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Leo (DayZ)
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Everything posted by Leo (DayZ)
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40% OFF SALE | Premium DayZ Server Hosting | Host Altitude (Ltd)
Leo (DayZ) replied to jonnerz's topic in Mod Servers & Private Hives
I wonder at what times (real time) US61 (NY2) will autorestart -
I don't trust anyone because there is nothing to be gained by teaming up with another person. No reason to trust means there isn't trust. Lets add a reason for people to trust each other: something you gain by teaming up. Information can be a key feature. Sadly the internet will teach players everything about the game outside of the game itself so even tho there currently there is a lot to learn in dayz, you don't have to trust other players to learn this. What is needed is always changing information: crashed helicopter locations, variances in the amount of good loot in specific towns, wells that have dried out, towns that currently hardly have any zombies in them. All useful information for the player, but this info is constantly changing. the only way to learn about it is by meeting other people on the server you play on and talk with them. If you want to have some automated feature (like your screen turning gray coz of depression) then have this information be shared automatically(over time) between players once they are close. A player can keep a notebook with him or something where the information is automatically stored. But automation is just something optional to make the process easier, its not necessary. Just like turning your screen gray coz of depression is. If the game is done right a player will get depressed by himself (lol). Actually there is one type of information that can be automatically shared between players: Who can be trusted and who can't? yes, a global database of everyone's humanity level accessible to the players. Every time a player gets a good look of another player (like he notices the upcoming heartbeat feature, or spends some time together teamed up with a random guy) that player gets added to his personal list. Every time he sees that same player again now, he instantly recognizes him and knows if he can be trusted. You can expand your personal list by teaming up with other players who also have their own lists, and over time the two lists will merge into one.
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if the zeds were stronger you could still just kill anyone on sight in the wilderniss to get their loot, in fact its going to be a better idea to kill people for loot rather than go into towns because of the increased thread of zombies. also if you team up with someone to go into a town and get some loot & kill zombies what stops you from killing the guy once you're done killing the zombies and gathered the loot?
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A new 'status' to encourage cooperation
Leo (DayZ) replied to ScienceCow's topic in DayZ Mod Suggestions
Do not try to simulate mental feeling of a player inside the game. Those feelings are happening inside the player himself, not on the screen. There is still potential here tho. I myself always play lone wolf. I don't trust anyone because there is nothing to be gained by teaming up with another person. No reason to trust means there isn't trust. Lets add a reason for people to trust each other: something you gain by teaming up. Information can be a key feature. Sadly the internet will teach players everything about the game outside of the game itself so even tho there currently there is a lot to learn in dayz, you don't have to trust other players to learn this. What is needed is always changing information: crashed helicopter locations, variances in the amount of good loot in specific towns, wells that have dried out, towns that currently hardly have any zombies in them. All useful information for the player, but this info is constantly changing. the only way to learn about it is by meeting other people on the server you play on and talk with them. If you want to have some automated feature (like your screen turning grey coz of depression) then have this information be shared automatically(over time) between players once they are close. A player can keep a notebook with him or something where the information is automatically stored. But automation is just something optinal to make the process easier, its not necessary. Just like turning your screen grey coz of depression is. If the game is done right a player will get depressed by himself (lol). Actually there is one type of information that can be automatically shared between players: Who can be trusted and who can't? yes, a global database of everyone's humanity level accessible to the players. Every time a player gets a good look of another player (like he notices the upcoming heartbeat feature, or spends some time together teamed up with a random guy) that player gets added to his personal list. Every time he sees that same player again now, he instantly recognizes him and knows if he can be trusted. You can expand your personal list by teaming up with other players who also have their own lists, and over time the two lists will merge into one. -
20 words or less: Super-Low Humanity Detection
Leo (DayZ) replied to rocket's topic in DayZ Mod General Discussion
YES(ish) Your 20 word suggestion threads are getting better, I like this idea because it doesn't make a bandit who tries to hide more visible(I hope). What it looks like is you are just trying to find a replacement for the bandit skin. Because you can't do a visible skin anymore you go with sound now. Perhaps another idea to recognize bandits: change their walking animation. -
Why is the life expectancy going up?
Leo (DayZ) replied to rocket's topic in DayZ Mod General Discussion
Possible reason for higher life expectancy: There are so many dayz servers now not all of them are completely full all the time. Less people playing on the same server = less people killing each other. -
Just had something similar happening while I was playing. WTF! Thought a hacker was doing some weird shit lol, is this bug dangerous? (can it kill you or something?)
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-NY7 & 8- Info and awesomeness thread.
