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TIC
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Everything posted by TIC
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I believe the Arma version and the DayZ version of Chernarus should be kept separate for some more authenticity. Arma Version: Kept the same as Arma 2 and 3. DayZ Version: More apocalyptic with zombie inhabitants, decaying buildings and such. I believe the Northern locations in DayZ should have some abandoned survivor camps that were previously used with the possibilities of these former "survivors" turned into zombies which could hold up some type of note that clarifies their progress with their survival before death took place upon them. The northern areas is the first instinct for most people to go to avoid some type of infestation along with going up on high mountainous regions in this geographical location. Even though it's accounted for being a fiction/non-fiction location that I don't know about, it doesn't change anything. The Southern locations seem to be fine to me even though there should be more shopping outlets since it's near an ocean. Many shopping outlets are nearby the ocean for the former residents of that area to enjoy the view of the water. What the main concern be is the forest locations being the least explored in the central area of the map
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From looking at that video, that's a big improvement. I'm surprised the car didn't automatically combusted to flames at 0:50 :P Imagine with those types of vehicle handling with an ability to shoot out of car windows
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Perfect. The DevBlog is right on my birthday ;) To clarify things in this picture, looks like the character is holding an M4(due to it's short stock) with a bayonet. The clothing looks great, especially the vest.
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Rocket; I have a question regarding these milestones. If it hasn't been covered over the devblog, what do these 'milestones' consist of? Is it the architecture system and the network bubble?
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That's a good idea. There should be symptoms before dying such as hearing yourself breathing, collapsing to the ground then your vision slowly fades to a black or white. Rocket has said after you die, you can see your statistics on how you have done while you survived so with visions of where you were wouldn't really help out.
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I'd like to recommend that there should be some recipe books available in some stores that could give you an idea of what we can use to make some different meals with some of those not being listed and could be something that we can make on our own. With this being said; we have to take a look at things that would be available without those being a perishable item unless it was harvested ourselves :) This is a start of a great idea which can be expanded thoroughly with the new crafting system. Razor has actually been working on that with the Mod and the Standalone will introduce this as well :)
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Big Door Features; Locking, boarding, other features for Standalone
TIC posted a topic in DayZ Mod Suggestions
Hey guys, TIC here and I just wanted to make a suggestion for the Standalone. I wanted to suggest that we can have an ability to board up doors, windows to prevent intrusion and increase safety when the time comes.. This idea would be great since from what I heard, we are able to go through 'All' the buildings that are available in Chernarus. Here's how it'd work. New Features regarding doors; Doors can be broken down via gunfire, hatchets, explosives, zombies hitting it for a duration of time(particularly a very large group)Doors can also have a lock mechanism which could allow players to lockpick through if they choose for a stealthy route to go through some buildings that are already locked.. No one in an apocalypse would leave their doors unlocked.Some doors can allow players to peek through the peephole before they leave a building to ensure safety instead of blindly running outside.Doors can also be repaired if they are completely destroyed. (Requires woodpiles to craft a large wooden board to allow players to repair, makeshift doors would be different than the original; weaker, open more slowly)Item Requirements(Directly from Razor's post): Input (): Wooden Planks(quantity from 1-9 which can decrease chances of doors breaking while takes longer to remove them) + Nails + Must be near a door Output () Boarded Door Tools () Toolbox FailChance 0.2 (Drop a nail accidentally) Enchantments = Nothing ActionType = Blueprint Benefits; Increases chances of survival by preventing zombies from entering buildings since they have the capability to run indoors.Could store loot indoors to give you a higher chance of players not being able to get through unless they have tools to damage or destroy doors.With boarding up windows, it can prevent the outside world from seeing you clearly.Could help give players an idea on the end game content