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tarquinbb
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Everything posted by tarquinbb
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heya, as title i would like to find a nice group of players (with mics) for my friend (from NL) and i (from UK) to join. we're both at the stage where we know the general layout of the map, familiar with game controls/mechanics and know the basic rules of survival/scavenging. therefore we're at the level where we're out to find lots of tactical action and have a laugh. i feel that a larger group of allies to assist, team up, hunt down enemies and share items etc will make the game more enjoyable! please pm if interested. thanks.
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assuming you're not a troll, i don't think you'll get very far without a microphone.
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1.7.2.5 still no sign from Dev-Team
tarquinbb replied to izodn's topic in DayZ Mod General Discussion
heh well if the 1 million people testing the ALPHA can't wait a couple of days for a major bug fix for a totally free game, maybe they should go away and come back when the final game is released? i mean wtf.... were the alpha WOW testers whining to the devs to fix bugs when a patch was 1 day too late? i think rocket's mistake was saying "patch expected on wed 1st aug (gmt)", don't give a time/date - people will be more patient that way if it has to be delayed (almost inevitible) -
1.7.2.5 still no sign from Dev-Team
tarquinbb replied to izodn's topic in DayZ Mod General Discussion
we all want the patch to come out ASAP. however, most people are patient.... like they have other things they can do with their time besides start negative threads along the lines of "THIS IS A F***ING OUTRAGE! WTF ARE THE DEVS DOING FOR THIS 100% FREE GAME??? IT NEEDS A FIX NOW - WHERE THE HELL DID MY $0 GO??? BECAUSE IT CERTAINLY DIDNT GO TO THE DEVS!!!" the artifacts make the game totally unplayable for me, but since i didn't give the devs a penny i will suck it up and wait for them to release a fix. -
all of those problems you listed have a decent enough 'work around'... except the artifacting which is rediculous and making the 'pvp' (fun) part of the game unplayable for me - but a fix is on the way. oh... and the hackers, alt+f4ers and server hopping ghosters - but they're just douchebags, there's no shame in getting beaten by a hacker or exploiter.
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I Met a Friend in Elektro
tarquinbb replied to CptDreadnaught's topic in DayZ Mod General Discussion
i wasnt being greedy, i was desperate. the whole story is that i got killed by a bugged out zombie attack (put me in a coma for about 10 minutes and then i couldnt move to escape once i woke up) and dropped epix lewt in the north, i had to get back there fast and elektro was my closest spawn (got killed like 4-5 times but kept getting karmenka/airfield). anyway, it was night time and i needed a FAST compass and food/drink to get my stuff back. it had already been about an hour since i'd died, so i didn't know how long my body would last. anyway, i found my body. if the guy didn't have an AKM then i wouldn't have shot him - but AKM in the middle of elektro when the firestation was blocked with wire? to me that says he's a pker (or an unlucky guy who looted a pker)... i couldn't take the risk. -
Admins that cry when they die (US 1621)
tarquinbb replied to Siggy (DayZ)'s topic in DayZ Mod General Discussion
are you seriously calling me a troll and think i'm sympathising with the OP? because if you are, damn you're insecure... i wasn't directing anything at you. if i joined your server and didn't like you then i wouldn't be back - and i wouldn't really think twice about it either, so don't pride yourself in the thought that i was 'butthurt'. -
Admins that cry when they die (US 1621)
tarquinbb replied to Siggy (DayZ)'s topic in DayZ Mod General Discussion
that's your prerogative... imo it's common sense across all games with community hosted servers to boycott them if the admin/moderators are incompetant. e.g. in other games a common occurrence is the lack of suitable server moderators/admins around to ban hackers. point being - if you don't like the admin you don't need to f***ing bitch and whine, you just find a server with a competant admin. -
Admins that cry when they die (US 1621)
tarquinbb replied to Siggy (DayZ)'s topic in DayZ Mod General Discussion
wtf is with the 'nothing will happen' reply? just boycott their server. then they're paying for a server where every decent player will avoid. -
I Met a Friend in Elektro
tarquinbb replied to CptDreadnaught's topic in DayZ Mod General Discussion
if you kill someone with at least 1 murder, does that mean you get a bandit kill? or in other words, if you have 1 murder are you a bandit? because i was in the elektro office last night, with a chemlight, and i turned into a room to see a guy with an AK looking the other way... so i panicked and fired my m1911 into the back of his head. now i have a murder, does that make me a bandit... or do you need like multiple murders to be a bandit? -
What is the point to DayZ, if not to kill players?
