Forums Announcement
Read-Only Mode for Announcements & Changelogs
Dear Survivors, we'd like to inform you that this forum will transition to read-only mode. From now on, it will serve exclusively as a platform for official announcements and changelogs.
For all community discussions, debates, and engagement, we encourage you to join us on our social media platforms: Discord, Twitter/X, Facebook.
Thank you for being a valued part of our community. We look forward to connecting with you on our other channels!
Stay safe out there,
Your DayZ Team
-
Content Count
51 -
Joined
-
Last visited
Everything posted by resident emil
-
No Side Chat turned me into a Bandit and game less fun
resident emil replied to big_t's topic in DayZ Mod General Discussion
Not much to add since ZedsDeadBaby posted. But removal of the side channel strengthened this game tremendously. The game you other people is looking for is called Instant Messenger or possibly IRC. When Rocket explained that he made the mod to make people feel something within a gaming context, I'm pretty sure he didn't mean the feeling of a giggle coming up after reading something funny someone is writing in the side channel. To all people saying "I bought this game to have some fun", maybe next time buy a game that is made for fun. This mod is explicitly NOT made for a jolly good fun time. Why do people continue to look for something in a game that is not offering what they are looking for? -
-
Solution for server hoping to gain position.
resident emil replied to PintOfBass's topic in DayZ Mod Suggestions
This is a good solution which doesn't seem to punish legitimate server switching. Personally I am open to an hour cooldown, but anything down to 20 minutes would probably hav the desired effect. -
Spawning Without a Weapon: All of My Butthurt
resident emil replied to Dix_Johnson's topic in DayZ Mod General Discussion
Not sure why you are so aggressive? I removed most of your quote as it seemed unnecessary to repeat all of it in my reply. You don't need to watch any videos as reading my post would be enough to justify the point I am trying to make. Then you are of course free to watch or not. Totally up to you. However, both my post and the (optional) videos clearly show that surviving is not hard with the latest patch. It's not easy, but claiming that the game is broken is just plain ignorant. The videos show that your final conclusions are plain wrong: - You can outrun Zombies (I do it in the videos) - Not even close to all weapons are guarded by zombies. I loot at least three weapons that are not guarded by zombies. Whether you chose to take in this information is up to you. From my perspective it seems you do not know how to play the game. -
Spawning Without a Weapon: All of My Butthurt
resident emil replied to Dix_Johnson's topic in DayZ Mod General Discussion
Please read this post I made yesterday and watch the accompanying videos. Survival with the latest patch is not hard. You DO run faster than Zombies. You can get rid of them. You can loot without being interupted by Zombies. http://dayzmod.com/forum/showthread.php?tid=17913 Good luck! -
Hi fellow survivors! I died from a stupid mistake yesterday. Don't we all... Anyhow, I re-spawned down at Otmel in south-east Chernarus and decided to check out Zombie behavior in DayZ 1.7.1.5. So I began running (full stand up sprint) north towards Berezino. At the houses just south of Solnichniy I managed to attract a fairly large Zombie train, but I kept on running north with the angry mob breathing down my neck. Approaching Solnichniy I decided to see if I could get rid of them, so i started running through and between a couple of houses and managed to loose the Zombies. Sneaking around in the outskirts of Solnichniy I heard gun fire and found another survivor who were shooting Zombies in some stables. He asked for morphine which I didn't have and I asked him for food. We had a short conversation, then he ran out of ammo and was killed (sorry I could not help you Mattias, I had no gun). The stables were full of zombies he had attracted during his attempt at survival, and I desperately wanted to get to his loot as I was getting both hungry and thirsty. After finding an empty can on a dead zombie I used it to distract Zombies from his body and looted him. Almost all zombies left the stables to investigate the noise. the ones who stayed inside however gave me a beating, but I survived. I then continued to Berezino where I raided tents, supermarkets, hospital and a house :) There are several interesting spots in these videos where you can see at what distance, sound level, stance I do or don't attract zombies. Conclusion: 1.7.1.5 Re-spawn survivability chances: Great! :) At the beginning of this adventure I had very good frame-rate (50-55 fps, I use to have around 30 fps). However, after an hour or so it was down to about 25-30 fps. Part 1: Part 2: Part 3: Part 4: Part 5: Enjoy!
