zeds going through walls only occurs in buildings where the terrain clips up through the floor of the building, allowing zombie pathing to get them through walls. Plain and simple, zeds are too easy again. I'm back to speed running through all and any towns until I see something I want to pick up. I'm sorry if you think so, but that is not the intended play style of this game. -
If they could, what do you think Zombies would be on the forums bitching, moaning, venting about? "I hustle my ass off to catch up to one of those slow, brainy fleshbags only to have to stop dead in my tracks and flail away at them with my arms. Of course they don't have to stop, they get to keep running, so you can never fucking catch them. It's so fucking stupid. I want my meat...FLESH...mmmm, braaaaiiiinnnnnss!!! Fix this shit or I quit!" - Zombie #362 "Why the fuck do I always have to be spawned up in Olsha? No one ever comes up to Olsha! I wander around here all freakin' day, all freakin' night, and NOTHING! Please stop spawning me in Olsha, the fleshless, brainless ass end of Chernarus. TY." - Zombie #2391
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To Everyone Complaining About 1.7.7
jubeidok replied to NovaDose's topic in DayZ Mod General Discussion
Why are KoS discussions occurring in this thread? This thread isn't about that age old argument. You're either here cause you died repeatedly on 1.7.7 and blame it on anything/everything but yourself or you're here cause you agree with the OP because you we're able to survive on 1.7.7. -
I think it would be a nice change and a valid experiment for the next patch. Have people start in the north and have to make their way down to the big coastal cities. I'm thinking the Podeba dam area, or whatever it's called. It just makes more sense to me that people would be trying to get to the shore, a la The Road. Sure, there is likelyhood that everyone will just hit Kras then end up piling up in Berizhino, but then the longer journey becomes an even bigger payoff. Plus, I don't think the NWAF will ever be a forgotten destination. And then, that one big town that everyone forgets about will probably become Zelenogorsk. Not so bad. Also, can someone texture the crowbar blue? Good ole, bluey.
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Ok guys, got a special one for you today. I just got contacted by the one, the only.... "Look, men. When this shit started, I was passing it along like it was candy. I mean, I pretty much just look at you and you're one of my crew. It was that easy. There were thousands of them, and just one of me. You had your precious little guns and those magnificent steel beasts, but it didn't matter. Now there are thousands of us and how many of them, like 50? All that done and said, I'm getting so fucking frustrated now. I can't pass it along any more. I feel so izombulated. I'm trying everything. I'm knocking them down. I've tried spitting my blood all over them, smashing them in the face. I've tried pissing on them, shitting on them. I've even tried...well...you know. There's a couple of things sleeping in tents could get you, if you know what I mean. =Z It seemed like I got it back for a bit, but now its gone again. Lost my zojo. That's it! My race is fucked. I Quit!!!" - Zombie #1 "OMZ, I just want to die already!!! No one will kill me. Can you believe that one of those meaty fleshbags had the nerve to run up to me, put his hand in my face and say, talk to the hand? I was in fucking awe. One day, I chased one around a building for hours. All the while hoping it would turn around and put that axe through my skull. But no, we just went round and round, until it finally just disappeared. I tried going around the other way to see if it had just reversed, but nothing. Maybe it just went inside. Hmm, didn't even...of it." - Zombie #7
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Can we try spawning in the north?
jubeidok replied to jubeidok's topic in DayZ Mod General Discussion
Or better yet, we can try all four sides. If it works out well, then maybe a system can be developed where servers will cycle through the different spawn sets on a week to week or month to month basis. Imagine starting a life in spawn set 1, lasting a week with your character, then you die the following week. You would then start a new new life in a new spawn set, already giving the new journey something unique. -
Got a couple more email responses from concerned zeds... "It's really great that we can now over power and tackle these walking meat bags, but why the fuck can't I just jump on him after and hold him down so we can start eating him? But nooo, that would make too much sense. Instead I have to stand there like an effin retard, waiting for him to get back up so I can start hitting him again. Its' so lame." - Zombie #43 "So me and 2 of my buddies, Zombie #821 and #822 are wandering around Kemenka and what do we see? This complete loser with the absolute stench of life just sitting there in the middle of the street, stinking up the place. So we head over and just start wailing on this guy, and I mean we are just going to work on him. I swear, this tool was doing absolutely nothing and it took the 3 of us like 3 full minutes just finally kill this guy. I mean....WTF!?!?!?" - Zombie #820
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To Everyone Complaining About 1.7.7
jubeidok replied to NovaDose's topic in DayZ Mod General Discussion
I agree with the OP. The lowest common denominators prefer to have their software do the thinking for them, making it near impossible to adapt to change. Problem solving is no longer a fundamental aspect of games, beyond finding exploits that is. Now for some random points regarding peoples responses... I find the aggro argument particularly funny. You used to be able to fart in a Zombie's direction and lose him. Now it actually takes some thinking and persistence. You have guns, use them. Overcome your fear of players and use the guns that you just spent the last hour trying to aquire. Stick and move. If you fire a few shots off on one side of town, by the time you circle around to the other side of town it will be nice and quiet. How long does it take to get to lvl 60 in a game like WoW? Are the forums filled with posts where people whine about not having the time it takes to get to lv 60, so please reduce the amount of time it takes to get to lvl 60? This isn't a quick fix popcap game you play while you have dinner cooking in the oven. It's a grinding, time waster type of game like an MMO. If you don't have the time, it's not the game for you. A lot of you are playing the game for the wrong reasons. The responses to 1.7.7 and the constant modding of the mod in private hives leads me to