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Your DayZ Team

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Everything posted by [email protected]

  1. Anyone can tell for sure if I need to clear each loot pile for that pile to respawn, or must I clear the entire building?
  2. Me, I'd like to see bigger packs make you louder and easier for zombies to see. That way, a czech pouch would be useful for infiltrations, and if you really want to be silent, then no backpack would be the way to go.
  3. Selecting the weapon in the backpack and pressing the arrow to the right will swap them, too. Be careful you don't select your equipped weapon and press left, tho, or it'll likely be deleted. Also, if you replace using this method, make sure you have enough space for your current ammo in the backpack, or it too will be deleted.
  4. - Game purchase only (Guild Wars stylez). And maybe discounts during alpha/beta, minecraft stylez. - Community developed. Stick to the current model. - Both community AND studio servers. I'd rather play on studio, myself, as they would probably be more stable, but I reckon it might make the game's pricing go way up. - Kickstarter yes, I'd support that. So basically Kickstarted to get the first few thousand dollars (or a couple million, if we're lucky), sell it with discount during dev phases, and sell at full price when complete. I'd be OK with buying additional official maps (just like Guild Wars, the first, did with additional campaigns)
  5. takfar@gmail.com

    Realism

    Me, I understand "bandage" "morphine" and "blood bags" as abstractions for medical procedures. Bandaging a wound would including cleaning it and doing antisepsis. Morphine would be bone-repairing surgery. Blood bag would be a deep surgical procedure to extract a bullet, repair internal organs, sew up huge gaping wounds from a zombie attack, and whatnot.
  6. Yea, I once logged in to find myself dead. Just dead, no bleeding or anything. Ran back to the corpse, and voila, I'm geared again. Probably murdered by an evil tree. Too bad about the zombie kill count but, well... it's alpha, as the saying goes. Another time I was dead on log on, but spawned right back to my corpse and couldn't interact with it. DC'ed, connected again, and again I was alive, fully geared, time and zombie count untouched, and I could now interact with the corpse. Items had effectively all been doubled, but I just hid it with everything in it.
  7. Heh. I scared the hell out of a server hopper in the barracks once... With a flashlight! I was minding my own business, looting the barracks, when I turn around and see a dude crouched, looking right at me. I had a military flashlight on, and before I could say a word, or switch to my AK, he DC'ed. That said, if I ever met anyone while looting barracks, I would shoot on sight, for sure. Too risky to try and be friendly with this many weapons around. Also, anyone who server hops is extremely vulnerable for a time (between when it says "setup completed" and the character appears, he just stands there idle and defenseless). I'd kill anyone I saw doing that, as well (actually, have killed one, once, server hoping inside a barn, of all places).
  8. A friend of mine has the same problem with 1.7.2.3/94876. No matter what he picks up or drops, he always has the same stuff in the inventory/backpack when he logs in (M16a2, food, drink, tools).
  9. To me it's not about dying. I haven't died in six days. It's about finding new loot and being unable to put it in a tent because it will either a ) make everything disappear or b ) replace whatever I placed there with a previous instance of the tent's contents. It's also about having two terribly conspicuous tents standing around the spot where I wanted to put my well-hidden one, and being unable to move that hidden tent elsewhere without leaving an undead copy of it in its place, forever.
  10. Yea, some people seem to have trouble with maths. 15km x 15km = 225km², for those who didn't get that. The furthest apart one can be in the Chernarus map is 21,21km (if tracing a diagonal line through the entire map)
  11. Pretty much what happened to myself. The first tent I found was probably on my first or second trip to a supermarket. I was very lucky, as I'd later find out. I put it out in the woods, not very well-hidden, tho. That one character died, and I spawned as the new guy which I've been surviving as for six days. The area the camp was often had some action going on (I once logged in to hear shots all around camp... was really nervous that day), and I was always afraid that someone would find and loot my tent. So for four days straight I went several times to a supermarket and high-yield residences, until I found a new tent. I was so happy I almost shouted out. So I proceeded to search for a new, far away, heavily secluded place, to put my tent in. Left it there, put all my stuff inside, and the following day... it's empty. All 5 weapons and 50 items. It coudn't have been a looter, but still I wanted to move it somewhere else. So I picked it up, placed it further down the hill, and when I log back in the next day... BAM there is the original tent again. I had looted another tent from a hidden tent city camp, and placed it on another server, very well-hidden inside a tree's foliage. But not before having to retry and re-place it once. So when I come back... BAM there's the other tent... All of them empty, btw. So I went from being incredibly engaged in gameplay and hoping for a tent so I could relocate and explore new places... To being just "meh" about the game, since tents are a never-ending plague, and will duplicate or erase items randomly.
