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Everything posted by protossmaster
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ADK Chernarus Private Hive 24/7 admin monitoring If you believe our ban is wrongful post it in the ban dispute section Ban Dispute Section We have active admins, you can see our activity by taking a look at our Ban Submission section. Ban Submission Section If you want to request a ban, post it in the ban request section Ban Request Section Our teamspeak information - TS.ADKGAMERS.COM:3796 High vehicle count There is currenltly 60+ vehicles on the map Custom vehicles On our server we have most of the vehicles that are not banned in the mod. These vehicles range from black SUV's to Harley motor bikes. Extended Day 100 Max players Rules No duping No combat logging No Cheating/Hacking No exploiting. Have fun Hosted by http://tri-com.net/
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DayZ Redux - DayZ purist focused custom DayZ Mod (Formerly DayZ DIAF)
protossmaster replied to venthos's topic in Mod Servers & Private Hives
I love these modceptions but they are a pain to add my own server for it. Hopefully this mod becomes popular so admin tools are developed for it and such. This is a mod that I should gain more popularity quickly. - ADK admin -
NEW DayZ Fallujah Map Released!
protossmaster replied to avid_gamer's topic in Mod Servers & Private Hives
http://www.tdcclan.it/sito2/images/stories/fallujah/01-Fallujah-viewdistance10000.jpg4 This map is MASSIVE and most buildings are enterable. So at first glance this seems awesome right? map is big and buildings are enterable. This must be a good thing right? No. Since almost all the buildings are enterable AND the map is massive, it will be hard for any one to meet another to meet up or PvP. Only way to make this work is if you had 100-200 people on the server but this would never happen because of hackers (hackers will rape the server if it goes over 50 people). I prefer to have some pvp/banditry and I don't see this map delivering it. I don't see myself able to horde vehicles/make a camp anywhere. I don't see where I can help freshly spawned players easily like I can on the coast. So what can you do on this map? Loot every building until you are fully geared? I guess I will see how people feel about the map after they finish looting. /endrant -
I began playing on this server a few days ago when vehicles began spawning. I repaired a few vehicles and made a camp then the next day some of the people in my group began getting banned for hacking/cheating . After this the server began advertising that they will ban/kick any one who is PVPing. today myself and my friends were banned on the server.
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Vehicle question. How many vehicles of each type can spawn?
protossmaster posted a topic in DayZ Mod General Discussion
Such as, what is the maxium amount of bikecycles, helicopters, busses, ect. -
I am not angry, this is not a rage post. I feel that we need to find a solution to the way patches are implemented In the mod. The current issues that I observe with the current six launcher/updator is that it forces you to update into the patch. This is obviously ideal since we need to test out the alpha patch on a large scale. But if the patch turns out to be unplayable we have to wait for a hotfix. When updated we can't join server with a lower version and/or build. This can cause new people in the community to become angry and rage about the patch thinking that this mod isn't in alpha stage. You can't manually downgrade your version because the mod builds can only update, not downgrade. I want the developers to release alpha patches without fear of the community going on a witch hunt. So I thought of a crappy/idiotic solution to this issue.. Have multiple mod folders with different builds and access the correct one when selecting the server via six updater. Pros Developers can release patches without fear of ending the dayz world. If the patch breaks the game, we can still join the servers that haven't updated. We won't fear patch day. Cons people can join the outdated servers, regear in the low populated + outdated server.. Then join the newer servers to 'grief'. (I don't have a issue with bandits for I am one) Could make characters more unstable. (I am not sure how well the 'Hive' will deal with this) It would be harder to manually update. (since you have to change the start target to the correct mod folder every update). Dayz will take up more hard-drive space as the alpha progresses. (any one have a issue with this? lol) But this may be impossible or not needed.
