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Deadboy (DayZ)

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About Deadboy (DayZ)

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    Woodland Warrior

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    Male
  • Location
    Germany

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  1. Deadboy (DayZ)

    PC Server Reassignment on September 2nd

    Can somebody please explain this in other words than the ones used before? Because I don't understand. I have a stash and a character on 2-1. Public 2-1, that is. So, what exactly changed? What became of my character? Where is that stash now? What is the servers name and address now? And why is there still a DE 2-1 available that is 0.62?! I can't find any other, and obviously, I cannot connect to that one. No one can! Zero players as a result.
  2. Deadboy (DayZ)

    Extreme Noobish Question is Extemely Noobish

    I've been Googling for the better part of an hour. I've looked at WIKIs. I've watched tutorials. I've looked at so-called SETUP helps. Can you believe it -- I cannot for the love of god -- find the spot where it tells me WHERE the actual Buldozer is. "Requirements: DayZ Tools / Buldozer". That's not helpful at all. A link to a download, maybe? Something? Anything? 🙂 Please? Thanks so much for the private message --. It's on Steam and called DayZ Tools. Dun dun duuun. 😉 Much love!
  3. Deadboy (DayZ)

    Experimental Update 1.04.152050

    So in other words, these anti hopping spawns still mess with groups trying to stick together when they simply want to join each other, even though they'd normally be at the same location. I'm sorry, but to me, that's absolutely not a thing I will ever applaud. I think you need to find better solutions to malicious server switching for those who want to ghost around, though you already got that with a time delay that you can simply make longer -- no complaints from me. And ghosting into bases or places were you shouldn't be at: find another way. There have been many suggestions, such as letting players define (with a fenced off area) a no-spawn area! PLEASE give it serious consideration. A lot of people feel that this crappy way of dealing with what's usually harmless server switching, is venomous to the freedoms and choices we enjoyed in the hive! The way hives did play was perfectly fine -- we didn't switch servers to get more "L00tZ", we simply wanted to enjoy each others company and be able to pick freely from weather condition, player population, and all that. And you can bet that almost everyone was glad they could do it. And it was better that way. Please, don't think me rude, but I think keeping the teleportation system in place would be tone deaf. Invest the time to give base builders a proper way to keep strangers out. But not this. This is just wrong. Please forward this to your QA as well.
  4. Deadboy (DayZ)

    Server hopping suggestion

    I cannot overstate how much I think this is overshooting. ImpulZ, I've opened a ticket at the feedback tracker a while ago. So I don't spam or repeat everything all over again, can I ask -- would you please take a look. The changes made -- I believe they hurt the game especially for beginners, newer or more casual players, but this also a completely unnecessary annoyance for anyone who simply wants to enjoy hive play. Not to abuse it. There should really be other ways to deal with this. At the very, very least, I would like to be able to at least ONCE a day, jump on a different server without losing all the progress I've traveled. https://feedback.bistudio.com/T141513
  5. Deadboy (DayZ)

    Stable Update 1.04

    I really like that idea with the beds. Bedrolls or sleeping bags. Things like that. Having a way for base owners to spawn within their base safely, while still being sure nobody else can spawn inside it. About town-spawns -- I'm really open to it, but especially with the cooldown time you mention (if it's in there), it will pull groups of players apart. Squads and groups that switch servers together and thrown to the wind that way, but maybe we think of a way around that, as well. Thanks so much for helping!
  6. Deadboy (DayZ)

    Stable Update 1.04

    There will be other issues with these types of inland spawning that will cause grief. For example, when unsuspecting players build a base right on it, not knowing. What they're going to think, when suddenly a tourist bus full of geared people spawns on them, is probably worth videotaping to have a laugh, but it's true: this current mechanic totally overshoots what's within reason. I'd simply enforce a longer countdown, or relocate players if they login on a different server within X minutes. Let's say, 15. Or let's be generous, 1 hour. The anti hopping mechanics turns everyone into sleep walkers, when even after a full day, you cannot start the day off on a server of your choice. It also ruins the experience for groups of players with mixed experience who wish to stay together, but want to avoid nights and weather. There have to be other - better ways to do this. Even if it means that base builders need a closed circle of fences+gate to define a sector where nobody can spawn-in, ever, except for the players with ownership tokens. Or simply no one, and they'd have to open their doors first, but hey, that's a compromise. So players would be moved to spawn right outside the sector, right outside of the wall. If you want, define each military loot point as such a sector, hard-coded, so nobody can spawn in there, and close by. And that's just one idea, really. I have opened a ticket with my concerns. Please comment there, if you can. For both sides of the argument. https://feedback.bistudio.com/T141513
  7. Deadboy (DayZ)

