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Your DayZ Team
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Everything posted by ☣BioHaze☣
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Select fire modes for AKM, AK74, STYER,FN FAL, M4
☣BioHaze☣ replied to Xbow's topic in General Discussion
This is another rehashed thread.... This is a drum I myself have beat upon many times. I should start a thread called, "Don't start these threads!!!". It's more than annoying to see this sometimes. -
We have a pilots helmet.... it doesn't have all the hardware that one has, but we have one. Loot balancing will be done during beta. We haven't played the SA yet, no one has. .59 plays NOTHING like the way 1.0 will, so how you choose weapons will also change drastically. I CAN'T WAIT FOR YOU ALL TO DIE TO STUFF OTHER THAN EACH OTHER! Cheers!
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ColdAtrophy and I really enjoyed Resident Evil 5 this past weekend. (6$ sale) That's one way we have dealt with the frustration. He had never played much of the series and this lull in DayZ gave him a chance to try 4&5 and gave me chance to play through 5 again, which has been fun. I'm hoping the status report due this week offers some light at the end of the never ending .59 tunnel.
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You're free to flee this so called sinking ship anytime you like, chummmmm -*p*.
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You'll forget you ever started this thread a year from now S3V3N. All concerns will either be allayed or confirmed in time. The more you emotionally detach from this project the easier it is to gain this perspective. Desire is the root of all suffering my son.....
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Player stats shouldn't show players killed
☣BioHaze☣ replied to WilliamTheConqueror's topic in General Discussion
My imgur account. This is taken shortly after breaking 1,000 infected killed in the mod in 2012. -
My response to this: Peter Nespesny's Latest Twitter post. Fixed.
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I agree that we need something like this. People become very weak after only a day without food, and many actions become prohibitively difficult when hungry. I'm not sure if we'll see this level of attention to sustenance and energy levels but I certainly hope we do.
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Yeah, the first iterations of the CLE saw more random rares and this too will be fine tuned in Beta. I think the future has many of those jackpot moments in store. These days there are some rare military clothes found in grey barns or military magazines in utility sheds mostly. As far as info going from vague to convoluted, I would say it depends on who is reading it and in what context. Basically what was said there is that adding something that's almost essentially another art asset with some varied maths and a few placeholder animations (new gun) with little impact on mechanics is not an indication of a less survival oriented game. The potentially brutal difficulty of DayZ will not be realized until so many more features come into play so much so that all of the arguing about the direction of the game seems very very silly from my perspective.
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This quote from SMoss should answer many of your above concerns in that post. I have found rare loot in random locations fairly recently. Scarcity will be controlled by server owners but VANILLA will likely have general parameters that effect loot amounts tied to settings like Easy/Normal/Hardcore and maybe different difficulties would even have different hives. The CLE also JUST had a major fix AND balance is for Beta, as you know.
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Placeholder barely functioning versions of those things AND Beta is for balancing which is what you are complaining about here. PATIENCE.
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Capturing a heavily armed three man squad and trading with Polana Trade Union – 19 min
☣BioHaze☣ replied to sobieski12's topic in Gallery
I thought I heard someone in your squad say they were named Vlad Jiggers who is a player I see on 1PP servers quite a bit. We had a friendly random encounter a while back, I just thought maybe you ran into him as well. Sorry to confuse, thanks for sharing! -
Thanks man. I also prefer 1PP though sometimes I'll follow people over to 3PP if I'm feeling particularly social. As a fellow zombie hunter you must be as excited as I am to know that a dynamic infected spawn system is nearing release! This alone should change A LOT about how we all play. I can't wait to try stealthily clearing a small town with a melee weapon so I can loot in peace, or fight my way off the coast with greyed vision, or finding larger concentrations of infected.... everywhere!
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Capturing a heavily armed three man squad and trading with Polana Trade Union – 19 min
☣BioHaze☣ replied to sobieski12's topic in Gallery
Does Grimey Rick have a silly clan? If I had 3 Grimeys captured, I would have trouble NOT shooting them all just based on their names.... and they spelled GrimEy wrong? You had Vlad Jiggers in your squad? We have met without incident randomly in game. -
Teaching people to glitch is not cool but killing them in that way was equally not as cool and did nothing to "teach them a lesson". And no thanks to your videos....