  12. I've read that if you disconnect, your corpse disappears. So even if you were to respawn and then abort, it'd be gone when you aborted. Haven't tested it, myself, but I have seen a body disappear right in front of my eyes when I was about to loot it.
  13. There are people who don't know about the bug, tho. I didn't until two days ago, when I started seeing the weird tent behavior for myself. So I came to the forums and searched for it, and I only learned of it because people were posting. And then they come back when the server restarts. whoo-dee-doo, how useful that was.
  14. That's precisely what we're doing. We're testing the game, reporting tents are broken in several ways, and asking the team to prioritize fixing them, as it breaks the game. Me, I'd be OK with all tents being wiped (tent and contents both) until they can fix this.
  15. Funny thing is, I played the game for over a week and never came upon this bug. Over the last two days, tho, I unintentionally created two replicating tents myself (due to a tent eating up my items, and me wanting to replace them) and came across a hidden tent city with full replicating uber-gear. Also a friend became victim of an inventory bug that, no matter what he does, always revert his inventory to whatever he had at a certain point (fortunately he had almost all tools, an M16, food and drink. Unfortunately he didn't have a sidearm or bandages, so if he carries them around and gets disconnected without storing them first, those will be lost. This is really taking away from the game for me right now. I mean, inventory (both disappearing and duplicating) in a game in which loot is everything? I get it, it's an alpha. Still. Fixing these should be top priority.
  16. ...A few words for an introduction: This particular thread has obviously become too long, probably a bit intimidating to read. For those wanting a quick idea of what I propose, it's basically: - Many players dislike the current state of shoot-on-sight PvP gameplay (see part 1) - Many players want a more in-depth exploration of both character and world story in Day Z (see part 1) - PvE against zombies, as they are now, would be easy and become boring fast.(see part 1 and 3) - The solution: to create a separate PvE campaign for DayZ. (see part 1) - PvP will be untouched and unchanged (see part 2) - Friendly fire will be possible, but bandits will be clearly marked and always in a risky position. (see part 4) - PvE characters will be locked to a server, will have story backgrounds and will be able to evolve in skills. (see part 5 and 6) - Campaigns will have three phases (survival, preparation, and finale), which will take place over a suggested seven real-time days, with evolving threats and a definite end. (see part 7) - Characters will always be in the world, regardless of whether the player is in. So find yourself a safe place to sleep when you log out, or your character may wake up dead. (see part 8) - Loot will not respawn (see part 8) . . . original thread below: Hello, guys. I'm adding a new suggestion to the list I've started a few days ago. I'll get back to those threads later, but I really want to write down this idea I'm gestating right now. The past threads are as follows: http://dayzmod.com/f...cter-evolution/ http://dayzmod.com/f...ners-and-locks/ In this edition I'd like to brainstorm the PvE (Player vs. Environment) gameplay a bit. 0. Disclaimer This is a thread for brainstorming possible additions to the Day Z gameplay. If you dislike the ideas, please criticize specific points and try to help by improving them. I'll debate and try to incorporate all ideas in the finalized proposal as my time allows. "GTFO, this is not WoW" Threads are not helpful, and will be solemnly ignored. 1. What is this idea and where does it come from? Currently, the main draws of Day Z are the "survival" gameplay, the character's evolution through loot, and finally the combat between players (PvP). The ability to roam in a lawless world and either just try to survive or to make other's lives miserable is a mainstay of the game, it's something unique and exciting. I wouldn't want the PvP to go away, and I wouldn't want restrictions attached to the bandit/survivor mechanic (tho some way to more easily differentiate both, and some incentives for following either path would be nice). It's worth noting that the initial "help-or-kill" dynamic of Day Z human interactions has been largely supplanted by the "stay away from others and survive until you can fight back" dynamic, which basically equals "shoot on sight" in almost all situations. We've grown used to it, and we've adapted. Many people, however, are uncomfortable with this dynamic. New players, especially, can't get very far in the game without receiving a severe beating from veteran bandits. Some people have demanded PvE-only servers to be allowed, which Rocket has very clearly refused (one, because it takes away from the DayZ concept, and two because they could be easily exploited to bring "easier" loot into the PvP arena. The more I thought about it, the stronger I felt this division between PvE and PvP could be used in our favor. The main conceptual example I'm following here is Guild Wars. It's a game that tried to please (and, by all accounts succeeded!) both crowds: PvE people in search of story and character advancement, and PvP in search of greater challenges and recognition of their skills. In many ways, PvE has served as a way