-
Download Beta Patch and see the difference :)
resident emil replied to combatcomm1's topic in DayZ Mod General Discussion
In the six weeks I've been playing DayZ I have never encountered the "rampant kill-on-sight problem" so many people are talking about. I have run into more than 10 unknown survivors with no hostility. I have looted supermarkets, scouted hospital, killed zombies together and then parted ways without any incidents. I have been killed four times: * Twice by unseen player * Once by two guys who acted friendly and then simultaneously shot me and my friend. Apparently they synced their action over skype/teamspeak whatever * Once by Zombies I once shot a bandit unprovoked and have regretted it ever since. He entered the tower in the Elektro powerstation, I was on the roof. My friend spotted him from afar. I shot him when he got up the stairs. Don't know how he got his bandit skin, who he was or anything. I got a bandit skin myself a couple of days later when I defended myself and a friend from an unprovoked ambush (hi Sparky & Zeke :-) This put the whole bandit skin thing in perspective for me. Glad it's gone... EDIT: Remember two other early deaths. Both in my very first dayz playing DayZ: * First time I played DayZ I found a sniper rifle. Can't remeber where but somwhere east of Elektor I think. I was moving towards the lighthouse east of Elektro when a bandit came running on the field between the road and the lighthouse. I shot him with the CZ-550. However I died when I tried to loot him. Possibly he wasn't dead, possibly someone eles shot me. * A couple of days later I was looting the farm just outside Prigorodky when I saw a survivor body just outside the big barn. I slowly approached it and started to loot his gear. All the while I was thinking "Hurry up, this might just be a trap. Come on, just leave the rest...", and then. BAM! I was dead... -
[VIDEO] This is why people shoot first
resident emil replied to iamredseal's topic in DayZ Mod Gallery
Why did you speak so low? (check your mic input volume) Why didn't you try direct text chat at least once? Why did you approach after not getting any response? -
Friendly survivor system (hard-coded 'friendliness')
resident emil replied to Sabata (DayZ)'s topic in DayZ Mod Suggestions
Hi, I am generally against this kind of solutions and more for mechanics that add incentives to working together. I do believe that I understand what Sabata is trying to explain. However, there are some mechanics that are not explained in his post. If I understand it correctly: * Two people who both choose this FF-off option can no longer shot each other. * They can still shoot other players who has not chosen the FF-off option. (including bandits) * They can not shoot anyone else who has also chosen the FF-off option. Neither can those players shoot them. * If anyone chooses to re-enable the FF-on there should be a cool down (and visual indication) hindering people from just turning it of and killing friends by surprise. This would _not_ hamper bandit behavior. Neither would it hamper friends ability to defend against bandits or other survivors. This would possibly increase peoples willingness to team up with unknown players. -
20 words or less: Super-Low Humanity Detection
resident emil replied to rocket's topic in DayZ Mod General Discussion
YES Test everything while alpha. It's a reasonable mechanic. Not exactly punishing murderers. Adds new game play options. -
20 words or less: Spawning without a weapon
resident emil replied to rocket's topic in DayZ Mod General Discussion
YES Would love spawn gunless. Would team with unarmed. Game needs challenge. Alpha to try things. Failed word limit before. -
20 words or less: Spawning without a weapon
resident emil replied to rocket's topic in DayZ Mod General Discussion
I usually put my balls to bed before playing DayZ, as they are not really needed. Rocket: I can't see why you thought this to be a retarded idea? Unorthodox, challenging or provocative maybe, but retarded? No. Spawning without a gun should be a prerequisite in a harsh and unforgiving zombie apocalypse simulator. To all people whining about this increasing the coastal murders, please read my previous post on the subject: http://dayzmod.com/forum/showthread.php?tid=10806&pid=99439#pid99439 This is actually an opportunity to verify how much mindless killing is actually taking place. -
