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OK, this clears up a few things. The tent duplication thing, i now know about it and will avoid, especially because it will cause a perfectly hidden tent to be given out by another one. I might throw a grenade to try and destroy the dupes, do you think that might clear the problem permanently, or will resets still spawn new tents? Also, how did those tents we looted get restored to the very same contents again? We took three rare weapons and ammo, and the exact three were back in place in the very same tents of the tent city within a couple hours (whereas our own tent where we had stashed this loot and our other stuff was empty)
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Think about it, I probably did! I was trying to pitch, and once it worked, it was a bit too exposed, so I picked it up and pitched it inside the foliage. Again, all loot that was inside the tent in the tree vanished upon restart. Also, I lost another tent that was packed inside a wiped tent, so I suppose it's only fair I pick the duplicated tent up to minimize my losses. The thing about resetting to get loot back makes sense. The server I was playing in is maintained by a clan which, of course, regularly plays in it. So maybe the tents we looted could be theirs, and they reset tents so they could get back the three weapons we looted (FAL nightscoped, m4a1ccosd, m24)? Is it even possible? If they did so, it was kinda pointless, since we moved in and looted them again (this time for an m24 and mk48). It would also be kinda silly, since they had a huge arsenal in their fully exposed and unprotected tent city (FAL, m24, m14, revolver, several mk48s, several m4a1ccos, the works); would those missing guns really be worth a server reset?
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Damn. You say there's a chance for a restore? I have been using a tent for six days with no big problems (original character died, but me and a friend kept it active). Only once there was a strange bug when some of the stuff was gone and other stuff was duplicated. It's a miracle no one looted it, since I left it in a rather visible place (it was my first tent, I didn't know better, and since that char died I can't relocate it). Yesterday I had a brand new tent up (didn't know about the "check thrice, make sure it's good" routine). Left 5 weapons -including an m24 and m4a1ccosd me and my friend stole from a huge camp-, loads of ammo, meds and tools inside. It was packed pretty full. Next time I login, the tent is empty. Now, I'm pretty sure it wasn't looted - cause who the hell has enough room in the bag to loot 50 general items and 5 weapons? so I just decided to pack it and move it elsewhere. You say if I had left it alone there's a chance my items would hav ebeen restored? damn. Also, since I lost everything, I made a trip earlier today to the large camp I had looted from earlier. As I opened the tents, they had the *exact same* items they had before I looted them. I looted the sniper and an MG, went back to my original camp and... it was all still there!!! It's a bit like the server "froze" all tents at a certain point, and any new tents have their contents wiped, while old tents (ie. the ones in the camp I looted) are restored. Very annoying. On another server, I set up another tent, very well hidden, 70% inside a tree. When I came back, this one, too, was empty, only there was another tent up right besides it! First thing I thought was "how the hell did someone find the tent and why the hell did they set up another besides it?" I unpacked my own original tent, and because it's inside the tree foliage, I can't pick it up. "dammit, lost another tent", I thought. I decided to check the new tent that was by the side, tho, and lo and behold, there's the option to "pack tent", as if it was my own! so I packed it and stored in my bag. Few hours later, I return to the same server, and the same scene is there again! empty tent inside the foliage, empty tent outside which I can dismantle. End of story, I lost several items that were inside the tent, but I recovered my original tent and got another one for free. TL;DR: Tents are behaving VERY strangely in this latest patch.
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Worst heli crash site loot ever?