of Construction for Standalone release.Drawbacks While crafting wooden planks to doors might sound good, it could give away your position by loud thumping of a hammer hitting against a nail and wood planks. Could draw threats in from the outside.Taking off these planks manually would take a longer time than putting them on, which makes them harder if that's your only way out ;)Continuous damage after makeshift repairs could permanently destroy the door. Explosives would destroy them easily. Topic Glossary by TIC321(Will be edited for enhanced navigation) Chapter 1: Integrate DayZ Forum avatars, clans, chatroom. (3/5 rating)Chapter 2: Other methods of combat; non-lethal. (3/5 rating)Chapter 3: ★Ideas for Hunting/New Equipment. (5/5 rating)Chapter 4: More Cooperation Features (4/5 rating)Chapter 5: Improving movements; Additional Gestures (4/5 rating)Chapter 6: ★Possible new buildings; Serving better purpose (5/5 rating)Chapter 7: Audio/Music adjustments; creating an ear-joyable atmosphere.(Standalone) (1.5/5 rating)Chapter 8: Weight as a factor, ability to see items in vehicles. (3.5/5 rating)Chapter 9: Standalone Weather (4/5 rating)Chapter 10: Medical Ideas (4.5/5 rating)Chapter 11: Zombie Features (4/5 rating)Chapter 12: Enhanced Ambience (?/5 rating) -
I think BIS should really hire BeatSTV with the whole map design and features. :)
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And having a dog companion with them following aside ;)
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FPS Drops when a playerbase of a server gets over 40
TIC replied to armapilot's topic in DayZ Mod Troubleshooting
The problem with having over 40 players on the server is that it's all run down through client(You) with the information it processes. That means you have to consider all the dead bodies on the ground, cars wrecked, zombies spawned in and so-forth. DayZ/ARMA are both very CPU extensive. What I were to do is join a whitelisted server that isn't so congested and has frequent restarts. Have you done startup parameters, basic visual tweaks and .CFG file configurations? -
It could possibly be SceneComplexity option in your character profile in your documents.. You can typically find that here if you have Windows: My Documents > ARMA 2 Other Profiles > (Your Profile) You'll have to scroll down to the bottom or you can simply use Ctrl+F to find it. What you want to do is match your scene complexity with your resolution. *Example, if your resolution is 647x900, then set that to 64700. Make sure you match up your resolution sizes with ARMA 2 and other expansions that you might have. If that doesn't work, try playing on windowed and adjust the size for yourself. While this happens; your 3D Resolution will change. You always want to keep that at 100%. Lower 3D Resolution often means increased performance but lacks in quality majorly.
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July Round-up: "I want the alpha" < "I want the alpha to be good"
TIC replied to SmashT's topic in Mod Announcements & Info
It's great that the development isn't ran on the schedule of impatient people. It's completely understandable that their staff isn't as large as ArmA 3 is and the DayZ team is totally slammed up with work. So let's just wait up on a great game that'd be a big improvement as a mod. Lately; the Standalone version is suffering crashes due to mostly the new architecture is what they are fixing/fixed right now. I was impressed by the progress they have made at E3 for it to be considered a 'Pre-Alpha' .. If it takes another year or 2, I could care less just as long as they expand the mod exponentially. Pro-Tip; Keep yourself busy. It's SUMMER -
I have came upon this idea because after the 1.7.7 update, I seen players falling victim to zombies more and more. This had occured to me that we should be able to hear the zombies eating the players. Something should be like a crunching sound and chewing. A good example is something from Resident Evil which they have done great on. Another one could be in this video(Wished they could've added a mix of zombies moaning while eating): Reasons Gives more of a reason zombies are chasing you instead of eating quietly like gentlemen. Leaves a more horrifying vibe as a player is being consumed unconscious screaming with those sounds playing. (More reasons to come)
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The Release Date for Dayz Standalone
TIC replied to mikepike8585 (DayZ)'s topic in New Player Discussion
I honestly wished that the DayZ Standalone wasn't announced so that the development team would have more time(Take example of ARMA 3) so we could see more features included that'd be definitely worth the wait. For now, we just have to wait and see. What Rocket has confirmed is great. I believe the Standalone should take as much time as necessary and take note that when the alpha releases, remember that we are testers first, players last. -
I'd like it if this were to be dependent on your humanity because first off, no one's born evil. It's how we develop our own character and to do negative actions can cause a consequence like the symptoms you have displayed above as listed.
