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Everything posted by BelMarduk
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"Why?" was asked? My answer is because its bad ass and I think this should be the ONLY sniper in the game. This I vote for the very rare, never find 'whole' (unless off a player that might have one) I would also vote for breaking it down even farther, e.g. more parts to find. barrels, mags, bolt, upper receiver, lower receiver, upper bi-pod parts, lower bi-pod parts, scope, butt stock and butt stock slide. Each with a .01% chance of spawn or less. EDIT: The calibers of this 'real' weapon do not need to be held firm in the game. e.g. kinda like the PDW in the MOD could use (almost) any 9mm mag you found. Just adapt the barrels to calibers already in the game and make a barrel for each one.
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I have thought about this approach, you do realize that virtually everybody is going to take the 'military/mercenary' option. Unless a clan is forming up and specifically putting together a 'party'... Pick your game that has fighter thief or magic user as choices, and how many times do you play through the game before you take the magic user if ever?
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no 'skill trees' in any form or function. Bad idea. Your 'level up' is your gear. I also think with the SA, the longer your character is alive, the better he gets at resisting disease. Beyond that skill sets are just a bad idea in this kind of game. IM(not so)HO. Any 'skill', no matter the 'drawback' has the potential for anyone to grind. Medical? even more so in the SA than in the MOD. Mechanical? finally fix a car, grind to fill it up with parts, head to a secluded area and grind fixing it. Most of the other , shall we say 'mundane' acts such as starting a fire, or gutting animals, honestly whats the use? I mean a 'lvl 1 fire starter takes 30 seconds where a lvl 20 takes 20 seconds' really seems just plain silly. If you give a boost (of say %25 more meat) for the 30'th animal gutted, then gutting animals is going to be a priority grind. That all said, I do think that a players character should have some sort of 'bump' for his longevity. Example, First day on the coast, I take a bullet to the knee (well, jets just say the fatty part of the thigh as a knee shot would be fatal in a post-apocalyptic scenario ). There is going to be some nerve damage etc even after being 'fully healed' there for the next time I get shot in the leg, it will no56tt35t be nearly so 'immediately' gimping.
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Sometimes putting things down on the ground can be tricky. The 'tricky' times I have found are as follows... If you are in a building, make sure you are on the 'ground' floor. It seems many times if you drop something on a higher floor, it will glitch and be deposited on the 'ground' directly below you, however many floors down. The second thing to look out for when dropping something outside, it doesnt always put the item directly in front of you, example, I stopped and 'hid' under a tree to bandage myself, as the med kit must be 'dropped' to open it up and get at its contents, I had to wiggle all around to find the sweet spot to where it showed up in 'vicinity'. I have yet to see anything actually 'disappear' outside those two scenarios... and they are not really gone (unless you can not access the bottom floor of where you dropped an item, then its gone).
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camp/server hop much? loot on the ground in the building changed every 'clip' you got compiled together there... you are a no skill poofter (IMHO). No entertainment value here.
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I died of dehydration in a fresh water pond.. WTF? VOTE
BelMarduk replied to Aussie Bogan's topic in General Discussion
just a note. I believe you have to be in first person to drink from a pond successfully, and slightly in the water (but not too far in). I haven't tried since at least the last patch. -
Yes, clothing does have effects. As Demon said, clothing offers protection against bleeding and infection. Ballistic helmet will stop at least one head shot bullet. The motorcycle helmet does help against being knocked unconscious from shock (wont help against low blood pass outs). Clothing can (and will) get damp, which increases your chance of getting sick, raincoats (I imagine) keep you dry (I really have yet to see rain myself) The levels of damage to clothing does not seem to change the amount of protection they offer like on a scale. I could be wrong here, but anecdotally it seems they work until ruined.
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Well, if you spent any time in the MOD, you would never ask this question. Between the old map, and this one, there is probably 1/2 again as many buildings and most all are enter-able. I know you may be referring to the large relatively 'emptiness' of the map. Don't discount that. The map is far smaller than you might think. When tents/base building, and even more so vehicles are added to the game,you will see the map is going to get really small really fast.