[email protected] replied to Abreax's topic in DayZ Mod General Discussion
Worst loot I ever found on an heli was nothing. Either that or I couldn't find the bloody things in the grass as it was night, but I came in and out with nothing to show. -
This is a continuation of the other thread I posted. http://dayzmod.com/f...cter-evolution/ Since it touches on different aspects and the first post was already long enough, I decided to post it separately. I'm suggesting some new features to be added, and changes to the current systems in the game. Ideas here are less developed than in the other thread, so they're even more open to improvement and brainstorming. 2. STAMINA (and running, and zombie pursuit) As it stands, characters can run forever and swing their weapons until the sun stops shining, with no ill effects. I believe being tired should be a concern in a world this vast, especially when being chased by the restless dead. The answer would be simple: add a stamina stat. You run, you get tired. You swing a melee weapon, you get tired. You get tired, you must stop doing whatever you're doing, or you'll start doing it worse (running slower, meleeing weaker), and you'll eventually pass out. You'll also get thirsty quicker when exerting yourself (and much much slower than currently, if not tired) Stamina would be represented by an icon, much as the other icons already in the game, and would be hinted at with other visual/auditory cues: huffing and puffing by the character, double vision, increased body temperature. Regaining stamina would depend on simply resting (walking or standing at ease; being seated would be best). A short rest (30 seconds or so) would regain all stamina up to about half, and a longer rest (10 minutes or so) would regain the rest. The main effect this would have in the game would be to stop people from running all over chernarus with a tail of zombies on their back. At some point, if they hadn't been lost, the player would have to face them and fight, or pass out and be devoured. No attribute in the game would add to the pool of stamina, but increasing endurance (see my other post) would make it deplete slower. The heavier one's load, the faster it would be decreased as well. It's a simple system, implemented in several other games, and would work wonderfully. It would also make vehicles and bycicles more important for cross-country trips (meanwhile, overall slower thirst/hunger would allow one to hoof it without dying of hunger in two hours, but he would have to take breaks to rest, if running) 3. PLAYER LOAD (and its effects on stealth) Another simple suggestion here. We all hear the sound effects made by the character when carrying lots of water bottles, weapons, and other stuff. Quite simply, the more items a player is carrying, the louder he should be while moving (and the more he would tire - related to the previous suggestion). Carrying large bags would also make the player more visually conspicuous, thus making it harder to sneak around. This way, a player might want to find somewhere to his his bag before going into a town infiltration, or a team might prefer to select a lighter-loaded "scout" to go into a town and retrieve items. Large bags would be used in longer trips, while the smaller bags would be more silent, and useful even later in the game. 4. LOCKED CONTAINERS So, even though this is a "perma-death" game, everybody who's playing is striving to build something. To learn more about the world is a fun journey in itself, but acquiring better equipment is an integral part of the game. Right now, the only way we have to stash items which are not currently being held (which we do because we're either too full to carry them, or they are not useful at the moment, or because we want a safe place to store them in case our character dies and later retrieve them) is by putting them in a tent. Even forgetting about the numerous bugs related to tents at the moment, they are a nice, basic stash, but very vulnerable to looting, and being exploded, and run over. Likewise, some people have been fortifying buildings, either to stay safe from other players or deny them the loot in said buildings. The only way to do so at the moment is to use barbed wire. It looks and feels awkward, since barbed wire -can-, in real life, be bypassed if one moves carefully, and because locking a door with a padlock and a chain would be a much easier way to achieve the same objective That said, I propose a system that would allow for locking of tents and other containers, as well as doors. First, we'd need a series of different containers, and different locks, as well as the means to open them. 4.1. LOCK/UNLOCK MECHANICS Any container or door in the game should be able to be LOCKED or UNLOCKED. Once LOCKED, in order to save the hassle of having individual keys, each item would only be openable by the same characted who locked it. Once set down, containers could only be moved by the setting player (same as tents are today) Containers can be broken open with appropriate instruments. This is described below as the item's "integrity" level. A weak container could be forced open with just a toolbox. An average container must be broken open with a heavy melee weapon (crowbar or axe). A strong container can only be busted open with explosives. If opened this way, there's a chance some or all of the items inside might be damaged, depending on the force required. (Explosives have 60% of chance of destroying each item, melee weapons 30%, and a toolbox 10%). Also in the game would be lock systems - simple, average, and complex. These locks could be picked by someone, and a lockpick item would be used (and possibly expended) for the action. The decision of whether a lockpick attempt suceeds would be based on a random chance, modified by the complexity of the lock and the engineering skill of the person who locked it, against the engineering skill of the lockpicker. Think of it as someone locking a container or door and reinforcing that lock with chains and other deterrents. Locks would also have an integrity meter and could be forced open in the same way as containers. A destroyed lock, however, could not be transported and reused, whereas a picked lock could be looted and used elsewhere. Most containers would have integrated locks, which could be upgraded with a lock item. It would also be possible to add a lock (both destroyable and bypassable) to any openable door in the game. 4.2. CONTAINERS Containers could be obtained as normal items in loot spots. With the exception of the tent (3 slots, as usual), they each occupy as much space in a bag as their own storage space, plus two. - Tent >Storage space: fifty slots. >Integrity: weak >Lock: none - Crate >Storage space: twenty slots. >Integrity: average >Lock: none - Small locked box >Storage space: four slots. >Integrity: weak >Lock: simple - Large locked box >Storage space: twelve slots. >Integrity: average >Lock: simple - Small safe box >Storage space: six slots >Integrity: strong >Lock: average - Large safe box >Storage space: twelve slots >Integrity: strong >Lock: average 4.3. LOCKS - Simple padlock >Integrity: weak >Lock: simple - Strong padlock >Integrity: average >Lock: average - Large lock kit >Integrity: strong >Lock: complex So yea, that's what I had in mind for today. Suggestions? Problems? Please sound in.
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Dont lay down next to tent........