believe that a lot of you are playing the game in an attempt to be part of the "In" crowd. If you play this game strictly to kill other players, you are playing the worst, most boring, and slowest deathmatch ever made. Why? They can only infect you if they get within arms reach. Maybe they broke through the stucco and drywall? No one ever complains about the bugs that make things easier. I'm on a hay bail, I'm king of the world! Notice how many bad stories start with; We went to Cherno/Elektro and..... You know the expression, don't feed the troll? It means don't keep using the bridge and keep giving it your money. Stop using the bridge and the troll goes away to find another bridge. I don't crawl around and take it slow and I still survive. Might be because I shoot zombies, might not. Probably is. It's still too easy. I'd like to see infection be more like a 10 min countdown. You got 10 minutes to find the cure before it takes hold, no slowing, no blood drain. Save the last bullet for yourself. This whole idea of community game development needs to stop. It will never work. Take an EA sports game for example, you can no longer expect to be playing the same game 3 months after release. Sometimes from week to week even. They release game, get a wave of complainers, make a change to appease the complainers, new wave of complaints, new changes. It's an endless cycle and you never know what game you're going to be playing any more. Developers need to have a vision, stick to and deliver that vision, and then let the players decide if they like it or not. Period. Looks like all the whining worked, as we now have 1.7.7.1 - return of the pathetically feeble zeds. You can now go back to sitting down in the middle of an aggro'd hoard for some tea and crumpets, get up and run off to go heal yourself. No worries. -
So zombies are just a nuisance again in 1.7.7.1
jubeidok replied to kumando's topic in DayZ Mod General Discussion
It's funny, I was just thinking during my last session that hey, I haven't been getting knocked down or infected any more. And I was playing particularly careless, getting hit lots. It only dawned on me as I read this post that it was the update. I had forgot about it, as they had stated that no changes were being made and only a way of slowing infection was being added. Anyways, the video is a great example of how you can't even get hurt when you're even trying to. It's good to hear that it's supposed to be a bug, but we all know that's more than likely just PR BS. They more than likely are just using it as a way to quiet the louder group, which will always be the whiners, and leave hope for the quieter group. Also, I have to disagree with most of you. There was nothing wrong with 1.7.7, the knock down rate, the infection rate or even the meds spawn rate. Once you are infected it SHOULD be a countdown to doom. A time when you have to say fuck it to everything else and go all out to try and get cured. If that means running down into those 3 unsavory fellas in town to ask if they have meds or to try and kill them to find out, then that's what you do. If it means you have to run from Kamenka to Olsha and back again, checking every house and stoop along the way, then that's what you do. Unless you would prefer to give up and let it take you, that's an option too. -
All I can think of when reading the topic header, didn't even read the post, is Homer Simpson running around bitch slapping people with a glove and saying, "I demand satisfaction!"
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I don't know if this was your aim or not, but before there was a real threat of infection, a melee weapon was the number one weapon of choice for dealing with zeds. The axe to be precise, was quiet and lethal. You could pretty much sit in the middle of the street all day with an axe, taking out hordes of zeds while doing simple little back stepping circles. You would very rarely be hit(as long as you were calm about it) and you most definitely weren't worried about getting infected. I think this was backwards and that the new true threat of infection is bring things closer to alignment. A melee weapon should be an "OMG, I'm out of ammo and this is all I have left!" last resort type of weapon. With 1.7.7 I feel that is the case. I will now always shoot zeds before they get too close. Not doing this is what I feel may be leading people to overreacting about the infection and knock down rate. I don't mind this new idea and what it is aimed to do, but I don't think it is necessary. I'm am with those that say take caution in playing this type of "balancing" game, because like someone has said before me, you take away the immediate fear of zeds and you go back to a world where the zeds are a minor nuisance that no one cares about. 1.7.7 has created more in the means of choice and consequence and I would hate to see that removed. You now have to be more mindful of your actions, choices. Do I shoot the zombie wandering towards me? If I shoot it before it gets too close I avoid any risk of infection, but I then run the risk of being heard? Am I going to have a harder time avoiding a bandit or finding some meds? I found a loot pile with 3 packs of meds, but I only have one slot of inventory left. Do I only take the 1 pack that I need or do I make a choice on leaving something else behind so I will have a surplus? I used to always only carry what I would need if infected, shocked, fractured, and would then look to replenish. You can still do that with pain killers and even morphine, but with the new risk of infection and the work involved in finding meds, it's worth stockpiling when you can. Bottom line, is it really so terrible to die from an infection in a world where everyone else has been taken by this same infection? If anything, make it turn/kill us even quicker. Create even another choice out of it. My friend got bit/infected, do I end it quick for him or let him fight it as long as he can? Shooting him will save us some food, drink and other supplies, while letting him live will make life harder for the group and force us out to find and keep finding the right supplies to keep this man alive.
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Oops, posted this in the wrong place. =P
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Same, with ARMA, to the point where I had even forgot there was a 3rd person. =)
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It's good to see that there are others that enjoy the added challenge of a first person only view. I recently found a hardcore server to play on too. It's not super populated, but does get into the double digits once in a while. It's US 3279 Las Vegas, have already had some pretty intense sessions. Enjoy.