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Your DayZ Team

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Everything posted by [email protected]

  1. M4a1 CCO SD - audible range 0.1m M16 - audible range 80m AKM - audible range 150m http://dayzdb.com/da...apon-comparison The AKM is too noisy for simple zombie hunting. Against players it's a bit better, but I'd rather have a FAL than an AKM.
  2. I can confirm this. My old broken tents are still broken, and one of them that worked perfectly before now seems to be broken. We jsut lost a lot of weapons and a large coyote pack to that bug. Will try setting up a new tent to confirm the behavior, as well, but tents seem worse than ever. Also, another bug: a friend who had an alice pack with two weapons inside updated and logged in with an empty czech backpack instead.
  3. I unfortunately have to report that, despite the patch notes, tents are STILL bugged (as in, deleting all contents on server restart) on 1.7.2.4. Even worse, some tents that worked before now seem to be bugged and reverting to a previous state.
  4. Yea, I've been thinking about going counter-sniping, myself. Soon as I get camo/ghillie, I'll probably try it for a while.
  5. Played it for an hour, and it feels great. Loaded very fast, too. Can anyone confirm whether the old bugged tents are now saving properly, or if we need to put new tents up? I left some test objects inside my two bugged tents, but I'll have to wait for a server restart to know whether they're now working... Possible bug: When reloading a half-empty m9sd magazine, the gun did not cycle to a full mag, instead sticking to the 7-bullet one. Even if I attempted to select the half-empty mag and move it to the backpack, the full clips were moved, instead.
  6. So, 9mm no longer kills zeds on a headshot... And apparently the revolver won't either, if the zed is far enough. I'm not sure if I like this... some rebalance is OK, but I feel this was excessive.
  7. I can confirm the bug. Revolver taking 4-5 shots to the center mass to down a zombie from a little over 50m away. m16a2 taking two shots. Zed hitpoints definitely seem to be buffed. I'm running arma 1.62 (base files updated by steam), on a similarly patched server.
  8. It sucks. Happened to me twice. Everyone in the server teleported to the debug plains. First time, I managed to abort quickly, and when I rejoined another server I was in the beach, gear intact. Second time, the hacker actually broke everyone's legs and then transported everyone to the debug plains. This time I was either not quick enough on the abort or just unlucky, and the broken legs/teleport stuck. Luckily I had food, water and medicine, and managed to make my way out of there alive with all my gear. But yes, it's pretty terrible. My advice is: you ever get teleported, hit esc and abort as quickly as you can, and you might save your life and gear.
  9. Krutoy is fine. It's about three minutes away from kamishovo or three valleys, and you can get most basic supplies in either place. Also, I haven't died, and thus haven't needed to respawn in 14 days now. I've actually respawned in the coast due to bugs and a hacker three times, with all my equipment intact, and in 30 minutes I was back in the north. I have over 60 hours logged in the game, and I don't think I have spent more than 3 or 4 hours in cherno or elektro. As someone said, maybe this game isn't for you. If you're too bored by running and fetching supplies, go play something else, something with more instant gratification. I do it myself from time to time. BF3 for the PvP, Mass Effect 3 multiplayer for the coop. DayZ is something else, tho. It's a virtual life, of sorts.
  10. I went there once by myself, the place was deserted (it was about 2am, and it was night in the server as well). Dodged all the zombies, found some player tents around it. Raided everything (barracks, tents, hangars), and the best I had to show coming off from that was an AKM and G17. So, there.
  11. Thanks! A google for that quickly made my afternoon a lot more fun.
  12. Great video. I've been thinking about going sniper-hunting with a friend (we're a bit bored, and we don't want to play the newbie-killing asshat role). You guys got any pointers on how we could do that best? Also, it's very interesting how the character's sped-up huffing and puffing sounds almost perfectly like a panting dog.
  13. Agreed. The current map is good for 50 people (in fact, already a bit crowded when you factor in trying to hide tents). 200 people, and we'd need a map at least 4 times as big. I'd like that, btw. As I posted before: not necessarily twice as many towns, but make the towns twice as big, and the space between them twice as big as well.
