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wasrad
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Everything posted by wasrad
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This right here. I look forward to never donating to his server, where as had he been mature and adult in his explanation, Id send a minimum $20 right now. I have already dontated a total of $115 to servers with decent human beings as admins.
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Thank you for the information....but let us get something straight. 99% of the players do not know how things work on the back end and a good chunk of those players wouldnt even understand the technicalities to begin with it to begin with. The people who would understand this, prior to your post and as far as I know, did not have access to this information and could only hypothesize how it works. Therefor, a good majority of people are lead to assume that because they could easily get into one server a lot quicker than the one they had previously waited 20 minutes....or more....to get into, that server hoping like this did not have any affect on the master HIVE server. I am very certain that that 1% you are immaturely and disrespectfully calling "impatient children who throw fits and temper tantrums and ruin it for the 99%" are actually 99% of players. In fact, this was posted on the dayz developer twitter: From the DayZ Dev Twitter Account: Try another server. We had security issues so main system rebooted. So some server admins haven't caught up. Try another server The community was directed from the dev team to try other servers. I do understand that, being in the know of how things work on the back end, that seeing this could be frustrated but you obviouly have not considered the fact that most people do not know how it works nor do they really care as they want to try out this new mod that all the major gaming websites having been making front page articles about. I would suggest you acquire the following before making any future posts regarding technical issues DayZ and its network are having: http://www.merriam-webster.com/dictionary/tact Thank you for your efforts that you have put forth into DayZ and in the future, try to be less of an asshole to the DayZ community.
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Why does hardly anyone go north??
wasrad replied to [email protected]'s topic in DayZ Mod General Discussion
LOL....that is absolutely awful -
yeah I already have to do this enough in real life while playing the game....nothing like having to stop my raiding party right before we hit a town cuz I have been holding my piss in for 30 minutes....
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No. I have a 80, 60, 30 and 20 year old guns. The only maintenance I do is clean them after I take it to the range which i dont even have to do except when Im using surplus corrosive ammo.
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Alliteratively, I think you can just open your inventory and double click what you want to consume. I cant verify this right now, though as I am not at my home PC....but you should really be keeping that stuff in your pack
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Why does hardly anyone go north??
wasrad replied to [email protected]'s topic in DayZ Mod General Discussion
Nailed it. There are people inland but they are often hugging the trees....watching...waiting.... -
Suggestion: Keep your consumables in your backpack. The only thing I keep in my active inventory is ammo for the weapons I have, flare/chemlights/frags, bandages and pain killers. Food items can easily be switched over as they are not a must-have-now item
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zarglife has a lot of this already implemented and it works out pretty well. Too bad you get get banned for using the stun guns as civies and heaven forbid you stun a cop as opposed to killing him :\
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Nope. My group of 7-10 people were in Stary Sober last and while we were putting down the zeds, the next respawn wave would start before we could finish with the previous and we could not get out of the warehouse and over to the military camp enough times to keep up with the nonstop CoD-like wave of zed spawn.We eventually said screw it and bailed out to the east very low on ammo and with several people killed. I am all for a hardcore challenge but when you have gone through literally hundreds of rounds of ammo and have zombies piled up everywhere and not a damn thing to show for it, it really takes away from the experience.
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Im not sure this would be possible due to the fact that zed AI is run locally and not on the server. You could have it so that open fields spawn a few but from what I understand the server doesnt run the AI to avoid desync issues
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Killed a survivor found a VSS on his body.
wasrad replied to Craggles's topic in DayZ Mod General Discussion
I dont see it in the loot tables http://picacid.com/arma2/loot_en.html -
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This mod is better NOW then ever before
wasrad replied to goldengears's topic in DayZ Mod General Discussion
In most the bigger towns, like Stary Sober, as you are finishing the first wave of zed spawn, the second is already coming in. The scarcity of ammo also makes it not worth it as well. There ahve been several times where my group and I will run out of ammo we had just looted because it is a nonstop wave of zed. I am all for a challenge and makign a person decide if it is worth raiding a town or not but virtually unlimited zed spawns is CoD level of gameplay -
Yeah, it is esentialy a force field. Any bullets/mortar rounds/etc are simply removed from the game when they are in certain sectors of the map as well as one zarglife uses where you are automatically warned then killed if you fire so many rounds inside a certain areas, spawnpoints in the case of zarglife. The only issue with the force field is that all you ahve to do is wait until someone leaves it and POP goes your weasel
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Anyone else like night-time better?