    Stable Update 1.04

    I think, the way anti server hopping is now implemented, is a mistake! Please let me try to explain what I mean: I play with a group of friends. Most of them more casual DayZ players. Some do not know the map very well. They are used to certain places. Used to be able to have friends spawn nearby. And most notably: they're used to having certain freedoms in the game. I can't and I won't try to convince them that the freedoms and choices they used to be able to make, have all been taken away. Be it about the nights, be it about server population. We plan our missions carefully so everyone on the team has fun, and everyone has a place. Playing on a hive means options. Means choice. Means freedom. The way anti server hopping is implemented right now, is so punitive and restrictive towards new players and those who want to accompany them, that I'm honestly quite shocked. I understand the need to prevent server hopping in some capacity to prevent mass looting or ghosting or base raiding by cheating. I am OK with taking measures against that happening. But what this currently does is a massive interference in everyday gameplay. Just plain put: it ruins all the fun. Please give people a way to switch servers. Limit it to 1 hop every X hours if you have to. Find other ways to do this. I implore you. Many geared players will now constantly spawn at the coasts. New spawns have even less incentive to go in-land. They might as well just sit at the coast and wait for the next best geared guy. A lot of servers will be traveled by the same players. There will be considerably less a chance for the randomness that makes DayZ so great. It's going to make the experience increasingly more stale as time passes. That's another advantage a Hive has over private servers. One that we intended to benefit from. Simply exploring a server, -any random server really- is one of my favourite pasttimes. I enjoy wandering servers for hours just to see what's where. Not to rob. Just to enjoy the traces other players have left behind. While I enjoy long walks, I would vastly prefer to have free choice for where I start, and where I end my hiking trips. These adventures have been incredibly fun! I found amazing setups! Please don't make this harder to enjoy. I cannot expect my friends to sacrifice more time. I cannot expect them to run all the way to a meeting point, because it's been raining on a server. As a group, we enjoyed the game greatly up until now, and suddenly, everyone is sure bound to be pushed around back to punish or prevent what they didn't set out to do in the first place. And that even if a full day or even a week has passed since the last time they joined another server, I expect. I haven't seen any information on how much time needs to have passed, if such a mechanism is in this. This is a major discouragement for any new players, and for those trying to simply avoid the night, or learn the ropes of the game. This even is a huge annoyance for experienced players who want to simply change servers once every few hours. The benefits of playing on a hive have been helpful in so many ways, to this day. Please reconsider. Find a better way to do this. Thank you for reading! 🙂
  8. Deadboy (DayZ)

    Experimental Update 1.04.151915

    I feel I have to reiterate on the anti server hopping mechanics. This is going to discourage a lot of inexperienced and new players from playing. This is going to give groups of players trouble, who only want to get from A to B in daytime. And how far away will you spawn anyway? 5 kilometers? 10 kilometers? One? A half? How long would you have to wait before switching to the new server, to not have it count as hopping, like that? I do play with a mixed group of players who know, and who don't know the map well, and they might really quickly get fed up with this, if we're all liberally pushed in all directions each time someone cannot see a thing anymore. This is not a question of "get good", please remember it's still a game, and player choice is a factor. I do not want to tell everyone what they're "supposed to do", when they do not enjoy it like that. They picked the public hives to have that choice.
  9. Deadboy (DayZ)

    Experimental Update 1.04.151915

    Can somebody please explain how the server hopping mitigation actually works? My friends and I always switch servers to more populated ones, and we also often leave at dawn, so what does this mean for us? We'll just spawn randomly all over the place? How far apart? Is there a limit to this? Or does this only happen if you're near some military loot points? Is so, then how far away do you have to be so you're save from being moved? And will we now constantly have to expect that randoms spawn in the middle of nowhere, or right in our faces, just because we happen to chill where one of these spawn points happens to be? In the far north? I like the basic idea of this, but I have no idea what this exactly does. Help?
  10. Deadboy (DayZ)

    Where are all the Official servers Gone?

    The ones that are down are/were hosted by Gameservers.com.
  11. Deadboy (DayZ)

    Where are all the Official servers Gone?

    It should be over 100. Basically half of them are missing. And it's those we are talking about.
  12. Deadboy (DayZ)

    Where are all the Official servers Gone?

    It's been over 12 hours now. Where are these servers? They're "official" -- these should be updated priority one. Not ideally - that's standard practice. They never took this long to come back.
  13. Deadboy (DayZ)

    Experimental Update 1.02.150958

    Since I do not have video or pictures, and no way to provide more info, I'll put this here and not the bug tracker. What happened? I see an OLGA in Mogilevka. Apparently unused at it's spawn. I get in. I fall unconscious for minutes. I wake up with half health. I manage to stand up, but I cannot TURN AROUND to any other direction anymore, and just go the way I am facing, or backwards. I can only turn my head, to look to another direction. Add to that that the game now treats me like an immaterial ghost. I can walk through ANYTHING. Houses, terrain, anything. After half a minute of horrified attempts to reverse this, a relog attempt fixed it all, after I walked all the way backwards to where the car was.
  14. Deadboy (DayZ)

    PLEASE reverse the NEW "Client Side Personal Night Light"

    I agree. This effect is best set to be very, very subtle, because we're not cats. And it robs the game of some of it's best atmosphere (indoors), at night.
  15. Deadboy (DayZ)

    Stable Update 1.01

    Has anyone found a CZ527 magazine? Anywhere? Because I'm starting to doubt my sanity. 😉
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