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Quelle difference, quelle domage? They weren't using the glitch to exploit anything, why would you shoot them? Do you want congratulations for this? French speaking players seem to have a bad reputation on DayZ with some people here (I've personally never had a problem), and this video certainly doesn't help. Your actions took no skill and it was a cowardly murder. *slow clap*
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Thanks devs/all! I really like the idea of items in world containers. Thank you to Hicks for detailing the blockers. @Hicks_206 (DayZ) @SMoss I would love to hear about how the dynamic infected spawn system has performed in house and maybe some details as to the mechanics involved with how far away they spawn, how many spawn, if how many spawning in is effected by how many players are approaching, and if there is a set number that can spawn in a period of time before the area is effectively "cleared" of infected until you leave or a specific period of time passes.
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A player attempts to kill me on sight at NWAF gets something unexpected in return, a 2nd chance.
☣BioHaze☣ replied to sobieski12's topic in Gallery
Huh, I must not be, "most people", sweet. Most people suck. -
Good point, the timed action completion mechanic is coming. It seems this could work well alongside the timer system too. Maybe the action would take longer to complete but also have a failure rate if you were particularly afflicted. This makes resources and health even more precious because a failed attempt would use up some or all of the resources in hand. Personally I would like to see a whole range of character effects not restricted to crafting or manual actions. I think we will get some of this eventually. i.e.: Tunnel vision when severely hyperthermic. Lowered weight threshold if afflicted. Lower stamina if afflicted/infected/injured. A starving person cannot sprint or run as far. Being weighed down should make vaulting take longer or be impossible. Being in advanced stages of hyperthermia should cause you to throw up at times. I would also like to see these types of affliction have a chance to make a character pass out depending on the strain on their stamina, food energy levels, and other stress factors.
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From the press release when DayZ hit Steam - “At the current time the core development of the base DayZ game is projected to run between 2.5 to 3 years. (Putting the departure from Early Access at approximately mid 2016)” Quote taken from a post St Jimmy made recently, whom I trust pulled this off steam site.
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Trust me dude, I do win. You don't know the meaning of salty until you spend 3 and a half years trying to educate a revolving door full of half wit "gamers". Also, anybody who cries about their 35$ should go add up the hours they have played DayZ and divide by the dollar amount they paid. At 1,000 hours and the 35$ price tag you paid 0.0035 of a dollar per hour and we aren't even in Beta yet. How many games do you have 100 hours in? 500? Any other games you might have 1,000 hours in?
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No, it doesn't, not the way you say it does. You're just plain wrong here, man. I've been here since the beginning, I've seen the path this games development has taken, and I'm telling you you 100% wrong and that there are only a few mostly recent instances where hacking has impacted the games development. The fact that someone just hacked and you witnessed it means nothing except you're sad you got hacked. You say you understand that bans come in waves but you still can't internalize that those waves come in periods of MONTHS. You're impatient and becoming belligerent towards the development choices rather than keeping the long term perspective that will make DayZ a great finished product, no matter how long it takes. Everyone has their favorite thing to complain about with DayZ dev, for you it is hacking. Also, hackers are usually found on PvP/high pop/jag-off servers, so if you just want to play on PvP oriented servers you will have a higher chance for hacks. Your statements have proven that you are not mentally cut out for this process. Indeed if this bothers you now, hacking is only going to get worse before it gets better.
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My point is that I disagree that hacking has held up development much at all. I could point out a couple fairly recent examples where it might have hindered testing or bug tracking but overall hacks have not hindered the forward motion of the project. Those core features will be part of the changes coming with the new modules. You have been playing with quasi-mod version placeholder everything on an updated non-optimized Chernarus +. Prove me wrong but hacking has done very little to hinder the in-house production of the new modules which will bring, stamina, infected, weight, balanced loot and consumption factors. ^Those things which will make DayZ more of a survival game.
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Ok, I thought maybe you had used curves in the way you say you did there, though it seemed like a butchering of the expression to "curb" something, to slow it down or stop it. My misunderstanding, and not the central point. I do not think hacking keeps the game "stuck at alpha". Here in Alpha, you, me, everyone else, and your characters, are all sacrificial lambs to the process which includes dying to hackers so data can be mined, reports filed, hackers banned. Then one day, during 1.0, some guy will buy the game and say, "wow, so few hackers!", because we had the dedication to stick through the worst of Alpha and beyond. There were at least 3 security patches since the last content patch and I imagine more bannings and fixes with .60. As has been the case since the beginning.
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The word you are looking for is curbs, not curves. Also, you must not realize the extensive and long standing anti-cheat measures that are in place here. Hackers are allowed to accumulate over a period and then are wiped en mass. Once wiped from the player base the preventative measure is put in place and we move on.