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Your DayZ Team
Kolchak (DayZ)
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Everything posted by Kolchak (DayZ)
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New Stealth System would be totally fine IF
Kolchak (DayZ) replied to Perrywinkle's topic in DayZ Mod General Discussion
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Is it just me? Killed by connecting players.
Kolchak (DayZ) replied to hkurban's topic in DayZ Mod General Discussion
Been killed by this too, there's not really a way to fix it though, not as long as your location is persistent, and I really doubt you want to have to trek in from the coast every time you log on. Hopefully it doesn't happen too often, like I said, been playing a month and I've only died to this once. -
Op, ignore these jackasses, Rocket himself doesn't like these hipsters and uber-hardcore kids. And this place is like this precisely because of what you just said. The devs are trying to get the "community" to do the social things on their own, apparently not realizing it's never going to happen. If you want to group up with someone, find some friends who have arma, someone you can trust with a vent/teamspeak and play with them, cause right now the only reason you might have not to shoot someone is if you can't spare the ammo.
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" This MOD is just becoming to hard to play ! "
Kolchak (DayZ) replied to Housedog's topic in DayZ Mod General Discussion
I'll say it again since no one seems to get it: Cans and bottles are for getting zombies out of buildings. You toss them onto a street or against a building nearby and the ones inside come outside. Give it a few tries, then you don't end up wasting ammo. -
To many Bandits? Suggestions for Co-op.
Kolchak (DayZ) replied to Dexadrine's topic in DayZ Mod General Discussion
I've been saying it for a month now: Unless there is a major, inherent, and obvious benefit for people to team up to offset the huge amount of added risk, teaming up with strangers isn't going to happen. Lots of people in this game seem to think zombies are there for shooting and sprinting away from, that kind of person is not a bonus to me, they're more likely to get me killed than help. Now if our characters had some way of expressing added confidence, a palpable change in mechanics to show being near another person means something good, then everyone would have a reason to try, right now the risk isn't worth the reward cause the reward isn't even guaranteed. -
Your thoughts on interior zombies?
Kolchak (DayZ) replied to Shaimou's topic in DayZ Mod General Discussion
Yes, when you pick them up you can hit F and it will eventually just say throw. if you tap the fire key, it lands about 5-10 feet from you, if you hold the fire key, you throw it up to about 30 feet. Hitting someting solid gets a better effect, so try to hit a building, or make it land on a street/pavement. It arcs a bit, so practice might be needed. -
Your thoughts on interior zombies?
Kolchak (DayZ) replied to Shaimou's topic in DayZ Mod General Discussion
Really? No one has made the connection yet? CANS, BOTTLES, you throw them, they make noise, the ones inside come outside. Seriously, cans are the answer. Just toss the can about 15 feet away, the zeds come to check it out and they just stand there afterwards. Sometimes it takes a couple tries, but as long as it's close and it hits something that isn't grass, they come to check on it. You loot at your leisure. When I throw a bottle against a house, every zed for 300 feet comes to investigate eventually, they just pile up where the sound came, it's like a smoke grenade now. You find them everywhere, keep a couple on hand for clearing out buildings. -
Stealth = Always Prone = Not a well-designed mechanic
Kolchak (DayZ) replied to ForcefulCJS's topic in DayZ Mod General Discussion
It's a bug in the "speed affects sound" department, they're ironing it out, just be super careful and use a combination of flares bottles and tin cans to herd them so you can get around... oh and stay away from streets and pavement as much as possible. -
Infected Detection behavior is not as intended
Kolchak (DayZ) replied to rocket's topic in DayZ Mod General Discussion
Sounds good. I'm making way too much noise when I'm crouch walking in a building. Think the whole speed affecting sound thing is screwing with it. -
Is it bad that I was really considering finding an axe or crowbar to carry with me around servers, just so I could use it to crash the artificially dark ones (servers that somehow remove the moon just to make it darker) until they restarted with proper lighting?
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Voice & Text Communication
Kolchak (DayZ) replied to Wüstenfuchs (DayZ)'s topic in New Player Discussion
Played for 6 hours last night: On servers without Side chat, I haven't been able to warn people about the melee weapons crashing the servers. Those servers have always gone down within 20-10 minutes due to someone messing with them. On servers with side chat I was repeatedly warning people about the melee weapons and the servers would stay on for around an hour. So if you ever want to know why we need side chat, there ya go. -
The Dayz Dichotomy.