tarquinbb replied to Ozelot (DayZ)'s topic in DayZ Mod General Discussion
i wish people would stop saying zombies 'dont do a single thing' and the like... seriously... yesterday i got killed in berezino by a single zombie. i had 9000 blood and got knocked out for AGES (at least 2-3 minutes). i woke up with 2000 health and bleeding, but it was in total darkness and my character wouldn't stand up properly - i couldn't work out what was going on because of the dark - but i could not move and the zombie finishes me off before i work it out.. then it took me about 2 hours to reclaim my corpse... because i had gps, cz550 and all of the 'essential' stuff. dayz is basically an rpg, and one life only... therefore characters hold more value, which means pvp is about far more than showing off your aiming/dodging/game sense skillz. often, the lucky guy or the camper guy wins. pvp in dayz is waaaaay more 'thrilling' than normal FPS games, and the game is more thrilling just at the prospect of encountering another player. it's tension shooter vs 'twitchy skill' shooter. -
Running From Bandit Gunfire...
tarquinbb replied to Krisfallion's topic in DayZ Mod General Discussion
i think moving unpredictably is the key, but obviously there's only so much variation you can do while running to cover/away. it's certainly something i wouldn't like to try in real life, but i'm an avid shooter in a huge range of video games and it's certainly easy to hit a moving target if they're moving consistantly enough to anticipate their path. almost as easy as hitting a stationary target. there's always a chance you could get hit, but if you HAVE to move - go as quick and unpredictably as you can. -
Wow, the barracks are lame--NO THEY'RE AWESOME
tarquinbb replied to omgwtfbbq (DayZ)'s topic in DayZ Mod General Discussion
OP the reason there is 'no' loot is because loot only spawns when people enter within a certain 'radius'.... the server doesn't remember loot and zombies if there are no players around to see them. if you login too close (or inside) the barracks, then you should not get any item spawns. it's written into the game to stop loot/zombies spawning on top of you, but has the added bonus of making cross-server farming a little more difficult. i don't want to make you paranoid, but the only reason there WOULD be loot inside the barracks if you spawn inside, is if someone else is already in the vicinity (or has been ~10 minutes ago). maybe someone with an as50 scoped in through the barracks window. -
So how effective is the crossbow REALLY?
tarquinbb replied to -Atlas-'s topic in DayZ Mod General Discussion
i once picked one up in a barn with a new char, then a guy with an AK ran through the barn with zombie aggro. i twitch fired the crossbow and it broke his leg, then he got eaten by zombies and i got free stuff :D -
could someone please confirm if the artifact fix will actually fix the issues from BEFORE the latest build? i was sometimes getting artifacts in NW airfield, like weeks ago.
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what's the best solution to stop server hopping?
tarquinbb posted a topic in DayZ Mod General Discussion
something that's really bothering me at the moment is the nagging feeling that whenever i'm shot in the back shortly after encountering other survivors, they could have hopped to a different server and taken their new position via 'astral projection'. however this problem is very difficult to fix, the only obvious solutions have glaring problems which could be detrimental to realism and legitimate play. but it's essential to fix, because the community will never be able to unify and obide by etiquette such as 'DO NOT ALT-F4 OR SERVER HOP!'... the age old rule in gaming is that if something gives you an ADVANTAGE, then you take the advantage. you don't follow imaginary rules (naughty naughty alt-f4ers). the name given to people who create imaginary rules is SCRUB. obviously the use of hacks and certain exploits are well beyond the majority of decent people, with their respect to other gamers etc, but there will ALWAYS be a crowd of players who are not ashamed to alt-f4 or server hop/ghost. these lame tactics are a blatantly unfair advantage but you're not doing anything wrong in the light of the mod/game design, you're only doing wrong to yourself and the band of players who have created this 'honor among survivors' rule book. frankly, i think it's ruining the game. it totally sucks when you stalk someone for ages, then you shoot him down and he just disappears into thin air - along with his gear, and while you're still cursing the game he's waking up and bandaging himself on another server. how can it be fixed? the most benign solution i can foresee to combat server hopping would be to get servers to global announce players connecting/disconnecting (somehow bypassing the act of switching to a different profile). then you could cross-reference your disconnector with the broadcasted disconnect message, then be wary of him rejoining the game. this has obvious problems, and banks on the assumption that a server can identify a player account, because simply switching to a different profile name would render the entire thing pointless. are there any better solutions out there? -
what's the best solution to stop server hopping?