for players to learn the workings of the game, and entice them into engaging in PvP. In many cases, PvE players have not made the transition to PvP, but that's just fine, it hasn't hurt the game in any way - it just gives people choices. At firt, Arenanet tried to mesh both games completely, applying the same rules to both, but they finally decided this attempt was hurting both sides and decided to have some slightly different skill rules for each. Guild wars 2 is expanding this concept and adding World vs World gameplay, a type of PvP that will allow even the less-skilled to engage in PvP and feel useful, maybe learn a thing or two in the way, and graduate to full-on PvPers. This is the type of action that broadens a game's appeal without at all compromising the high-level competitive PvP, and Arenanet has proved again and again that it can work. The second inspiration is the concept behind Epic's upcoming game Fortnight (http://kotaku.com/59...citing-in-years), itself clearly inspired by Minecraft, which has obviously also inspired DayZ. It's a game of cooperative defense against things that roam the night (well, if you don't know it, read the article I linked, really). The third inspiration, albeit loosely, is the campaign structure of Left 4 Dead. I like the way it tells a story and it always ends in a harrowing finale. The last consideration on this is that, of course, most of the stuff needed for this type of game campaign already exists in the Arma engine, and would only have to be directed accordingly so as to create this new game type. So, let's go for our concepts and guidelines 2. Prime directive: the PvP game will remain untouched This is very important. The idea here is to expand the game so people frustrated due to being harshly treated by bandits when first getting into the game can enjoy it, and finally move into the PvP. I've personally been through this myself, being constantly mad for being shot at while playing a newly-respawned character, and then constantly afraid of all human interaction in the game... until I finally had a character who managed to survive. I now know all the basic skills and I'm constantly itching for player battle. It also means if you're in a PvP game, you know you'll be target by bandits from the very start, and you agree to "man up" and survive in that harsh world... or go back to PvE. So, again. DayZ will still be DayZ. No changes, other than whatever new developments Rocket is planning (bug fixing, dog training, underground bases, and all that good stuff). If you're a seasoned PvP'er who dislikes PvE, you never have to touch it. If you feel you are losing something because you'll be out of green newbies to shoot at while sitting on a hill off the coast (since new players will probably be learning the ropes in PvE ), then you're a sad, cowardly, and shameful human being. 3. What's the objective? What will we be fighting for? What do I lose if I die? One of the main criticisms directed at PvE-only Day Z servers is that, without the threat of rampant banditry, the game will become too easy and will quickly become boring, once the player is fully kitted-out. The idea here is that, in a PvE game, rather than playing a freeform sandbox game with no definite ending, the player will be thrown into a battle against ever growing AI forces, and against the clock itself. I will describe the actual campaign further down the line. The first thing we have to deal with, in order to keep the game interesting, are the stakes involved. If I die, what do I lose? In the current PvP game, you lose your equipment, and if you can make it to your body again and it hasn't been looted, you're good to go. In this game mode, you would lose your equipment, but also any progress made in character skills (discussed in part 6) and your score would be reset to zero. you'd be a new character, starting out with no additional knowledge of the world around you. It's also important that the characters should be server-locked to allow persistence and coherence in the campaigns. Each player would be allowed to have one PvP character, as is current, and maybe three ongoing PvE characters (so he wouldn't be locked out of the game if one or two of his servers went down for a while). Then, there's the fact that some people will *want* competition, even in a PvE game. The success of each survivor will, then, be measured in a score board once the campaign ends, and all positive actions will be counted, whether it's zombie killing, healing other players, or fixing vehicles. This final score will not be a crucial part of the gameplay, and shouldn't, by principle, affect any persistent character or ingame stats, but would be recorded in a player's stats, and maybe shown in global leaderboards (eg. Player "Dude" has played 10 campaigns. He has 1000 points as a survivor, 500 points as a bandit. He has succeeded in 8 out of 10 campaigns played). This is just to create a way to record his progress and achievements, for those who like such things. 