20 words or less: Spawning without a weapon
resident emil replied to rocket's topic in DayZ Mod General Discussion
-
20 words or less: Spawning without a weapon
resident emil replied to rocket's topic in DayZ Mod General Discussion
YES - Possibly choice of handgun OR rifle OR map, compass, knife and matches? - Weapons are quite abundant, no reason everyone should have handgun and rifle. - Will people still shoot on sight even if victim is defenseless? Believe this will provide important data to understand "griefing" amount/behaviour. Sorry, but it is almost impossible to discuss in a meaningful way in 20 words or less... -
I found a tractor and lived to film it
resident emil replied to resident emil's topic in DayZ Mod General Discussion
:) When we logged on yesterday the tractor was still where I last did the "Save tractor", even though we were on another server. My friend decided to try it out but died immediately when he touched a chainlink fence with the tractor. Delicate stuff those Chernarusian tractors... Some observations: No zombies spawned a s long as I was in the tractor. The zombies I plough down either spawned when I exited the tractor or was spawned by another player. Half a tank of fuel easily is enough to drive across the map. It's a bit tricky to get the "refuel tractor" option. I had to dance around the tractor a while before it showed up. I needed to climb up on top of the big fuel tanks to refill the jerry can. I got no kills for zombies I ran over. -
Daytime (at night) on all tried european servers
resident emil posted a topic in Mod Servers & Private Hives
Hi, Tried to search the forum prior to posting this. Me and a friend logged in to play yesterday night (GMT+1). Every server we tried (SE, FI, UK, FI, CZ - at least 10-12) were having daytime. Usually you need to search around a while to find a inverse timezone server in the EU, but yesterday EVERY SINGLE ONE of the servers we tested were inverse time. We tried so many that we started to expect that it is some kind of bug. Or did every EU server admin all of a sudden decide to switch to inverse time? In the end, we couldn't find a nighttime server and went playing some arma instead. Br, RE -
Daytime (at night) on all tried european servers
resident emil replied to resident emil's topic in Mod Servers & Private Hives
Thanks for the info regarding a possible bug. It sounds like that might be the problem. Tansien; we tried both SE9 and SE10 at 22.00 Swedish time (GMT+1, i.e. 21.00 GMT) and both were daytime (not dusk or dawn but shining sun. -
Humans are built for Information exchange - solution to Excessive PKing
resident emil replied to combatcomm1's topic in DayZ Mod Suggestions
I agree with OP, these are good ideas. I also object to all ideas regarding safe zones and "no PK" buildings. What I would like to add to this discussion is: Please remove the kills counter. Pressing "I" ingame shows a kills leaderboard that I guarantee are driving some of the PK's ingame, "Look at me, I haz the 500 kills. I'm The badassest mofo around!!!!". Im not trying to ban kills, just the automatic counting of them. If you kill someone and want to keep track of your kills, you have to remember it yourself or make some mark in your notebook next to your computer. You will never be absolutely sure you got a kill unless you stay around the target until you are absolutely sure. But most important, you have nothing to brag about unless you communicate with other people. If you want to be infamous as the worst murderer, you will have to work on that image. Ofcourse kills should be removed from the debug monitor too. -
Servers that are unorganized probably doesn't want this, as they would otherwise organize to do it. Servers that are organized should be able to accomplish this without implementing safe zones in the game. I agree that there are issues that make this hard, or at least hard to uphold such a safe location. However, the beauty and originality of DayZ is 100% due to the fact that it is exceptionally player driven. If players can't trust each other and work together well enough to create such a place, I guess they don't deserve it.
-
Why can't I join servers with BAF installed
resident emil replied to doonbugie's topic in DayZ Mod General Discussion
I had the same kind of problem with Private Military Company (PMC). The fix was to apply the latest patch to PMC. -
Too many downsides playing night?