[email protected] replied to [email protected]'s topic in DayZ Mod General Discussion
My friend has been killed by trees twice and was left with a broken leg, in shock and pain once. Just for lying prone close to a tree. So, yea, definitely a tree problem. That said, I once disconnected from a game close to my tent, and the next time I spawned, I died immediately. Ran all the way from spawn to there, and my body was still there, with all my equipment, laying next to the tent. So, I'll never disconnect near a tent again. -
How do I set a Way-point with the map?
[email protected] replied to Zeorsq's topic in New Player Discussion
Is it true that everyone in the server with a map will see all the notes you jot down? If so, it'd be will advised to write down "my camp" in a map, heh. -
Zombies spawning too fast and too close
[email protected] replied to Doomlightx's topic in DayZ Mod Suggestions
It just looks silly, imo. Here I am, sneaking around, and POOF out of thin air, I have to turn back around and find another route. If I decide to kill them, tho, new zombies will spawn (not be attracted by the sound, but outright spawn out of thin air) again in seconds. This especially aggravating around heli crash sites. You kill the four zombies roaming around the heli, isolated amid the wilderness, and before you can find the crash loot in the grass, there are another 5 or six newly-spawned zeds around. Keep, killing, and they keep showing up. Where the hell were they hiding? So, yea, zombies should spawn from farther away so you can plan a route as you approach a town, and the area should stay clear for at least 10 minutes after you've killed all. Being surprised by a zombie that was well-hidden is ok, but should be avoidable with careful scouting. This is supposed to be semi-realistic survival game with limited ammo; crazy spawning a la left 4 dead shouldn't exist. -
I suppose we're fortunate he had the bug while fully loaded (and all items are restored upon connection), then...? very annoying, nonetheless.
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Thanks for the input. We'll play it as is for now (saving all his new loot in a tent) and wait for a patch, then.
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And yet his position in the map saves? I don't undersatnd... Also, the connection thing only happened twice in a 3 hour-long session. All the rest of the time, before and after, we were looting towns and killing zeds with no problems whatsoever. Is there anything he could do to try and fix this? Or should we just wait until he eventually dies and hope it fixes itself?
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ca_dubbing_counterattack Missing
[email protected] replied to ryahn's topic in DayZ Mod Troubleshooting
I've encountered this a few times, too. Doesn't seem to cause and ill effects in the game, so I just ignore it. -
DayZ- am I the only one who likes playing at night?
[email protected] replied to Inception.'s topic in DayZ Mod General Discussion
I love it. In a zombie apocalypse, it's only logical one would go into town at night to raid for supplies, since both zombies and hostile players depend on sight to spot you from far away. I don't even use NVGs or flares, I just squint and try to make out what's what. Use my ears to detect zeds and keep away from them. It's exhilarating. Moving around in daytime is looking for trouble. Both from zombies and from players. Which is fine, but it's a different part of the game. I'd hate that. Day already comes too soon, imo. At 4am it's already clear as noon. I'm a night walker. -
World too big for own good?
[email protected] replied to Necrofix's topic in DayZ Mod General Discussion
Agreed. Double would be awesome (and when I say double, I really mean quadruple area, as in: double the height and double the width of the map). It wouldn't need twice as many towns: You could just keep as many as there are now, but double the size of towns (even the "large" cherno and elektro are pitifully small, relative to real cities), and also double the space between them. This way, it would feel more real, vehicles would be more important, cities could have more personality, and you could flesh out the wilderness (hostile animals, foraging, etc). This is even more crucial. Imagine a 50-player server. If one in every two players has a tent, that's 25 tents that have to be hidden. But of course, a server's playerbase is not just the ones that are currently connected, as the time players access change a lot. Each server might have 200, 300 regulars. How do you hide 100 camps in a map this size? I think player interaction is just right, at the moment. If you want to keep away from others, you can. If you want trouble, you can find it. So double the size of the map (quadruple area) could house double, or up to four times as many, players. 200 players on a 900km² map? Yes, please. -
A Few Tips Coming from a Player with 180+ hours...
[email protected] replied to crispyglock's topic in New Player Discussion
Very nice tips, I've learned all of them for myself from experience. The only one I disagree with is "If you have zeds aggro'd don't be stingy with your ammo". Shooting spends ammo, and it also makes noise, which attracts other zombies and hostile players. Me, if I'm ever aggroed, I'll either try to lose the Zeds on a building, or run the hell out of town, lose as many as I can, in the woods, and only then shoot the ones I can't shake off. I've found the best way to try and clear a path through zombies is to either use a crossbow, or to stand far away and shoot with a revolver. The crossbow is dead silent and you can use it inside town, the revolver can kill zombies farther away than they can your you (as long as you're not inside town or otherwise surrounded by zeds) My favorite setup for risky trips to loot a town is just an axe and pistol - if I find a primary weapon there, I'll equip it. If I have bolts to spare, I'll take crossbow+pistol. If I feel I might cross hostile players, I'll take winchester+pistol. If I'm really looking for trouble, tho, it's m16+pistol, ak+pistol or FNFAL+pistol. -
Yea, I left some items in a backpack inside the tent. It was fine for a couple days, and then the server restarted and I lost a pistol and a rifle. So yea, when you log out, keep your most valued items on yourself, your second most valued items in the tent (it will save and remain even after a restart), and only the things you have no fear of losing inside the backpacks in the tent.