4. Tension is essential: Friendly fire and Banditry. This is an idea for a PvE game, separate and different from the base game's PvP. For some, this will make this mode "not what Day Z is about". For others, it'll be a different face of Day Z, a different way to be part of this world. Those are the people who will be interested in this game mode. How, then, do we turn this PvP game into a PvE game? The first, most obvious - and worst, imo - choice would be to turn off Friendly Fire. While it would solve the banditry problem for good (as in: there would be no bandits, since there's no player killing), it would greatly detract from the game's realism and tension. Anyone could run around with an axe in the line of fire of a friend who's shooting down a zombie horde, with no consideration to tactics or self-preservation. Everyone would be able to trust everyone, and never be on their toes at the sound of gunfire. This would not be good. There's a way out of this, however. We keep friendly-fire on. We give the victim (anyone wounded by friendly fire) an option to either forgive the shooter or punish him. If the shooter is forgiven, all is well. He loses some points so he'll be more careful next time, but he keeps on playing normally. If the wounded player feels the shooting was purposeful and decides, to punish, however, that player is labeled a bandit. In this game mode, bandits will be severely punished. First of all, they get identified clearly. Whether it's different clothing, blood on their hands, eyes shot with red or whatever, it should be easy to tell if someone's a newly-converted bandit. Notorious bandits (anyone with more than one player kill) would become even easier to identify, first by having their position revealed in the map to anyone when they fire a gun, and then by having their position permanently revealed in the map to everyone, if they kept on player-killing. (Maybe they would laugh out loud wildly after a kill, too). The only way a bandit could score points from now on, would be by killing players (and not zombies) or aiding other bandits. Killing a bandit would add a large amount of points to a survivor's score, rather than detract them. The most important part, however, is that bandits will not be able to respawn. There are two options after this: a ) The player is locked out of the server for the duration of the campaign. His character would be dead and gone until a new campaign opened in that server. This would create bands of roaming bandit-players, terrorizing different servers (up to 3, if 3 characters were to be allowed, as described before), but leaving the server clear of their nefarious presence once killed. b ) Any bandit killed will rise back as a random zombie in the map, and will be locked to that form until the end of the campaign. This player could still get his kicks as a roaming zombie trying to kill unaware survivors, but he would have reduced senses (blurry vision, muffled sound), and would be noisy and easy to kill. On the other hand, he would be able to move very fast and would feel no hunger or thirst. Maybe if he killed a player, he might be allowed to respawn as a bandit again, although with no equipment, and going against stronger survivors (since the survivors will have improved in skill and equipment by that time). I personally like this idea best. This mechanic would create several overarching dynamics in the PvE game: - Most players would want to cooperate. Being a bandit would be a tough life, as the more one killed, the easier he would be to spot, and the only way to push on in the score board would be to keep killing. If the choice was to lock the player out of the game, he would soon become completely unable to play PvE. If we adopter the zombie-bandit path, then he would be locked in zombie-mode, which could be exciting, but also disorienting and frustrating, especially against a group of organized survivors. - A strong, organized team of bandits could premeditate a coup and strike against a survivor group in the middle of a coop game. This could cause a game to melt down completely, causing a failed campaign - which would be a great emergent dyamic, in fact! Or, maybe the bandits could better survive the final event with the loot they took from survivors? So many possibilities. - Survivors would have an incentive to organize bandit hunting groups. Some players would keep on getting food and fixing vehicles, while others would strike out to destroy bandit encampments. Both would be making good scores, if successful. 5. PvE will be about story and growth first, competition second. I'm an avid consumer of stories. I love reading books, I love playing RPGs and adventure games. I love movies and series (zombie movies and series too!). Don't get me wrong, I love shooting people in the face in combat simulators, too, but there's a lot a game can achieve beyond that visceral pleasure of repetitively testing your skills to press buttons and slide a mouse around. That said, what are the stories we create and consume in Day Z? There's the basic story of getting yourself to learn to survive in the wasteland, learning to sneak around the zombies and run away from gunfire. The story of how you found your first hunting knife and how you camped yourself near that barn where you found your trusty winchester rifle. And then there are the other stories, the best ones, about how you defended your barn from a group of invaders, and how you gave a dying man morphine and a can of beans, and he became your friend (or shot you in the back, in return). All these stories, about interaction with the world and with other players, are derived from the emergent gameplay allowed by the amazing sandbox that is the Day Z mod. Many people, however, have questioned themselves about the rest of the story: Who is this character I'm playing as? Why did I wake up in this beach? What happened in Chernarus? What is the