Leo (DayZ) replied to Faindizzle's topic in Mod Servers & Private Hives
Question: Does NYC7 have automatic restarts? If yes, is there a warning message for the players telling them the server is about to restart? Same question for when an admin manually restarts btw. -
First off I'd like to thank Rocket and the other developers of DayZ for this awesome and unique mod. I am a mod developer myself and know how much work and dedication it takes to make something like DayZ a reality. Thank you!!! I've been playing DayZ for a while now and I think I'm ready to provide some feedback. There are lots of small things that bother me but I won't be mentioning any of that. The mod is still in alpha and its better to focus on the large mechanics of the game first. The subject I chose to talk about is death in DayZ. Death from PvP in praticular. DayZ is a survival game. People can walk around for hours moving to new locations and gathering better gear. But you can be killed by a single bullet of another player, or if you are unlucky a zombie can break your bone or even faint you at pretty high levels of blood. The point is your adventure can end before you know it. The way death works in DayZ is one of the biggest reasons why its such a great experience to play. But I am of the opinion that death comes a little too fast. It would be nice if players could develop ways of protecting themselves from death and if some weapons are nerfed. You could have had the most epic gear in the world and it wouldn't save you. there could be 5 of your buddies around your corpse and there won't be anything they can do. The only thing you can do is respawn at a random position and hope it's close to your corpse. Running back to your corpse and continuing your previous life might not be intended by design, but what about the buddies you were hanging out with before? Are you supposed to find new friends? Join a new ventrilo server? Thats just not going to happen. You can better embrace the way people want to play the game and allow it to work in a more realistic way. Lets use an example that I experienced myself. Me and two of my buddies run into a group of enemy survivors. A gunfight starts. Once the fight is over all enemies are dead but also me and one of my buddies is dead. There is only one survivor. 83% of the players involved in that fight have lost the game. They are dead and lost all their gear. That doesn't make sense. Me and my buddies have won the fight. Not only have most of the "winnners" lost their gear, the winners team is also split up now because of the respawns. Its going to take a long time until everyone finds eachother again to continue to have fun. Five dead corpses and only one guy to loot it also creates another very annoying situation. The five players who died respawned at the beach and the first thing they are going to do is run towards those corpses to loot them. It creates a very dumb battle which lasts forever, while one team originally already won. I believe these "problems" can be fixed relatively easy but still be done well. These are my suggestions: 1. Buff the "unconscious timer" mechanic. Currently there is a "unconscious timer" mechanic in place which sometimes faints a player when he gets really close to death. He won't be able to do anything during that time and requires a friend to heal him in order to stay alive. Or else he will bleed to death. This is a really nice mechanic. It draws people together because if you want to live, you need a teammate to revive you in case you faint. And when you are trying to play the game with friends its easy to stay together. You can revive each other after all. No need to respawn at the beach and run around for an hour. Just keep playing all the time. But a player hardly ever goes unconscious atm. They just die right away. And when they do become unconscious they bleed out really fast. A player should go unconscious 100% of the time when he is about to die. Instead of dieing he faints and starts bleeding out. It should also take longer to bleed out. I'm thinking around 3 minutes. This mechanic is nice, but too small at the moment to make a difference. If these changes go in players who team up will always stay together. Live together & die together. For many people a game is about having fun with your friends. ...or is it? Imagine this: two groups of people get into a gunfight with each other. One guy goes down in the open and goes unconscious. His buddies are all behind cover. Now what decision will they make? Risk their own life to save him? Or will they leave him to die? 2. No one shot/uber fast kills. Even in FPS games its annoying to get one shot killed. You had no chance to react and you have no idea what actually happened. you just died. If you wouldn't get one shotted in DayZ there are at least some options you have if you have been shot: Run away, run for cover or try to fight back. More control over what happens with your character is more fun. But the more important reason there shouldn't be one shot kills is because people simply shouldn't die so fast in a game like this. you spend hours on your one life, finding better gear and moving to new locations. It is just too unforgiving to die so fast. Not much words of argumentation, but thats all there is to it really. Some weapons that I noticed can one shot and could use a damage nerf(not complete list by any means): Lee enfield, CZ 550. I named these two weapons because they are so easy to acquire. If a player manages to get a M24 sniper he could expect it to pack a punch. The M24 and other weapons are also much more rare so it doesn't impact the game that much. Its still fine if a player 1 shots someone via a headshot I guess, as long as he can still be revived afterwards with the unconscious mechanic. With these changes the "running from respawn to my corpse for loot" problem shouldn't occur that much anymore too. Altho I do believe its still pretty dumb. Dead is dead. Just implement something which stops a player from getting the loot from his dead body back, or at least if he is alone. I think with these changes doing that is justified. Thats my feedback. I hoped I explained my reasons for these suggestions well enough, and hopefully you can do something with it! Regards, Leo
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The spotting is just too impacting imo tho, especially because its so easy to spot other players because of the way the game renders players/the world. About the revival stuff: Personally I don't really care so much about realism as long as the game is still acceptably realistic. like battlefield 3 or something. Because this is an arma 2 mod I'd imagine a lot of dayz players think differently, but if dayz would ever be released as a standalone game I believe the majority of the playerbase really wouldn't care all that much about realism. Technology has its limitations. Perfect simulation can not be achieved. There is no point in making everything that can be realistic perfectly realistic then, because the way those 100% realistic mechanics work are altered by the mechanics that can't be 100% realistic (like visibility of a player in the world). You can better tweak all the numbers to your own will so the desired effect is achieved. Maybe that is 100% revival chance, maybe a headshot will still be instakill. Thats for the game designer to decide. Not realism.