Kolchak (DayZ) replied to Strategos (DayZ)'s topic in DayZ Mod General Discussion
Honestly, even though it's one of it's greatest strengths, the lack of stated purpose this mod has is going to become a real problem very soon, a house divided cannot stand. Like I said in another thread, this thing has exploded, it has more members than some fully fledged MMOs and it's in alpha. There is a market here, and I guarantee you the bigger publishers and developers have seen it. If the designers don't do something to flesh it out into a full game, something they can trademark, market to gamers, and (most importantly) protect, someone with a bigger budget and massive team is going to come in and do it before them. They're going to steal this idea and they're going to do it with an engine they custom built just for it. That fact alone is going to make their product demonstrably better in most ways. It's going to be a full game, it's going to have a story/progression arc, it's going to have a full hud, it's going to have PVP and PVE servers, skills/skill trees, more persistence. It's going to be everything the "anti-game" gamers here hate, and it's going to sell like crazy. It's going to leech the masses of typical gamers that made this so popular off of this mod, players who will pay for a better experience. Right now BI has Rocket working on this full time, but only because it's so popular and it's consequently making them money. It won't take much of the community disappearing before BI decides it's not cost effective to keep one of their coders working on this full time when he could be working on something that guarantees them a profit. If that happens, this mod will die, and that game will flourish, they'll branch off into sequels and DLC until the public is sick of it and then they'll discard it, and this amazing concept will be just another dead IP. The direction of this mod/game needs to be decided by the dev team, and relatively soon, otherwise, someone else is going to decide it for them. -
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WARNING: Do not install 1.7.1.2!
Kolchak (DayZ) replied to jonaswashe's topic in DayZ Mod General Discussion
Want to blame something, blame them for allowing servers to turn off side chat. Been playing the latest patch for 6 hours, in servers I could give a warning about melee weapons on side chat, server would stay up for nearly an hour. In servers without side chat, 20 minutes of play at the most, typically 10 minutes at a time. -
The only time someone gets stabbed more than once and lives is when the person stabbing doesn't know what he's doing. In "crackhead with a screwdriver" cases, yah someone can get stabbed 10 times and live cause they're just swinging wildly and the victim gets a hospital. You get a knife to the spleen once and you're going to be passed out in about 10 seconds from extreme drop in blood pressure/shock, dead in 30 from bleeding out. Knife to the lungs: deflated lung/sucking chest wound. Knife through the neck: carotid gets severed you pass out then bleed out, windpipe collapses, you choke to death on the air you're not getting. That's just with a knife, we're getting a hatchet. One good swing, even with a small hand hatchet directed to the back of your neck, and your spinal chord is severed. you're alive for about 15 seconds after that, realizing you're not breathing because the nerve impulses can't get to your lungs because there's a hatchet blade blocking it. Does it require surprise, yes, but is it far fetched, not at all.
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Murder rate is dropping i.e. 1.7.1 isn't the Bandit Apocalypse you all feared
Kolchak (DayZ) replied to chickenbandit's topic in DayZ Mod General Discussion
You know what people see when they look at data? Exactly what they want to. We can spin this any way you like: Murders went down because PVPers realized the loot was broken soon after the patch came out, so they're waiting to log in until they can get food and not die. Then they will resume their rampages. -
Make sure you don't have your pistol out, it makes you behave like a dink, making you go crouched, or stand to throw them. Keep your main rifle up and you can throw while prone. When I throw cans, I have better reactions if I hit something solid, plus the angle of the throw helps. If it skitters along in the grass maybe one sees it. If it arcs up and then lands like a bomb everything for a few hundred feet comes to see what the ruckus is. Try this at night: Throw a flare and some chemlights around it into a field nearby, then lob a couple of cans there. Now you've got a sound lure with a light trap. Zombies don't keep track of which light they've seen, so they keep circling around all the lights until they go out. Chemlights last for like an hour too.
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Night time: seriously! what the point?
Kolchak (DayZ) replied to Zosso's topic in DayZ Mod General Discussion
Yup, it's a persistent problem that hasn't been fixed yet, so people are going to keep making topics about it until it is. Until nighttime is navigable by default, people are going to complain on forums and in game they're just going to stick to daytime servers until they can get NVGs. Been saying that for nearly a month now. -
PROTIP: Having a hatchet is going to be very useful.
Kolchak (DayZ) replied to ssg (DayZ)'s topic in DayZ Mod General Discussion
I love this! I've been stating for a month that melee was not only possible but already done in the faces of the asshats who kept saying it was impossible to do with the ARMA 2 engine. Called them on being liars, none could refute me. Now we're actually getting melee. "This is like Christmas, getting my first BMX bike, and meeting the cast of Firefly all-in-one!" - Henchman 21 -
Rocket, GJ on this Mod But...