zombie infection? Is it a global pandemic? Has the world as we knew it ended for good? How the hell can my guy do all the stuff he can do? Of course some hints to the background of the infection could eventually be added to the PvP game, but the first questions would still be left unanswered. The character questions. Everybody knows the best zombie movies are not about the zombies or the plague, but about character interactions. If all characters in every movie or series were military-man #5467, the super-genius who's the lovechild of McGyver and Chuck Norris, able to fix cars, perform leg surgery, hunt like a pro, run a marathon without breaking a sweat, sneak like a ninja and shoot like a veteran, what fun would any of these stories be? So, the PvE campaign would be a way to answer exactly these questions. How would we do it? Keep reading. 6. Each character is a character of his own In my first suggestion thread, I created a set of rules for character advancement, and suggested some possible player kits for starting out. The idea was that characters should have individual personalities, strengths, and weaknesses; they would work best as a group, and would have a chance to advance in a path parallel to the loot-hoarding that is the current objective in the game. As the character survived and performed other tasks, he would be able to pick up other skills, or improve his own specialties a bit. Here is the thread link again: http://dayzmod.com/f...cter-evolution/ The main criticism the idea received is that the need to improve skills would create an imbalance between starting characters, leaving them even weaker against the environment and easy prey to ill-intentioned veteran players. Well, in the PvE game, everyone would start with different skills, and the environmental challenges would be initially smaller, as well, increasing exponentially as the players developed their skills and equipment. If a survivor died along the way, he would spawn again an untrained (or rather, specifically-trained) character, and would need extra help to survive, and a group of survivors who dies too much would easily face defeat in the campaign. 7. The campaign phases So, we finally arrive at the campaign itself. A bunch of survivors are thrown into the world, unaware of the existence of other survivors, or the nature of the threat ahead of them. The campaign would play itself over phases, more or less. The main objective would be, of course, to survive against the environment, the zeds, and the bandits. The secondary objective would be to learn more about the zombie plague. And the final objective would be to get the hell away from the game area before the final, cataclysmic event. All the time the city is quarantined, and any attempt to leave the city will be met with stiff military resistance (ie. "you are dead" screen) I'm thinking about splitting the campaign into three phases, which would play out over seven real-time days (the amount of days could vary from server to server). A player would be able to join the campaign at any time, but newly created characters would be unskilled, as described above. The phases would be the following: - Phase 1 (Day 0 to day 2): Characters are scattered around Chernarus. They are weak, cold, disoriented, and completely defenseless. At this point, players would have to go into town, attempt to gather basic survival resources (canned food, bottled water or soda) and gear. The city suburbs are sparsely occupied by zeds, making it slightly easier than what we're used to to sneak around and obtain these basic items. A few individual, scattered zombies roam the wilderness. The city is out of power, and all important loot-generating places are either firmly locked (skilled players could unlock or bust them, by finding the correct items) or impossibly crowded with zombies (I'm looking at you, supermarkets and airfields). Once the characters have the basic survival needs covered, they must focus on reaching each other and organizing themselves. The priority is to reach the power plant and get it working again. This could allow for street lights to be turned on, but more importantly, it could allow for the radio and cellphone towers to be activated. The radio and cellphones themselves would be found in the sparsely-zombified suburbs and small towns. Cellphones would allow for communication between any pair of survivors anywhere in the map, while radio towers would allow any survivor to broadcast to all others, but only within range of the radio antenna. Possible random events in this phase would be civilian helicopter crashes, cryptic radio transmissions, abandoned ships hitting the beaches with supplies loaded, a medium-sized band of zombies moving from place to place. - Phase 2 (Day 3 to day 5): The zombie threat increases. Bodies that were littering the towns have now risen up as zombies, making going to town more dangerous. Several medium-sized bands of zombies start to roam the wilderness. In this phase, players must concentrate on preparing to get out of the city and creating defensible bases to fend off zombie attacks. They should, by now, have enough numbers and firepower to invade industrial sites and military bases, in order to get military-grade guns and vehicle parts. A secondary objective will be to find out more about the zombie plague. Listening to scattered radio transmissions in strange frequencies, finding classified documents in the military bases or finding