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WTF is happening to the server community.
Leo (DayZ) replied to Koot (DayZ)'s topic in DayZ Mod General Discussion
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I understand all your arguments, and it does make me rethink what I suggested a bit. I still stand behind my suggestions tho. I'm ok with well trained & well equipped players being able to kill fast, I just believe people should be able to be revived afterwards because if they die and respawn they run to their corpse anyway. especially if they have friendlies guarding it. The one shot argument is more about situations like this: you are just walking around when a random guy who spawned 30 mins ago happens to spot you and makes a one shot kill with a lee enfield/cz 550, ending your 10 hour life. @Amentis Your concerns are valid and I agree that there will be some "exploits" of the mechanic that will need fixing. My first suggestion was simply tweaking the fainting mechanic that is currently in the game. Currently if you faint you are still able to receive damage. Damaging someone who's fainted enough will kill him. Other than the sacrifice run into zombies, how will the reviving take tension out of the game? Won't it add tension instead? Your teammate has fainted, now its your job to rescue him! What will he say to you in case you failed to revive him, or when you were too scared to help him? And if you do manage to revive him your team is ready for the next adventure right away! Ready to experience more tense moments.
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@logan23 If my suggested changes are implemented a player will still drop relatively fast. He might take one or two bullets extra, giving him time to react to a standard situation. Perfectly set up ambushes will still drop people just as easy. And even though he is still alive while fainted and bleeding out, he won't be able to fight back anymore or move. In my opinion the game actually loses its tension, fear and excitement when you die. Or at least, when you die without even realizing what happened. How exiting is it to be under enemy fire? or when you have to revive your fallen friend while enemies are nearby. Or what if your random buddy betrays you? At the moment you just die. Your hatred is still there but you can't do anything. But lets say you have a chance of surviving his betrayal. Now the game allows you to truly live your hatred towards the person who betrayed you.
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This is just starting to become so confusing. I thought interactions with yourself would be done via the gear menu and actions with other objects/people with the scroll menu? All actions just seem to be thrown in a random menu now :huh:
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Car repair bug after new update?
Leo (DayZ) replied to Celani10's topic in DayZ Mod General Discussion
I have the same issue. Me or neither of my friends are able to repair a white UAZ. the save UAZ options also stays visible in the scroll menu after moving away from the car. It also stops me from doing some other actions like clearing barbed wire or gutting an animal. I have to abort the game and reload in order to fix that issue. Same thing happens when I try to clear wire btw. after removing the wire the option to remove wire stays visible in the scroll menu. -
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Fishy stuff happening on EU18
Leo (DayZ) replied to Leo (DayZ)'s topic in Mod Servers & Private Hives
Doesn't seem like he is. But I have no proof these people actually did anything wrong, I just believe its good to keep track of things like this in case others have had similar things happening. -
Fishy stuff happening on EU18
Leo (DayZ) replied to Leo (DayZ)'s topic in Mod Servers & Private Hives
I had a talk with an admin on EU18 and he seems legit. Changed the title of my thread, thanks for the reply. -
Helicopter lost all fuel and is impossible to refuel
Leo (DayZ) replied to firebear's topic in DayZ Mod Troubleshooting
This happened to my chopper too. It did get shot at before the reset tho. I used two scrap metals on the hull but the indicator still showed the hull was not at 100% I tried using a fuel tank part on the chopper but it doesn't seem to be possible to do. -
The (UH-1?) helicopter in DayZ has a large white frontlight on the cockpit that lights up a huge ground area in front of the chopper. I managed to break this light on my chopper so I tried to repair it. But even after repairing every single part on the chopper the light was still broken. Parts I repaired: -Hull -Vrotor -Avionics -missiles -main rotor -engine -a few windows Date/Time: 14-5-2012 What happened: The front light on the helicopter broke and it was impossible to repair Where you were: north west airfield the light broke, tried repairing around various places on the map What you were doing: flying the chopper/repairing it *Current installed version: 1.5.7