tarquinbb replied to tarquinbb's topic in DayZ Mod General Discussion
one extremely intrusive but effective idea i've been toying with, to deal with server hoppers, would be to play a distinct sound whenever someone's character joins the game within a 500(give or take) metre radius of your position. obviously if you're legitimately logging in, it would be harmful because it would alert anyone else within 500m that someone is within 500m of them. i'm not suggesting it's an ideal fix. however, it's a sacrifice i'm willing to take to warn people about the possibility of a player appearing somewhere you thought was 'secure'. even if it's legitimate play, you have to admit that it's still unfair if some guy connects to the server and spawns in a bush 3 metres behind you. when you first connect - you'll always be wary, but if you've scanned an area for an hour you don't expect a guy to teleport in at literally any moment. -
what's the best solution to stop server hopping?
tarquinbb replied to tarquinbb's topic in DayZ Mod General Discussion
i also haven't found a 'consistant' server to play on, i think i've only ever visited the same server like 2-3 times total, and that was on the same day when i found a tent packed with goodies. most evenings, a lot of the servers are either night time or full. therefore it's extremely hard to frequent the same server. how does it link to 'server hopping'? well firstly the worst type of server hopping is when you have someone cornered, and they hop to another server to effectively move to a better position and flank you - then rejoin your server and use l33t 'teleported to a new location' skillz to blind-side you. the second form, which is also kinda cheap, is farming loot spots such as barracks, fire stations, control towers, supermarkets, deer stands etc. this is cheap, but to be honest it doesn't really bother me in the slightest because it doesn't effect me. as long as the guy is not hopping server in order to kill my character via ghosting, it's tolerable. it's tolerable because you need to be some distance away from the building (not sure how far) otherwise nothing will spawn, ergo you still need to expose yourself and 'approach' the building every time. but it's obviously cheap due to the faster than normal loot speed. i think playing on 2-3 different servers every session is pretty normal... i just personally wouldn't even think of hopping servers in order to get a better position over another survivor, but people can (and) DO that crap... and it totally sucks. especially as there's no way to tell who you're up against - do you take the guy for a legit player or do you take him for a cowardly server hopper? -
what's the best solution to stop server hopping?
tarquinbb replied to tarquinbb's topic in DayZ Mod General Discussion
i would prefer if it was more like a 1 hour timeout when trying to return to your 'previous server(s) before the last one'... trying to kill a sniper >500m away is a patient game, i don't think 10 minutes is adequate time to 'move on' to avoid getting cheated by a server hopper/ghoster. although ultimately, nothing is stopping him getting his non-flagged friends (already on another server) to flank you. grrr -
what's the best solution to stop server hopping?
tarquinbb replied to tarquinbb's topic in DayZ Mod General Discussion
i do like this solution, as it would definitely eliminate server hopping, and it would also make alt-f4ing kinda pointless - because the disconnector would never really know when it was 'safe' to log back in... you could even build barbed wire around his last location, which would be hilarious. however, the major flaw with the solution is that having one single character accross all servers is one of the main features of dayz... multiple characters would undoubtedly lessen the tension, as you could quite easily build up several geared characters and alternate. it could be described as an 'arcade'-mode. the servers could probably store the character info, instead of the hive. i trust admins will be responsible etc, because like other games you can always choose to find a new server if your admin is an ass. but the real problem is 'abandoning' the hive. unfortunately i don't think it's the way to go. for a proper solution to server hopping without changing core features of the game, i think we've got to consider the possibility that it will have to be something totally intrusive (but essential to stop the hive abusers). -
What happens when items are dropped from your inventory?