evidence in crashed helicopters will both reward the player points, and give hints on what the cataclysmic even of Day 6 is going to be, and how to prepare for it. Finding a character's own family house and picking up an object of sentimental value could be a personal objective awarding points to that one character. Possible random events in this phase would be military helicopter crashes, large roaming zombie hordes, and invasions from small teams of hostile human military AI. - Phase 3 (Day 6): This is when all hell breaks loose. Over the day, radio broadcasts will easily pick up hints on what is about to go on in Chernarus. At a certain time of the day or night, one of three cataclysmic events (with a duration of a couple hours) takes place in order to end the campaign. a ) A massive, never ending, zombie horde overcomes the military quarantine and invades from one of the roads. The only way to win is to manage to get a motorized vehicle through the one road through which the horde came from. Expect to face hundreds and thousands of zombies. Shooting them is fruitless, so the players have to either avoid or go through them with vehicles. Running over a zombie will damage a car, so players would have to prepare cars with fortified fenders or risk maneuvering through them with a motorcycle. b ) A large army team invades from one of the roads. They aim to exterminate all moving creatures, zombies or survivors. This scenario can be won by eliminating or avoiding the military AI and exiting through the one road from which they came from. Players would have to prioritize firepower and tactical positioning for this defense. c ) Chernarus is going to be nuked! The military blockade on the roads remain, but a radio transmission says a rescue boat/chopper is coming. Players have a few minutes to find out which port it'll land at, clear the area of all zombies, send a signal and get out. Players have to split between getting enough transports to get everyone to the right port or airstrip on time and having enough firepower to kill all zombies surrounding the area. In this phase, killed characters do not respawn. Their scores will be tallied, but they will be left out of the game, and can spectate through the eyes of live characters. 8. Other gameplay mechanics After the third phase, the campaign can end either with success or failure. Success happens if even one survivor is extracted off chernarus alive. Failure happens if all survivors die in phase 3 (either killed by zombies, or the military, or bandits, or the nuke). Scores will be counted by character, so if someone loses a character along the way, they go back to zero. There's another very important aspect: each character will be permanently present in the world, whether or not the player is connected. So, not only will ALT+F4ing to avoid death be useless, but the player will have to find a secure place to leave his character when he logs off, as the character goes to sleep. An asleep character has his items safely stored, but he can be killed by a bandit or have his face eaten by a zombie (at which point he becomes a lootable corpse), so he better find a safe, protected place to sleep in. Any character who hasn't been used for over two days will be considered to be "in a coma", marked in the map and anyone will be able to loot his items. This last part is important becase, in the PvE game, loot will not respawn. This is a zombie apocalypse, and as resources are used up, they will be gone. It is very possible for a team to have completely expended all the resources in chernarus by the time phase 3 comes, and will be unable to complete the campaign. This will also make it even more important to loot every single loot spot, even the smallest houses, for important goods. Since characters are server-locked, there won't be a risk that a player will strip one server clean in order to help the fight on another one. 9. Other maps This is simple: in order to stave off boredom by repetition of the campaign cycle, other maps could be converted from ArmA to PvE DayZ, or even made specifically for the campaign. They could have different objectives and finales, and different survival strategies. 10. Final words This post obviously became much larger than I originally thought it would be. From an idea, it grew into a design document. Maybe it's too much for Day Z, maybe it's too different. But maybe that will be enough to inspire some kind of PvE mod once standalone Day Z is out (after all, Day Z is a mod or ArmA2, there's nothing stopping anyone from making a mod for standalone Day Z). There are so many other ideas in my head right now. Maybe contrast the big noisy finale with a "bleak" version of the PvE in which there are no vehicles and no survivor respawn: you die, you turn zed. The threats to survivors grow, resources dwindle, and only death awaits all. Everyone is infected and ultimately dies after the third campaign day, if not gutted by a zombie sooner. The one with the highest score is the winner. Of course there are problems with this idea. Servers would have to be stable for the whole duration of the campaign, or at least have a way to periodically save all loot and character locations, in case of any problem. Maybe the players would be able to prepare too fast, being completely equipped in the first day, and then just wait bored for the finale? Who knows. These things would need testing. I'm tired now. My eyes hurt a bit. Thanks for reading.