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Combat Logging/Server Hopping Brainstorm Thread
BelMarduk replied to atmaca (DayZ)'s topic in General Discussion
all thats needed is a logout timer. One that starts when you hit ESC of a simple 20 seconds. You can still dc immediately (if you know you are in a 'safe' area and it wouldn't matter) or wait for the timer to completely run down (if you're not in an entirely 'safe' area but want the ability to still react if needed before the timer runs out). Either way an avatar of your char remains for the entire timer duration. Ad to that a combat timer, engage (or be engaged) and 30 seconds are added to the amount of time your avatar remains. The avatar IS you, you're just not controlling him, to be killed and looted as seen fit. Why this do you ask? well, it keeps people from combat logging to save their ass, yet allows you to (relatively) safely logout quickly if needed. You'll can never actually log out as bullets are flying around you. A log out sound (like the log in sound) might be something, although, really only connect/dc messages can really mitigate 'ghosting'. -
Yes, I am certain that damage does indeed have an affect. Although Im not convinced of 'degrees'. Clothes do indeed offer a bit of protection. from zombie bits to axe swings.I think now, there are two values ruined (zero protection) and everything else. how many more hits (damage) an item can take between pristine and ruined is represented by worn/damaged/badly damaged etc...
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Wrong wrong wrong. It is NOT 'their server' The agreement was specifically stated. There are many many things in life that 'you pay for' that are never ever 'yours'. Those private individuals that rent servers do so on the condition that they abide by the terms of the agreement. Admins are free to do whatever they wish, as long as it is within the confines of that agreement. Not a single server admin was forced to purchase a rental agreement. You buy a car. Sure you paid for it, cash even. Is it 'yours' to do with what you please? To a large degree BUT you can not do as you please outside the rules set down by 'the community'. e.g. what happens if you drive drunk? drive recklessly? speed all the time? The rules of that game means you will loose the 'privilege' to have use of that that is yours bought and paid for. W.C.Fields famous quote "A fool and his money soon part ways" The fools here are anyone that thought by renting their DayZ server could do with it what they pleased. The rules are clearly laid out. If you want to rent a server, you do so under specific conditions... take it or leave it.
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Frustrating for new players like me
BelMarduk replied to DeadTooRights's topic in New Player Discussion
Welcome! There are a number of 'tips and tricks' posted all over. I will let you in on two specifically mentioned in your post. Your shirt! Open your inventory (tab) drag your shirt to (upper right) over to the left (vicinity). From there you can tear your shirt into rags (you get two rags), those rags can be used as bandages to stop your bleeding. The day/night cycle is a 24 hour cycle, just like IRL. If you want to play in daylight, the best/easiest way to see if its day or night, is by the number of people connected to the server. A high pop server is probably daylight. Remember, the game is in alpher. -
I see your problem... windows movie maker.
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Its called a white listed private hive... or at least you're describing a variance there of. A lot of people don't quite get the beauty of the 'public hive' concept. When the script kiddies were running rampant in the MOD and private hives were allowed I jumped right over. Played on a server for a couple weeks, lotsa time and effort, kitted myself out very well and stocked two tents, then the 'owner' of the server got grounded and his mom refused to pay another months rent on the server*... all gone, all the time, all the effort. Not even the gear I had on my person. *I'm not really sure why the server went down, well there's only one reason the server company didn't get paid, the 'why' they didn't get paid is up for debate, but I'm sticking with it was a 13 year old that pissed off his mum.
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if you just started playing, like literally just got the game and started up. You HAVE to 'make a character' and set as default. If you dont, every time you log on, you are a fresh spawn.
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"The Blood Bag Kit is an uncommon medical item that can be used for blood transfusions. The kit can only be used on another player..." is what wrong?
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mosin long range scope where anyone seen found?
BelMarduk replied to desryachri's topic in General Discussion
I have found a couple... in residential areas (the pub's in town). firehouse, and like 4 in the ship wreck... They are all over the place. -
Killed someone, now how do I Loot them?
BelMarduk replied to Karmaroo's topic in New Player Discussion
you murdered him in cold blood, so no cookies for you. seriously, its just alpher. I know thats an over used retort BUT... thats why. currently, as soon as the player (you killed) re-spawns himself, or 'quits' the server his body disappears. sux but... alpher. -
Ghosting,Loot Farming (server hopping),Combat Logging. Possible Solution.