resident emil replied to Evilsausage's topic in DayZ Mod General Discussion
Me and my friends do _not_ brightness/gamma/hdr hack the night. Also, we prefer playing at night. Zombies are rarely a problem if you are cautious and plan ahead a bit. Also it's quite nice with fewer player encounters at night. Yesterday I walked alone, at night from Otmel to Mogilevka. Didn't use flares until closing in on the town, except one at spwan to get my bearings. It's a very nice experience. If you find night play impossible (or just too hard) you are doing it wrong... -
Why do you need artificial objectives/missions when the world is full of actual objectives/missions? What good would a bunch of stupid NPC's be except as cannon/zambie fodder? Go save some survivor who is stuck bleeding in Elektro or something instead. Set your own objectives. Roleplay. Pretend that you're a team of scientists out to collect samples from zombies. Treat every survivor as potentially infected and shoot them on sight. Pretend that you need to go to Elektro to collect samples at the hospital and that you need to get back to the airfield within 36 hours to be evacuated. Pretend that you're a former law enforcer. Study other players from afar to evaluate if they are good or bad. Take out the bad ones, help the good ones. Roleplay that you are slightly stupid and blindly trust everyone. See how long you can survive this way. Each time you get killed by a survivor. Respawn and slightly adjust your morals. Only trust people who lower their guns, then only trust people with noob equipment, then only trust people who blindly trust anyone. Or drop all your weapons and promise yourself to not pick up another one until you crossed the map. Or decide only to live from wildlife and only drink water. The possibilities are endless without the need for artificial content.
-
Early in gaming history, like way back in the seventies-eighties, there was a wish to emulate realistic situations in adventure games. Since there were several restrictions limiting how this could be done (hardware limitations, no internet so no multiplay etc), developers had to find ways around those limitations. Another issue was that gaming was still (and would be for many decades) very influenced by traditional storytelling, and was as such pretty linear in its nature. One solution to these problems were to implement NPC's (Non Player Character) in the game, with the purpose of driving the linear story and assigning missions to the player. Thirty-forty years later we are still stuck with this solution. Most modern MMO's still utilize NPC's to drive the story and assign missions. Even EVE, which I regard as a quite progressive MMO, has NPC's doling out missions (Kill that pirate, defend that outpost, mine this much Veldspar). Now that the technology and we as players has matured to a state where this NPC structure is no longer needed, we still try to force this mediocre solution where it is no longer needed. DayZ is giving us an opportunity to get rid of NPC's and linear mission design, and is moving that responsibility to us as players instead. The mechanics for player driven missions is already in the game. Sure, there are things that could be implemented to make this smoother, but it already works. Why would you want an NPC telling you "Go fetch me 10 cans of baked beans. Then I will send you to collect 10 cans of soda", when you can have a real player ask you "-Im in a really bad shape. If you give me a transfusion I'll give you my AK". Then you could tell him "-I have no blodpack. But if you'll give me 3 makarov mags now I am willing to raid the hospital to get you the blood", and the mission is on its way. It would be nice if you could stash stuff for at least a couple of hours, "-There's no use shooting me and taking my AK as I have already stashed it. I will tell you were it is when I've got the transfusion". This would be totally in line with the game's trust issues. The options in this situation vastly exceeds the options in normal NPC interactions. Another feature that would support this kind of player driven missions is if we could leave notes to each other. Let's say notes could be taped to church doors and town limit signs, "Me and a team of four passed thorugh here on may 21. Found loot in red two story brick building. Left MP5 mags and metal scraps in church. Heading north. Need AK mag's and food if you're willing to trade. /Emil". Or, "Found unmarked military camp 1km NW of Pusta. Zombies encountered far outside the camp. Beware!". (I haven't found such a military camp at Pusta, it's just an example). Do you see the potential for this in the game? Good luck out there, Emil
-