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Suggestions about zombie spawns when relating to gun audible distances.
protossmaster posted a topic in DayZ Mod Suggestions
Currently I feel that there is a balancing issue with certian guns when it comes down to the enviroment. Currently when you approach a zombie spawn it spawns when your close (actual distance I am not aware of but I can estimate at 20-100m) Players use this to pinpoint where players are when viewing a area at a distance. Once the player is away from the area the zombies eventually despawn. Currently I feel like these mechanics are good, reduces the stress on the Hive and the server. But I have noticed that majority of guns agro zombies that are greater than the zombie spawn distance. weapon chart - http://i.imgur.com/ntfgw.jpg A example of this is the m14_aim - it agros zombies in a 180m radius of the gunshot. However zombies will not spaws in 180m from a single player. (Maybe some one can provide the numbers on zombie agro distances to confirm/deny this) The current flaw I see with snipers is that it is too easy when dealing with the enviromental consequences. I truthfully love sniping from electro sniper hill but I feel that the limited spawn radius for zombies is making sniping too easy. Currently an AS550 is supposed to agro in a 455m radius. I feel like this is intended since the gun is anti-material. But no zombies wouldve spawned 455m away. Unless a second player triggred the spawns, you will never agro a zombie past 200m. So my suggestion is to increase the zombie spawn distance to 300 meters or more (if the servers can handle it) or make it a option for servers to set zombie spawn distances (within a defined distance). I feel that if zombie spawn distances are increased, snipers with as550s will have to move every shot or stay far far away from zombie spawn areas when sniping. The spawn distances will make snipers choose over a loud sniper rifle or a quieter, less powerful, sniper. What do you guys think? -
What if everyone started with a tent?
protossmaster replied to andrew99's topic in DayZ Mod Suggestions
the bean coast would turn into the tent coast if people spawned in with tents -
You can't develop a class system based on physical attributes it would cause inbalances in the game and be unrealistic. all you can do is mental or what items you can spawn with. To be honest I think this game is fine without a class system nor does it need one.
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Suggestions about zombie spawns when relating to gun audible distances.
protossmaster replied to protossmaster's topic in DayZ Mod Suggestions
I like these idea since a zombie would only know the general area of where the shot came from. So shooting while prone would make it harder for them to locate you. +1 -
Which map would you like to see for dayz?
protossmaster replied to liukang168's topic in DayZ Mod Suggestions
we get a new map when arma 3 comes out near the end of the year. -
[PSA] STOP MAKING THREADS ABOUT HOW YOU ARE NOW "Deathmatching"
protossmaster replied to Hashisx's topic in DayZ Mod General Discussion
I agree.. if you want to work together and survive there is a game called minecraft. -
I also manually update but many people don't have the knowledge to manually update and/or use a different launcher. Ya I should've moved this to the suggestion fourm.. Hopefully it is moved by a admin/moderater.
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Horrible FPS with my monster rig, Help me out?
protossmaster replied to sparta436's topic in DayZ Mod Troubleshooting
set video memory to default please. this will utilize all of your video memory instead of 512kb (which is what high is) -
no because if they rollback, you would lose progress.. it causes too many issues. suck it up and move on.. finding gear is part of the game and it was fun rebuilding.
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L85-AWS Cant Pick Up
protossmaster replied to FireballRoberts's topic in DayZ Mod General Discussion
they removed it from the mod but in the 1.7.2 loot tables it can still spawn. -
How did you discover Day Z?
protossmaster replied to antiwarus's topic in DayZ Mod General Discussion
watched systerspirit stream this, along with bteamgaming + crew.. used to do bf3 streaming with them so I watched their streams for a bit in the begining of may then decided to play/stream it in june. -
How many of you keep the music on while playing?
protossmaster replied to Ingway's topic in DayZ Mod General Discussion
i turn off the in game background music + my music when i enter towns and hot spots. You need to hear foot steps.. you can tell if it is a player or a ex-local easily by how fast the foot steps are. -
What MineZ is Doing Right, and What DayZ Could Learn From It.
protossmaster replied to Time Glitch's topic in DayZ Mod General Discussion
I guess ill say it again, you are comparing apples and oranges. Dayz has a different mission than MineZ edit: It was posted on reddit http://www.reddit.com/r/dayz/comments/wcne1/what_minez_is_doing_right_and_what_dayz_could/ -
http://dayzmod.com/?Download , go there and download six launcher/updator as recomended. run those programs and use six launcher to run the mod and you should be set.