  14. I'd be in favor of adding the need for batteries for flashlight (veeery slow consumption), NVG and thermal (fast consumption). I'd hate to be hassled with tracking batteries on the inventory, tho, so I'd support it if it were a "stat" system, much like hunger and thirst, ie. you spend it when you use the equipment, and you consume a battery item to replenish it.
  15. Installed it, no change in performance for me. A bit disappointing, but it was already running alright (22-35 fps), with everything on very high and postprocessing disabled.
  16. I found a large-ish camp myself, stuffed with a lot of good weapons. Took all I could carry and thought about blowing it up, but decided it'd be best to leave it there and pay occasional visits in order to, eh, borrow some more stuff later. Did my second repeat visit today, and I could say I'm a happy customer.
  17. Yea, I'm downloading it (very slowly) from BI's ftp, but I just checked their forums and found out it's NOT backwards-compatible. So, until my home servers update, I'll be sticking to 95099.
  18. Is it backward-compatible, tho? I know some of the patches are, I'm running 95099 on a 95054 server with no problems. Oh hell. I'm going to try it out, anyway.
  19. The FAL boasts almost double damage when compared to the AKM. Seems like a very good anti-player weapon. http://dayzdb.com/database/weapon-comparison But yes, the m14 beats it.
  20. I'm thinking about spending a day there, but what are the plans for sustaining the guards on the long run? Do you have a lot of surplus food and water, or is anyone enlisted to go hunt and fill canteens? Also, I'm way way up north. Opposite end of the map, in fact. Will take a while, if I decide to go. What is the maximum ping allowed? I'm on the other side of the ocean, getting 250+ ping. I'd hate to start on my trek and be kicked for too high ping.
  21. I wouldn't shoot either. He didn't even notice you; I only shoot if I feel threatened. Airfields are an exception: if you're there, you're looking for combat, and if I see you first, you die.
  22. Thanks for the info, Orlok!
  23. I'm a long-time gamer (been playing for over 20 years) of every style - Shooters, adventure games, strategy games, RPGs, simulations, you name it. That said, I've grown completely addicted to Day Z over the last couple weeks. I've died dozens of times, to zombies, to thirst, to other players. I've been scared to death, and I've killed a player who threatened me. Day Z, even tho very bare, is already very very engaging, as all forumites will concur. There are, however, a few suggestions I'd make in order to make it even better. Sure, I've read many of them, and some are a bit obvious, but I wanted to post my own ideas here. Before the flamers start their thing, this is not an attempt to turn the game into WoW or CoD, but rather a way to make us feel even more invested in this world we've immersed ourselves in, and make it even more deliciously realistic. If you don't like the suggestions, please be on your merry way, as it's little use to come into a brainstorming thread to post "YOU SUCK!" "GO AWAY" and "DIE DIE NOW". Also, I know some of these things might be unreachable in the Arma2 engine, but Rocket has already stated he's planning on making this stand-alone, so there's some room for evolution there. My suggestions involve player customization/evolution, the measuring of stamina, player load (and its effects on stealth), and the locking and unlocking of doors/containers. I'm not even going into bandit/survivor dynamics, base building or other features, which are heavily discussed elsewhere. (part 2 is here: http://dayzmod.com/f...ners-and-locks/) All suggestions are very open to discussion. If we develop something good and the devs hear us, we might inspire some new, good, things in the game. Please sound in. [edit: I've summed up and added the ongoing discussions to each point in quote boxes under each part. will update as new ideas arise.] 1. PLAYER EVOLUTION (skills and kits) So first, here's my own idea for the skill/development scenario. As I said, it's a way to make the player feel more attached to the character, and it's also a way to change the player from the current jack-of-all-trades superman into something more lifelike. Some people would argue that "this is a simulation, go away with all your stinky roleplaying game mechanics", to which I'll reply: ARMA 2 is a military simulation. It simulates a fully prepared military man, on his top physical and mental form. Day Z is a post-apocalypse simulation, and we all know how unlikely it'd be that every survivor would be that skilled in everything. As a casual fan of the zombie genre, I'm yet to see a single character that would fit that mold. Sure, the weaker people will have already died to the apocalypse, but skilled people from different walks of life would survive. Notice that the system doesn't restrict player evolution in any way: the character would evolve very naturally doing those things he does normally, and a long-time survivor/bandit could potentially reach top condition in all skills, and become the current supergenius, but it would take a while (perhaps about 20 hours of varied activity ingame with the same character?). The only thing being determined initially would be the skills pertaining to the character's background in life. Also notice the skills listed involve complex knowledge or preparation that the character acquires. Things such as the orientation in the woods, group leadership and detecting the intentions of another player should be skills the PLAYER HIMSELF should develop, and not the character. 