wasrad replied to clevelandtyler2's topic in DayZ Mod General Discussion
night time is very fun but it does get old after a couple hours. Iday cycles need to be quadrupled or something so I dont come home from work and either have to play in the dark all night or play with 250 ping on russian/euro servers :\ -
There are several scripts for ARMA out that remove fired munitions from the game within certain areas.....but then all you have to do is wait until people leave that safe bubble.
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The first rifle I bought was an M44 and I had never fired one before. That gun could aggro a town of zeds 5 KM away it is so loud. It should also break a bone after you put 5 rounds through it :) I always have to wrap a tshirt around my should when I take that bad boy out
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So here are some things I have been thinking about that would add to the game. 1. The ability to use the powerplants and substations. Most of the work has already been done and I am sure loyalguard would be more than willing to help and share his code. This would add on a whole new element to the game and make nighttime a bit more playable....once everything got fixed...and was protected. http://www.armedassault.info/index.php?game=1&cat=addons&id=1434 2. The ability to get the train working! Again, most the work has already been done! There is not a lot of track on chenarus and it kind of goes off the map but this would make for some interesting scenarios. www.youtube.com/watch?v=T2vsilkiSWE 3. 1 or 2 artillery pieces. This would be exceptionally useful with all the zombies. Obviously there are several mods already done to implement a decent arty system. Make the parts and ammo rare like with vehicles. With limited amounts of ammo, it would cause the groups that get it built to be very sparing. It would be badass to shell a zed and/or bandit infested town before going in. 4. A couple more military vehicles would be nice. A HMMWV with CROWS would be bad ass...a BMP or bradley would be awesome as well. Also, rebel vehicles like technicals 5. Crafting. See the zarglife mod for examples of this. Have areas what have resources that need to be harvested and certain areas where crafting can be done. Crafting stations would require power to the town that it is located in. Crafting times should also be implemented and maybe even a way of leveling up crafting skills. If you die you lose your crafting skills, so the other players would have to protect their crafters. Crafting stations for certain items should be randomly spawned at the start of each game. 6. Airdrops/strikes/reinforcemnts? See below for each class 7. Maybe have distinct teams? I get that the idea right now is to just kind fo go along with your own story, so to speak...but maybe have a civ team, a bandit team and a military team...and now that I think of it..why not zeds? I guess you could maybe play off of the humanity system with this but to me I think it would be a better idea to just start as whatever team you want to be on. I guess if you did the humanity thing you would have military being high humanity, civs inthe middle and bandits...where else...but in the low humanity scores. Im not too fond of the humanity system in its current state but hey it is an alpha. Each team could have certain pros and cons. Also, I think spawnpoints should be random as they are now so as to keep the 'omg where are my guys and will i make it to them alive' aspect of the game. Im gonna spew some brain diarrhea so bare with me: Civilians: Can repair civ vehicles, the train, power substation. Can craft medical items, flares, matches, flashlights/batteries. Maybe craft civ weapons like the enfield or revolver. Civs could also have the special ability to revive fallen players of any team. Either way, civs should be able to play an important role to bandits and the military...it is just a matter of who the choose to support. Maybe have the ability to call in a supply drop with parts, food and medical supplies? Bandits: Can repair bandit-like vehicles like technicals. Can craft items like IEDs, RPGs, AA, opfor weapons like the AKs and their ammo. Maybe have the ability to call in reinforcements? I guess it would be like having anyone whose willing to be teleported to wherever they are being summoned? Military: Can repair military vehicles, the arty, can see and disarm bandit IEDs, can craft blufor weapons and ammo and gear. Also I think it would be neat to implement a system like island life has where you can arrest and detain people....but I think it might be abused to much. Maybe only have the ability to detain bandits...who could then be broke out of detention...I dunno