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Are we going to die if we go to the International Airfield?
[email protected] replied to Sacredify's topic in New Player Discussion
Went there once on a server with about 15 players on. It was night time. Not a single player around, looted everything and went my merry way. Didn't find anything especially good, tho, unfortunately. Came home with an AK and G17, was all. I'm still trying hard to find a GPS, NVG, and another tent so I can relocate. -
Im pretty sure they are taking either the l4d (survivors are immune) or the walking dead (everyone's infected) stances in the game. We know little about this infection, tho.
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Hotfix Build 1.7.2.3 Rolling Update
[email protected] replied to rocket's topic in Mod Announcements & Info
I really like how zombies behave in the new patch. The only time ive been spotted was when i was being careless, and it was clearly my fault, contrary to the buggy detection in 1.7.2. Ive also noticed zombies spawning half-buried in the ground, especially inside farm buildings. I still think the zombie spawing mechanics need a lot of improvements. They should spawn from further away; too many times i approached a building that was clearly zombie-free only to have a bunch of zeds spawn 20 meters away from me once i approach. Also, ive killed several zombies in areas such as a heli crash, only to have the entire group respawn a few seconds later. There wasnt even enough time to loot half the heli before i was all surrounded again. ZeD respawn is crazy right now; you should be able to clear places (especially an isolated place like a heli crash site) without having to fight another horde 28 seconds later -
Reminds me of the 2004 Dawn of the Dead movie... armored, chainsaw-toting buses... sweet.
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Only ever found one. It was my first, so I didn't hide it very well. It's in the middle of the woods somewhere, but it's visible if someone ever goes that way. Still, it's 4 days in, and unlooted, so I consider myself lucky. I don't trust the luck will last, tho, so I've been trying for a new tent to place is a better-hidden position for three days now, looting high-value residential and supermarkets, and I'm still to find a single one. Also, it has swallowed more weapons that I care to remember. I read somewhere it could hold 10 weapons, so I just dropped a lot of weapons there, only to later find they were gone. It seems it can only hold 5, in truth. That, and I left some weapons inside ALICES stored in the tent, and after a server restart, the tent and the ALICE were there, but the packs were empty.
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Yea, I was at a barn close-ish to my tent. I had my hatchet out, and as I went up the stairs, I saw a guy. I didn't even have my microphone on, so I just stared at him, axe in hand... He was unarmed with hands by his side. he was probably just spawning. As soon as he saw me, he disconnected. "Fair enough", I thought, "he was probably scared and left" and went my merry way to loot the rest of the barn. Found a winchester, equipped it, and as I turned around, there he was again. I quickly thought "well, if he wanted to flee, he wouldn't have come back to the same place, barely a minute later. either he's server-hopping to get the loot, or he's trying to get the jump on me. Either way, he deserves what's coming". So I aimed true, and BANG shot to the middle of his forehead. He was still connecting, I suppose, but I wouldn't risk it. He had some cans of food and bandages in his body. I felt bad at first, but then I saw I strangely still have 0 murders in my debug, and noticed the guy had a [PK] clan tag by his name. So I just killed a proud player killer while he was defenseless. I'm not losing any sleep over this.
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Considering items are the only progress a character makes, I'd love to see them fix items disappearing from inside backpacks in tents when the server restarts, and also a dialog saying "container is full" instead of just deleting the item I'm trying to place in a tent or backpack.
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I like the idea, I just don't know if it should directly affect speed. Someone fleeing a zombie will have adrenaline pumping at full power, and will run very fast. HOWEVER, if coupled with a stamina system, said person will eventually tire, and be forced to slow down, or pass out. The heavier the load, the faster stamina goes out. A specific strength attribute may or may not be needed (it could be folded into an endurance skill, which would also control how long you'd be able to run for, in any case)
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I feel the same as the OP. Here's my own thread on the issue: http://dayzmod.com/forum/index.php?/topic/32851-brainstorming-new-features-part-1-character-evolution/ Basically, anything that makes the character a true character, and not a generic robot that carries loot around, and can shoot and do surgery and fix helicopters and run and cook, would be good for me.