tarquinbb replied to tufting's topic in DayZ Mod General Discussion
i believe they will disappear eventually, otherwise you could effectively 'kill' servers by looting stuff and dropping them all over the place. i've often stashed my backpack and non-essentials etc in a bush when i want to take a supid risk like the cherno firestation or supermarket, or the tents at stary. the items stay there for at least 40 minutes. however, i think the servers will delete them if they're under a certain amount of load... i remember reading that somewhere (not sure if it's true). -
Implications of the Arma2 weapon nerf - really that bad?
tarquinbb posted a topic in DayZ Mod General Discussion
I know this has been discussed (cried over) to death already, with tonnes of negative feedback. However, after thinking about it, do we really need an immediate patch to reverse the changes? I'm a believer in the philosophy that a change doesn't necessarily have to be balanced or realistic, as long as it's fun. Obviously you take them into consideration, especially if the game is based on realism and/or competitiveness. However, extreme realism and competitiveness translates to extreme boring and lack of variation. The damage nerf will have a noticible impact on zombie killing (and player killing) with certain guns, but it seems that relative to one another, the weapons are actually more balanced, for example shotguns - and that adds to variation and imo more fun i.e. a GOOD change. I don't want to go too in-depth here, so I'll just give some brief points outlining why imo it's not such a disastrous change. 1) lee enfield is no longer REDICULOUSLY strong or super loud (good & realistic balance change) 2) shotgun slugs now actually deal (substantially) more damage than a .45 (good & realistic balance change) 3) .45 is no longer the only viable sidearm type, damage brought closer to other sidearms (good & arguably realistic balance change) 4) ak74 (and variations) are now a bit weaker than m4a1 (and variations including m16) (arguably a good balance change because ak is more common, but not fully realistic because i think ak74 and m4a1 have almost identical 'stopping power' IRL) The damage system is obviously not final, and I'm not sure where rocket wants to go with regards to 'how many shots to down a zombie/player' etc, but where's the harm in making some of the 'obsolete' weapons more viable? (a nice weapon damage table can be found at dayzdb http://dayzdb.com/da...apon-comparison) -
Implications of the Arma2 weapon nerf - really that bad?
tarquinbb replied to tarquinbb's topic in DayZ Mod General Discussion
but .45 ammo is ten a penny. you probably found 500 x .45's in the time it takes you to find a single mag for the cz550 etc. there's a clear line where any more realism is counteracting the FUN. making some of the most common guns in the game far more powerful than some of the most rare guns in the game is certainly crossing that line. requiring 12 shots to kill a survivor is stupid, yes. but you're in the wrong thread if you want to whine about that. -
Implications of the Arma2 weapon nerf - really that bad?
tarquinbb replied to tarquinbb's topic in DayZ Mod General Discussion
it usually does not take four or more shots in real life to kill someone with a 9mm. what is your point? the amount of stopping power to kill a living infected 'zombie' is contestable. i would argue that if you can kill them with a guaranteed single .45, then it should NOT require a guaranteed 4 x 9mm rounds. it should be more like two, to be a viable alternative to the .45 instakill shot. HOWEVER. if the infected are crazy, already suped-up on epinephrine or whatever and don't feel pain or emotion, it's not unthinkable that they don't die instantly if your 1-2 initial body shots were unfortunate to miss the vitals... like maybe the heart and spinal cord would be near instant death. the UNREALISTIC (lol, referring to the human physiology/ergonomics - not the realism of zombies) thing is that they don't fly backwards a couple of meters after taking a .45 shot at point blank - but that would be kinda hard to implement at this stage. -
Zombies way too hard now
tarquinbb replied to A Bush killed me's topic in DayZ Mod General Discussion
actually they have enhanced feral demon eyes. (find proof that they have rotted out eyes and i'll find proof that they have demon eyes)