  17. In my experience, you can't slow crawl with a sidearm out. Equip a primary weapon (axe will do) and you'll be able to slow-crawl. Please correct me if I'm wrong on this.
  18. I'd love to see something like this
  19. Eh. Which part of the posts disagrees with that mindset in any way? I like PvP, many people do. Can we get back to the point of the thread? We already have House of the Dead, Left 4 Dead, Resident Evil, and countless others for that. PvE DayZ would be a large sandbox survival game, with zombies and hunger, thirst, infection, cold, bandits, hostile military, and character progress.
  20. I agree. I will personally shoot any armed person that I see in the game. I'm suggesting something else, tho. A different game mode based on the Day Z engine. Absolutely. There are way too many bugs, random deaths, disappearing inventory, crazy tents, and whatnot, in the game. That doesn't mean we shouldn't discuss possible additions for the future.
  21. Hey guys. I've been playing with a friend for a week now. So far so good, we had been making good progress, but a strange bug plagued him today. After we walked a long way and looted several places, he had some connection problems, and then had to disconnect. Once he reconnected, he had all the same equipment he had at the time he logged in, about an hour before! We thought it was am isolated bug, and continued playing for about and hour more. Again he had a connection issue, and when he came back he had the same equipment again, none of the new loot he was carrying was saved. In both cases his location was saved correctly, and he reconnected in the same place he was at. After this second problem, we decided it wasn't just a coincidence. We ran back to our base camp and started to do tests. He tried disconnecting from the server, going into another server, restarting his PC, reinstalling the beta and reinstalling Day Z. Nothing worked. Now, it's not game-breaking, since we know it'll happen, and it could actually be exploited, since he had an m16, a lot of ammo, lots of cooked meat and other equipment on him; he only needs to drop some of these on the ground and reconnect and there they are, again in his backpack (and also in the ground). We do not want to use this exploit, tho, and we're both annoyed by the hassle the bug is causing us (he can't take other important items in his character when logging out, because they'll be overwritten by that same old inventory). The only thing we didn't try was a respawn/death, and we don't want to do it, since his char is a few days old already. So, has anyone else experienced this problem? Is there a known cause or solution? I was completely unaffected by it, btw. My character plays and saves just fine.
  22. I'd be in favor of PvE (as in: non-frendly-fire) servers, if they: a) had specific characters, not transferrable to PvP servers B) had increased environmental opposition. Roaming hordes of zombies, maybe a time limit would be a good start. In fact, here's a suggestion: How about a week-long game, in which the zombie threat constantly escalated, and after an entire week a nuke blasts chernarus and all individual player scores are tallied out? The objective would be to kill zombies and help other players for score, and then build a transport and get the hell away from chernarus in the last day. A type of competitive/cooperative PvE, with a clear objective (survive for a week and escape) and a score goal.
  23. Yeah, I've come across my share of empty tents as well. They may have been fully looted , of course, but I have a feeling they were probably affected by the tent emptying bug.
  24. Damn. So no way to get rid of the things, considering my character is still alive and I plan to keep him that way? And does packing up a tent *always* cause a respawning nightmare, or is just a possible, but not certain, bug? Yea, that's tent 101. Saved it multiple times, and have maintained a healthy tent for 6 days elsewhere, now.
  25. Well, I didn't know about the need to test and only use "safe" tents becore. I'll make sure I always do it now. Does anyone know if a grenade will clear out a respawning tent for good? Also, if I find a tent is problematic (not saving contents correctly) won't packing it up to place somwhere else risk creating yet another respawning nuisance?
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