Kolchak (DayZ) replied to nahholmes's topic in DayZ Mod General Discussion
He's right, the only thing he could do is fire off the last few rounds he had for no reason just so you wouldn't get upset when his mag refills. It's a problem with ARMA2, it wasn't made for any long term amount of persistence, honestly it's amazing that the dev team has gotten this much persistence out of it. Fixing the ammo problem borders on insanity when it comes to coding. The reason it works the way it does is because your character is essentially destroyed when you log, and recreated from a list when you log back in. Game doesn't really have a way to instantiate a partially full mag, it just doesn't know how. The only reason we can merge shotgun rounds now is because they created a new item for 2 rounds by themselves. and when you have 4 you can "merge" them by destroying the 4 pairs and instantiating you a full mag of 8 shotgun rounds. That's also the reason that the double barrel can only use the pairs and the 1014 can only use the 8 stacks, they're not actually the same item. In order to save partial mags properly, they would have to make a new version of the same item for every round it could be missing. Instead of having one version of a winchester mag, you'd have 15, one for a mag with 1 round max, one for 2 rounds max, one for 3 rounds max, ect ect. and you'd have to destroy the old one and instantiate the new one every time someone fired. Considering how long it takes the server to destroy and instantiate an empty water bottle to a full one when I fill my water, it'd say this solution just wouldn't work. Refilling mags are one of the few things I'd say we just have to deal with, mainly because the alternative is not feasible. -
As a new player, This mod is so difficult its un-playable.
Kolchak (DayZ) replied to HamHamm's topic in New Player Discussion
Yup. Doesn't matter what the "hardcore" kids say, someone (IE big name development studios and publishers) will see there's a market for this. And if Rocket and BI don't start turning it into a real game, something they can trademark and protect, something even casuals can make some progress on, someone else is going to do it before them. They're going to rip it off, and not only that, they're going to rip it off with an engine designed just for the game. The game is going to be demonstrably better just because of that engine, and it's not going to be this "Experiment" as so many like to call it. There's going to be PVE and PVP servers, there's going to be a full on hud, nights are going to be navigable, there will be skills, there will be a story/progression arc. It's going to be everything the "hardcore" kids hate and it's going to be their own fault for trying to push this game so far into a niche state. That fully fledged game is going to get more money, it's going to leech players off this one, and it will eventually kill this one off if steps aren't taken. -
2 days of tweaking and still no full play
Kolchak (DayZ) replied to madvoid's topic in DayZ Mod Troubleshooting
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2 days of tweaking and still no full play
Kolchak (DayZ) replied to madvoid's topic in DayZ Mod Troubleshooting
Check minimal requirements, make sure you have what you need. This includes a video card, motherboard based video won't work. Now Uninstall everything through steam, manually go through and clean out the folders, delete them, start over from scratch. DO THIS: 1. Download ARMA2 and Operation Arrowhead from steam, both of them. 2. Play both of them once to initialize the install, make sure you get all the way to the main menu then quit out. (If either doesn't run, go to your library, right click on properties for the one that doesn't work and verify the files, if something didn't download right it will re-download and fix it. then try running again) 3. Go grab the ARMA 2 beta patch, unzip and run it. 4. SKIP six updater, it doesn't work for some people. Go to the mirror and manually download the files, that's all the .RAR files. 5. Unzip all those files to the same directory, you should end up with 14 files, no folders. 6. Go to your program files, in your steam folder, in steamapps, in common, find your ARMA2 operation arrowhead folder and open it. Inside make a new folder named: @DayZ and inside that folder make another new one called Addons. You need to end up with a path that looks like this : ...\Steam\steamapps\common\arma 2 operation arrowhead\@DayZ\Addons 7. Cut and paste those 14 files into the addon folder you just made. 8. Now go back to your ARMA 2 Operation Arrowhead folder and find a file named: _runA2CO_beta.cmd right click and edit it. 9. Go almost all the way down the document to the part after it says ':run' then make sure it looks like this: call "%_ARMA2OAPATH%\Expansion\beta\ARMA2OA.exe" "-mod=%_ARMA2PATH%;EXPANSION;ca;@dayz" "-mod=Expansion\beta;Expansion\beta\Expansion" -nosplash Do not mess with ENDLOCAL or anything after it. Now close and save it. Right click and drag the file you just edited to your desktop and make a shortcut to it. That will be your launcher from now on. Just use it when you want to play. -
PRONE NEVER FULLY REVERTED?
Kolchak (DayZ) replied to [email protected]'s topic in DayZ Mod General Discussion
One bar prone only seems to happen in VERY open bright areas, no grass or trees at all, that kind of thing. I didn't even mind the 1.7.1 change, mostly because we can lose zombies now, which really makes up for it to me. But, yah, it's MOSTLY reverted, not completely. Loot is the bigger issue, food is far too scarce. That's what should be brought to people's attention. Nothing was mentioned about it on the changelog, so I think it is a bug.