just an idea. Maybe they could also have the ability to call in an airstrike? ZEDs: The zed team could have the ability to control the swarms of zombies. Much like the insurgency mod, you could switch between actively spawned swarms. Also, much like insurgency, maybe limit this team to only a few players..like 4-5. You could maybe have the player be a queen-bee of sorts for the zeds and once that queenzed was killed the zeds would just go back to their normal AI routines. One idea that popped into my head...if you are killed/bitten by a zed you would eventually turn into a zed and in turn infect other players. This would require a bit more thought...but then all of this would...hah. Maybe have the zeds be able to craft certain sicknesses or something. I would like to add that I absolutely hate the player name tags that you can see 500m away. Teams like this would make it so that you can get rid of that built-in wall hack crap without worrying if someone is friend or foe. and finally..........a sort of 'end game' goal 8. Build/Repair a way the fuck out of chenarus.....but leaving it in a smoldering ruin..... Have it so that there are certain things that have to be found/crafted and have the crafting time set to several days or even a week of ingame time. The military could have a nuke that would just obliterate the island. They would have to find and build nuke parts along with farming the necessary resources. The zeds could have an ultimate z-virus that causes everyone to become part of the zed swarm The civs could build a passenger airliner or maybe a cure for the z-virus..or something.. the bandits could be working on a chemical weapon of sorts. oh....strippers. This mod needs more strip clubs damn it! I would be more than willing to contribute my free time to assisting inthis be it testing, script writing and converting, etc. I work, am in school(just one easy math class this semester) and have a wife and kid so it would only be a few hours a week but hey, rome wasnt built in a week. Other players ideas that I like that would mix well with these ideas. Safehouses/forts from NobodieCro: http://dayzmod.com/forum/showthread.php?tid=2502
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Why does hardly anyone go north??
wasrad replied to [email protected]'s topic in DayZ Mod General Discussion
A lot of people seem to just join up and PVP around the coast and not realize that there is in fact a HUGE world beyond it. With that said I have come across people in the further out towns and have been popped in tree stands several km from the coast enough times to get in and out AFAFP. A few times myself and the group I play with have seen people running through fields far inland but as soon as we start firing they just prone and DC :\ Ther have been times when we have been inland and hear a gunfight in towns and man does my adrenaline get going, I can barely keep my mouse steady. Thank goodness for adjustable DPI...G9x FTW baby! Stary Sober is a freaking deathtrap, though....but OMG the loot is great and if you got enough people and ammo you can hold the warehouse since the zed slow up once they get inside.....but theres just so many of them and by the time you finish off a towns worth of zed the next wave is already respawning....1.5.8 needs to hurry up! -
Zombies killed: 120 Zombie sighted 50 feet away: OMG WTF HELP ME IM SCARED SOMEONE HOLD ME I hope he implements something so that the amount of zeds killed affects how much you panic...because come on now. Im carrying around zed fingertips and ears like an Argyll in afghanistan but I get near one zed and start freaking out...really?
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Scorped rifles need to go or become ULTRA rare
wasrad replied to Mutonizer's topic in DayZ Mod Suggestions
meh....Ill take a lee enfield over a CZ 550 almost any day. I do wish the dragunov was in as thats my choice weapon in ARMA. Ive got 900m+ kills with it in singleplayer many, many times and the PSO is th best range finding scope ever, IMO. The M107 will mess up your world, though, Too bad the draw distance is gimped hard in this mod I cant wait until he puts in the garand, though. http://dayzmod.com/forum/showthread.php?tid=2959 -
oh man that would be badass and are already in the game assests too.....but.....with ARMA grass doesnt rend in the distance like it does close up, especially for people who have their stuff set real low. On your screen you look like you are one with the bushes, on someone elses screen you are right there in the middle of a grassless field. I think that they tried to make it so that the model kind of sinks into the terrain but it is NEVER a viable way to hide with the ARMA engine which is very unfortunate