1.1.SKILLS That said, the game would have nine skills (classed within three categories. you'll notice I like "threes". I just think three is an elegant number). All skills would be rated on a 0-100% scale, visible in a character menu. Before spawning the player would be able to choose one primary skill, which would start at 90%, two secondary skills, starting at 60% (consider also adding one "incompetence" skill, starting at 0%). All other skills would start at 30%. Training in each skill would be achieved by simply using it. It would be possible to add a skill "degrade" mechanic, through which not using a skill for a full ingame day would slowly make it degrade all the way back to the initial level. 1.1.1. COMBAT - Primary weapons: involves reload speed and weapon accuracy for primary weapons. > top condition: at 100%, the player is as good a shot as he currently is; > low condition: at a low percentage, he reloads very slowly (may actually drop a magazine while reloading) and his hands shake a lot. > trained by: hitting targets. A live target (zombie or player) will train faster, but you can shoot cans and bottles for safer training while in the woods. Brings about memories of the Walking Dead's training scenes, and would create serious tension in the woods (are these sounds of gunfire aimed at me, or is it people training?). Also gives some use to those weapons and ammo you wouldn't normally use in combat: take them to target practice! - Sidearms: same as above, but for sidearms. - Melee weapons: involves how hard you can hit and how much stamina each swing consumes (more on stamina system afterwards) > top condition: at 100%, the player will always one-hit kill with an axe; > low condition: at a low percentage, it will two or three swings (and he might actually miss some swings or drop the weapon) > trained by: hitting targets. must hit and damage a live target (zombie or player). 1.1.2. PRACTICAL: - Survivalism: involves hunting, foraging (if it is added), acquiring meat and making meals off hunted animals. > top condition: at 100%, the player works as quickly and flawlessly as he does now. > low condition: at a low percentage, the actions are much slower and might fail (a fire might not catch after a prolonged attempt and expend the wood, a cow might only yield a couple edible meat rather than 8, a cooking attempt might char the meat, making it inedible). > trained by: attempting survivalism actions. Any attempt, successful or failed, will add to the score (failed firestarting attempts will not add to the skill). - Medicine: involves all sorts of healing. > top condition: at 100% all attempts at healing (self or others) will succeed. > low condition: the percentage of the skill corresponds to the chance an action will be successful or not. Very low skills might both fail and damage the target in the attempt. > trained by: attempting medicine actions. Any attempt, successful or failed, will add to the score (any resource will be expended on a failed attempt. bandages would be easier to apply, maybe a +30% bonus over the normal level, so even incompetent healers could have a chance to haphazardly bandage a wound). - Engineering: involves vehicle maintenance and repair, as well as setting and disarming barriers and traps, and locking/unlocking doors and containers (more on this later). > top condition: at 100% all attempts at engineering will succeed. > low condition: the percentage of the skill corresponds to the chance an action will be successful or not. Very low skills might actually damage a vehicle when attempting to repair. > trained by: attempting engineering actions. Any successful attempt would add to the score. Failed attempts would prevent the player from retrying the same action (eg. repairing a specific vehicle) for one ingame day. 1.1.3. PHYSICAL: - Endurance: involves running, swimming and vaulting. > top condition: at 100%, the player can run practically indefinitely, as he does now. A true marathon runner. This player will also swim faster, and automatically vault over obstacles while running (seen this suggestion elsewhere, liked it). > low condition: at a low percentage, the player will tire easily, and running/swimming will consume more thirst/hunger. > trained by: running and swimming. Since everyone runs almost all the time and there's no risk or resources involved, progress would be very slow, so it would take several days of running everywhere to get to 100%. - Stealth: involves moving