BelMarduk replied to [email protected]'s topic in General Discussion
Its a continuity issue. Sure, I like outside the box thinking. My critique is nothing personal. Until loot spawns are fixed hopping for farming is simply a symptom of a bigger issue. The 'fixes' implemented in the MOD gives by far the best balance across the board for the inherent *bad* issues of server hopping. A log out timer, a combat timer, and an avatar that sticks around a bit after log out under certain conditions simply *works*. Ad in one more thing, a '*log in* proximity timer', something to the effect you can not log (at your log out location) in if another player is 200m from your location could be a good work around for ghosting, when the area is 'clear' of other players you then log in. I always considered loot farming an area in the MOD as completely legit. An industrial site is never going to be as 'clean' as what you see in the MOD (or SA for that matter). Loot farming (IMHO) is akin to actually rummaging through the piles of junk, drawers, bins etc that *would* actually be in the buildings yet are not drawn. -
Will there be a reason to stay on one server?
BelMarduk replied to mrcjevans's topic in New Player Discussion
until a loot starts to respawn, there is little choice than to server hop. Server hopping to meta-game e.g. ghosting is evil, bad, wrong, and fuck you for doing it (vernacular you, not any 'you' personally, unless you meta-game cheat, then thats directed towards 'you'). @Ynneead, that kind of defeats the hive/persistent life concept now doesn't it? -
again, a fine nuance between them, but as wide as Cherno. The word 'test' is used on both sides. Team Rocket puts out sample code for us to 'test' (a.k.a. SA), and looking at it that way, yes we are indeed 'testing' however (and a BIG HOWEVER) we (the players) are NOT running the tests of the game. We are playing the game. The tests are being ran by Team Rocket. The distinction is important (as to the proper title of our 'roles') because the reply you are quoting me on , was a reply to an individual that rented a SA server, and got butt-hurt that he couldnt do his own private testing of SA on 'his' own server. Other than his own game play, what exactly 'good' (for the game/community) could come from someone 'testing' on their own personal server outside that individuals own good? We may be 'testing' the game for the devs, we are not running the tests. Think of it this way, ever read "Hitchhikers Guide to the Galaxy"? The white mice? Arthur '...no you got this wrong, we were doing the experiments on the mice...' Slarty 'that's what you think...' Or when you are/were in school, and given a history 'test'. The teacher is testing you against the exam sheet. You are taking the test, not testing the exam or the teacher. e.g. although you are 'taking the exam' you are not testing anything you are being tested. teacher = dev team. exam = we players. SA game = students (in last example) clear as mud? one last time, might sound like splitting hairs, but it is an important distinction to understand.
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I have to say... In the MOD I killed 2 people not in self defense, e.g. cold digital murder. The first one was April before last (yes, been playing that long) and I could describe in detail the entire event still. The second was not very long after that. I have had many a firefight kills (hero survivor and bandits), all those were in self defense. Now comes the SA and it really seems that I have lost all compunction about just offing whomever I come across. In the MOD (when I first started playing) it took some 15-30 minutes just to get connected/spawned in. Between that (knowing what a pain it was getting in) and knowing the time and effort to get geared up, I just always felt really bad about just killing players. I chose the hero play style. I am more of a killer in SA I think more because of a) most everyone I have come across in SA has attacked me first, but more so b) gearing up is literally nothing. I don't like what I have become. Next server wipe I will go back to being a hero, but until then I will just have to get all the bandit out of me... B)
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you spawn with two bandages... well, you spawn with a shirt, and that shirt can be ripped into two rags, and each rag is one bandage... EDIT: didn't read the whole thread... already stated
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Massive Balota Battle Against Ghosters
BelMarduk replied to Merrick362 (DayZ)'s topic in General Discussion
I really like two things from the MOD, a) log out timer. and b) combat timer (going to throw in a c) from origins, where if you log out in proximity to another player you have an avatar that does 'the dance'). I think that if these three things were implemented combat logging would become a useless (and deadly) tactic. Tweak two of them together so if/when you have a combat timer activated, ANY disconnect will cause the avatar dance. If you're in any combat situation and log for any reason, your 'character' stays in game for 30 seconds, left an open target. Any 'friendly' situation that could activate either timer should really have no adverse effects. -
Update 113772 - Opening cans with sharp tools
BelMarduk replied to Doge (DayZ)'s topic in General Discussion
What Pongo said, the tool MUST be in your hands to use it to open food. Also, keep in mind that canned food has its damage rating, I do not have hard figures but its this concept. If you have a (however much) damaged can of food, when you open it up it will become a 'pristine' open can of food, but will not be %100. e.g. (again not hard figures) a damaged can of beans will = a %82 pristine open can of beans. If you open it with any other toll than a can opener, you will have even more loss, so in the above example, same can opened with an axe might only be %55-60 open.