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Everything posted by johannesmp
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Kickstarter funding for new master server
johannesmp replied to cinder's topic in DayZ Mod Suggestions
Agreeing with wolfmat, Kickstarter just wouldn't make sense here - Simple donations should be enough. -
I have to agree with this. With 1.5.7 I noticed several occasions where I aggro'd a large pack of runners, and then pulled far away to avoid my shots attracting any more, only to have a group of jumpers that were aggro'd along with the runners arrive about 5 minutes later, despite having completely lost line-of-sight on me. It was rather silly.
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I think it would be good to have more of a balance between fast and slow zombies. The super-fast zombies are the stuff of nightmares and really shouldn't be removed for good, but they should have their speed randomized somewhat.
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Keep Zed Number As-Is; Change Spawning Algorithm
johannesmp replied to Time Glitch's topic in DayZ Mod Suggestions
The spawning algorithm could definitely use some tweaking. However it may be necessary to have some amount of re-spawning to be able to retain the same 'prevent-bandits-taking-over-city' reason you mentioned above, otherwise bandits could just clear all zombies out and continue their rampant douchebaggery indefinitely. -
Different location-based VOIP types, servers without chat.
johannesmp replied to ezdaroth's topic in DayZ Mod Suggestions
I would absolutely be in favor of this. The current chat system is a hold-over from Arma 2, and really shouldn't exist at all in this mod. It should be possible to get on a server and not have to deal with the constant chat-spam (both from the server, as well as people talking). A solid, working alternative would be necessary first though. For example a 'Talk' and 'Yell' Channel, where the only difference is the range in which other people could hear you. Talk at maybe 10 meters while yell would work up to 100 feet or so. -
=Edit= Neeevermind, I just noticed that this exact idea has already been suggested here: http://dayzmod.com/forum/showthread.php?tid=2511 Move along, nothing new to see here. =/Edit= So some friends and I were discussing all the power lines and power stations that are scattered over Chernarus, when we thought of this idea: What if you could have a large-scale, long-term player driven event to try to restore power to a city by fixing one of the power stations. Pros: Users already collaborate and work together to fix various vehicles - why not buildings? It would fit well into the mod's 'story', with survivors attempting to re-build society. It would add a big 'wow' factor for when the power is finally switched on (if only temporarily) It would add more expansive 'end game' to the mod. Right now that seems to be getting the Huey and various weapons. Cons: A lot of work for the devs that could probably be better spent on other stuff. Arma 2's engine might not even support swapping out models/textures on the fly, or adding dynamic lighting like this.
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[v. 1.5.7] Zombies Walk through Walls.
johannesmp replied to Siphex's topic in DayZ Mod Troubleshooting
Just adding that I've had this as well, and only really noticed it post-1.5.7. On one occasion I walled myself off in this warehouse after being fairly badly wounded, but as you can see here, the zombies kept coming: -
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Haha, yes I would love it if they do. I still don't know if they actually ever saw me. I wish I had remembered the name of the server, otherwise I would have jumped on it right after I got disconnected and asked if anyone saw a bird. Has anyone else ever encountered this, or seen a bird flying oddly in-game?
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PS: Sorry, due to the way this forums work I cannot edit my post above. You cannot have more than 10 images per post, so I split up the post. however since I created the posts in quick succession it combined them into one post, ignoring the 10 image limit. Now when I try to edit the post it won't let me save it. Therefore please forgive the occasional mistake in the post above. for example I mis-linked the following image, so here it is linked correctly:
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So I experienced the same 'Bird Simulator' Bug that many people originally 1.5.5 post. I chronicled my experience here on the forums.
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So as most of us have probably experienced, it can sometimes take 30+ minutes to get through to the database server to even be able to play when trying to spawn on a server. (being stuck on "Receiving data..." or "Waiting for server response" and all that) While I'm a patient player, the time I have to play is also fairly limited. I think it would be really helpful if the devs added a server status page for the database server that showed the current server load. It would allow me to see when the server is experiencing peak load, and avoid logging in at those times. I feel this would help decrease server load because people could check there first before filling up the queue and bogging down the server even more.
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Yeah, I mean like an actual graph that shows the level of load over the last 24 hours. Surely that will vary throughout the day.
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The consensus seems right now that this (as well as other issues like it being stuck on 'Waiting for server response") is due to the massive load on the database server, and that you cannot do much except keep trying. However I have yet to see an official dev response to this issue, so this could just be conjecture.
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Require Servers to list GMT time in name
johannesmp replied to johannesmp's topic in DayZ Mod Suggestions
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Have the devs said anything at all regarding the 'Waiting for server response' issue? So far I've just seen a ton of guessing and conjecture, but nothing ever linking back to the devs. Has it actually been confirmed to be a result of the Database server, and do we know what work is being done there? If only the 'news' section of the mod site was actually used for something...
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Require Servers to list GMT time in name
johannesmp replied to johannesmp's topic in DayZ Mod Suggestions
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Would love to hear from actual devs on what would cause this issue. Most people seem to claim that it's the database server that causes the delay, so the suggestions to re-install BattlEye or the mod seem a little superstitious/coincidental...