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Do you struggle with FPS on dayz? Well I can help
TIC replied to gameyogo's topic in New Player Discussion
I watched some of the video. Even though it's useful, I really don't want to insult your character and give you a kind reception that I do not like the stuttering even though this could be something like a disability or as simple as being nervous(Don't sweat! :) ) I found this video pretty informative for people who are new to ArMA 2/DayZ and keep doing what you're doing. -
First off; it's "Unconscious" What's the point of slapping when you have fists? ;)
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DayZ Mod Suggestion: Zombies eating players make bodies disappear
TIC replied to TIC's topic in DayZ Mod Suggestions
I don't think DayZ should ever take ideas from a copy-cat ;) For my point, it makes perma-death more defining in the DayZ mod instead of retrieving back to your body again to get your previous gear.. It's a bit of an unfair advantage. If you refer back to the original post, I have defined my reasons which could enhance the gameplay a bit more. It's the small things that count I also have suggested sounds of zombies eating a player while they are on the ground and Razor has told me that it'd require someone else to do. I wonder who would be willing to do that? ;) -
DayZ Mod Suggestion: Zombies eating players make bodies disappear
TIC replied to TIC's topic in DayZ Mod Suggestions
That's actually a good idea.. I believe the sound of the flies that happen when a player dies should be loud enough to attract the zombies slowly and start consuming.. The flies are really quite loud :P That's only if zombies are around. If a player kills another player (PvP) it'll grant them an option to get the gear and hide the body (Which is already current in the mod so we can leave this unchanged) -
DayZ Mod Suggestion: Zombies eating players make bodies disappear
TIC replied to TIC's topic in DayZ Mod Suggestions
I was thinking of either 2 options if it's possible. The zombies will rip and tear the backpack when the player dies; meaning all contents in backpacks will be lost along with your remains. The player will automatically drop the backpack onto the ground but for a limited time after the body disappears. Decay rate will be determined.. I was thinking 1 zombie would take about 15 minutes, more zombies means a higher decay rate. -
Makes me wish there was more constructive criticism than sharp jabs at the development when the person themselves lack the skills and talent like Razor does to dedicate the time to patch/update the DayZ mod when I'd assume this is only part-time.. Not to kiss ass but I'm sure not inconsiderate. For a mod; it's pretty damn good to receive all these updates :) In regards towards the hotfix; I have no bug issues lately. My frames have been pretty consistent and zombies are a real fun challenge.
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Apparently, we're getting a new gear menu UI. Discuss.
TIC replied to colekern's topic in DayZ Mod General Discussion
With this gear menu UI coming in, are we going to see improved features like ammo conversions? :) -
What? O_O
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Hi guys, TIC here and after slaughtering an army of zombies, I thought of "Why don't these zombies carry what average people have like a wallet?" For DayZ Standalone. Purpose: Provides a back story to the residents of Chernarus before zombification occurred. Would be great since books will be included. Great learning curve on how players can extend their survival with useful tips. Possibility of adding pictures that you can attach to your diary. With the inclusion of having secret loot; it could give players more of an objective to survive(It could be somewhat quest related such as giving you random coordinates to go.. Like a treasure hunt) This would be beneficial for an MMO-Style move. To add onto the line above; players can participate in these 'Treasure Hunts' to create a bond for Player-To-Player interaction. Gives more motivation for players to kill zombies. More detailed description about notes: -Stories can be submitted by the community (Story introductions will be listed on the bottom of the page which can be expanded upon later.) -Their own thoughts on how zombies have for characteristics such as their appearance or even tips on how to eliminate them. -An ability to add information for you to write with the pen/paper system which will automatically be placed into your journal. Rarity of Notes and why While I'm unsure of what percentage as this is not an confirmed idea yet, I'd believe it has to be a rare drop to make up the majority of zombies being introduced into each server (More than the mod). Not only does this make it a slight challenge to get notes, the stories will last longer especially with different categories of them involved. (Stories can be found as notes left on the ground randomly or on people that are now-turned-zombies) Even notes are confirmed, I want to suggest further ideas on it. "My family fled to Utes for safety" "Zombies have chased me out of town and been on the run since" "After I ate a can of beans, I had massive diarrhea" "I shot a flare gun on the night sky for a possibility of a player coming to my aide only to meet my own demise" Community Submitted "We did not expect it to turn out this way. It was supposed to be an experiment, not the catalyst for the apocalypse. If it ends, if anyone finds this, we are sorry. We did not want this, we are so sorry. Doctors Mikhail Ivankovich and Aleksandr Lesnitsky" By Abu Bakr "Meeting up with UN medical team to provide armed escort to Berezino." By Big Mike (More information will be added onto the topic for further ideas)
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Zombies carry personal notes after players killing them(Wallets, notes, memoirs)
TIC replied to TIC's topic in DayZ Mod Suggestions
I'd like to add that onto these notes that these 'Treasure Hunts' could also give you a chance of bad luck meaning that it only turns out to be a huge horde of zombies to take out but possibly a slightly bigger chance to get a note with that type of information again(treasure hunting) I have categorized it as.. Daily lives Post Apocalyptic Survival(Their perspective; in the end, the notes will be bloodied noting they of course haven't survived.) Secret Loot(Treasure Hunts) Tips Definitely, How about something like.. "Our daughter hasn't been feeling too well. Please pick up some medicine.. Mainly antibiotics(specific type) while you're there! Love you" Not everyone would be carrying notes.. I was thinking along the lines of it being a rare drop so it'd keep the cycle of stories fresh instead of going through each one at a fast rate and reading rehashed ones over and over. This makes it so not all of the previous citizens of Chernarus were story tellers, only certain ones.