Hi, In this message I will try to give objective feedback on issues and observations I made in the latest patch. Then I will give a short and more subjective summary of my impression of the current state of the mod. I played approximately 5 hours yesterday, all the time on Swedish server (I'm Swedish) SE1-6. I was playing with three friends who I communicated with on skype. Issues and observations: * Last time I left a 1.5.6 server I was badly wounded (bleeding with ~3000 blood left, unconscious with hourglass slowly running out) after my friend accidentaly shot me in the face. Apparently his gun fired when he clicked the disconnect button. * Logging in first time to 1.5.7 game I respawn on beach at elektro. I am now completely healed and have all my loot from last session. I am gratefull for this but this is probably not how it should be :) * At the beach there were approximately eight Zambies fairly close (within 50 meters). I study their movements and sneak between two. I draw no attention from them,. Later I am sneaking past a single Zambie who is even further, this time however I draw his attention. Both times I am sneaking through high grass. Is the Zambies sensitivty possibly "erratic" by design? * Lying on top of the Poweplant I can see approximately 35 Zambies in the field bewteen plant and elektro. This is about the same on all servers I play on. The Zambies movements are all smooth and seems to be working well. However, yesterday I experienced a lot more player lag, that is when the position of other players are not correctly synced between clients. Example: "-Friend one, why are you continually running into a tree 50 meters ion front of me?", Friend One says "-I am not, I am standing right beside you". I experienced this on 1.5.6 servers as well just not as frequent. Yesterday this seemd to happen every 4-5 minutes. My friends experienced the same. This issue was not apparent when it came to Zambies. * For the first ~2 hours all servers we played on (SE1-6) gave the "No message recived for XX seconds" message after approximately 10-15 minutes, and then seemed to be restarted. I'd say this stopped when we had changed servers 8-10 times (I believe we finaly ended up on SE2). This might have coincided with us moving inland away from Powerplant. However all players seemed to be affected so was probably not due to our behaviour. * My client crashed for me three times yesterday (Arma completly freezing, error message in windows something like "The Arma II application has stopped working"). Before it has only crashed once (during approximately the same playtime). Restaring Arma II and continuing playing worked well. * Since 1.5.7 the inventory GUI seemes to have changed behaviour. When I click my backpack and select open bag, the GUI no longer graphically shows the contents of my backpack. My backpack contents are only seen as numbers in the left item column. * One of my friends claims that he could not fire his weapon (Makarov) while standing in water. He was at beach with his feet just barely in the water. Moving away from the water he could then fire his gun again. * I am aware that this is a known bug, but for the sake of completenes I mention that the Zambie spawn is to frequent. Clearing all Zambies surrounding a barn and then finding new ones spawned when exiting ~5 minutes later is a bit much :) Personal experience and comments: Yesterday I read quite much on the forums about the Zambie increase before I had a chance to play. Honestly, I was expecting even more Zambies :). I find the increased number of Zambie's to be fantastic for the game. Now it really takes some serious consideration and planning before approaching potential loot. Moving towards Pusta we (four of us) then spent quite some time scouting it out and deciding on an approach. We looted one barn and decided it was good enough, left the other houses untouched and moved out. A really amazing experience in every way. We also had the opportunity to help a fellow survivor (Shad I believe) who was running around outside powerplant followed by ~20-25 Zambies. We shouted "Shad! Run for powerplant" and began popping Zambies from the roof. It felt like lifted directly from a Romero movie (one of the older ones :) ). People generally seemed more friendly and scared yesterday. The opportunities and incentive for forming teams seemed greatly increased. I read in a post where you summarized that: too few Zambies = PVP, too many Zambies = PVP. However, with many Zambies, then at least the risk of PVP'ing is greatly increased. Just firing a single shot might draw hordes of Zambies from a nearby hunting tower, village or whatever. To the people who "just can't move anywhere because all the Zambies"; Yesterday two of my friends walked (sneaked, walked, ran) from Komarovo to the Power Plant just north of Elektro. They followed the powerlines that start between Balota and Vysota. Except for some fighting on the beach, they managed to sneak past all Zambies. They encountered one other player who was invited to join. He friendly declined and they parted ways. Together we then (four of us) moved to Pusta, where we looted the barn. During the five hours we were playing, one of us was killed. He was sniped by someone on the roof of the building across the street from the hospital in Elektro, while he was crouched on the powerplant roof. Such is the game. He respawned and managed to walk (sneak, walk & run) from east of elektro to Pusta without drawing neither Zambie nor survivor attention. Rocket, I hope the objective issue descriptions and my subjective experience is useful to you. Thanks for the best gaming experience in a very long time! /Resident Emil (Ingame: Emil)
-
1.5.7 Issues & Observations
resident emil replied to resident emil's topic in DayZ Mod General Discussion
I see. Thanks. Never realized that before :)