stealthily. (wouldn't be a HUGE difference between 0 and 100% levels, since player skill should be the defining factor here, but enough to be noticeable). > top condition: at 100%, the player is slightly harder for zombies to detect as he is now. His footsteps are also quieter, making him harder for other players to hear. > low condition: at a low percentage, his visual and aural signs are more conspicuous. His footsteps are also louder for other players to hear. > trained by: remaining undetected in a situation in which standing up would result in detection by zombies. Progress would be relatively slow. - Resistance: both a physical and mental state, involves how long the player can go without food or water. > top condition: at 100%, the player can hold out more than twice as much as he does now (I feel the need to eat a steak every two hours or so is a bit too unrealistic). > low condition: At low percentages, he will get hungry and thirsty quicker, especially if running. > trained by: automatically increases every couple hours of gameplay, so veteran characters who have resisted the apocalypse for long will be tougher. 1.2. CHARACTER KITS: Now, I'm the first to say this would be a completely uneccessary addition to the game, still, it would add some color to the game, making it easier to make up our own stories and simulate those stories we see in our favorite zombie narratives, while not restricting player growth in any way. There would also be a large assortments of kits to be chosen making this "not TF2", but just a simulator with some added flavor. Kits would be an automatic choice of skills, which would be based on a character's background and would also affect his starting equipment. Clothing listed here would be mostly aesthetic and changeable for any other clothes found in dead bodies or in loot spots. Another advantage of having kits is that survivors could more easily identify others who would compliment their group, while bandits could more easily target newly-spawned characters, knowing which extra items they might get (or they could be lured into this thinking by a savvy survivor wearing clothes from another class, or could lure others by masquerading this way) Any player could still choose to spawn with a custom class and stay inconspicuous, but would miss the specific equipment given to kits. Here are some examples: 1.2.1. Soldier: Background: Trained military man. Primary skill: Primary weapons Secondary skills: Secondary weapons, Endurance Starting Equipment: One bandage, Makarov (with no ammo) Clothing: Military uniform 1.2.2. Policeman: Background: Active police enforcer Primary skill: Secondary weapons Secondary skills: Primary weapons, Stealth Starting Equipment: One bandage, flashlight, Police baton (low-damage melee weapon) Clothing: Police uniform 1.2.4. Medic: Background: Trained physician Primary skill: Medicine Secondary skills: Engineering, survivalism Starting Equipment: One bandage, one shot of morphine, one box of painkillers Clothing: Civilian clothes (short coat over a polo shirt, common pants) 1.2.5. Woodsman: Background: Wilderness explorer Primary skill: Survivalism Secondary skills: Endurance, Resistance Starting Equipment: One bandage, full water bottle Clothing: Explorer clothes 1.2.6. Hunter: Background: Big game hunter Primary skill: Primary weapons Secondary skills: Stealth, Survivalism Starting Equipment: One bandage, hunting knife Clothing: Explorer clothes 1.2.7. Mechanic: Background: Mechanical engineer Primary skill: Engineering Secondary skills: Stealth, Survivalism Starting Equipment: One bandage, toolbox Clothing: Working overalls 1.2.8 Burglar: Background: Petty criminal Primary skill: Stealth Secondary skills: Engineering, Melee Starting Equipment: One bandage, flashlight, one set of lockpicks Clothing: civilian clothes (jeans, shirt) 1.2.9 Inmate: Background: Escaped state prison inmate Primary skill: Meelee Secondary skills: Stealth, Engineering Starting Equipment: One bandage, crowbar Clothing: disguised inmate uniform 1.2.10 Athlete: Background: Former chernarussian olympic star in training Primary skill: Endurance Secondary skills: Melee, medicine Starting Equipment: Three bandages, one box of painkillers Clothing: Sports pants and coat 1.2.11 Farmer Background: Farmer Primary skill: Survivalism Secondary skills: Primary weapons, medicine Starting Equipment: One bandage, double-barreled shotgun (with no ammo) Clothing: Farmer clothes 1.2.13 Custom Background: Custom Primary skill: Any one (player chooses) Secondary skills: Any two (player chooses) Starting Equipment: Two bandages, flashlight Clothing: Civilian clothes (generic) So, that's it. Of course there could be more preset kits, maybe one for each combination of primary and secondary skills. The discussion of other game aspects (stamina, player load, locks) will continue on a separate thread. http://dayzmod.com/f...ners-and-locks/ [edit: fixed some typos. added colors to titles.] [edit 2: added considerations from other posters]
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