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Deathcall

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Everything posted by Deathcall

  1. Deathcall

    Tent spawn information?

    Here's a trick for you. Markets have the best chance of spawning tents in my opinion simply because they have many "spawn-points". Get an ALICE pack and a simple weapon (Makarov will do) and go to a market (Berezino has two and there's usually less people there nowadays, at least on my experience). Once there, grab an infected and kill it inside the market. Use the ALICE pack to loot everything and dump it on the zombie. Hiding his body once you are done. Now leave and go loot some other building (if you are in Berezino, the other market would be the best choice) and then come back to find entirely new loot! In my experience, once a place has spawned a certain item that item won't go away until someone takes it. This means that if you go to a market and there are no tents, they won't spawn until you or someone else "cleans" up some of the spawn-points to allow for new things to generate. EDIT Extra-tip: If you ever find yourself short of medical supplies and come to a rather poorly stocked hospital, know that if you loot every item of a medical card-box (like those that spawn with only empty cans on them), new loot will immediately spawn! This usually means 10 bandages, 5 morphines, 5 epi-pens, 5 blood-bags and enough pain-killers to take the edge off an AS50 round!
  2. Deathcall

    Rant about you veterans

    You might want to try for low population servers until you get the hang of the mod. If I were you, I'd stay there even after you do... Frankly, I don't think it's a problem with "veterans". If you look around the forums, most people have been playing for a couple months at most. Finding a helicopter or a ghillie suit can be a matter of luck, I remember spawning once and getting one on the first building I entered. This mod has a lot of players who seem to think it's just another FPS with zombies in the middle. It certainly is NOT. But good luck making them understand that.
  3. Deathcall

    Teleporter on US #500

    Mi amigo, hora de nadar hasta Stalinsky.
  4. Hello there. I regularly play on US500 and have come to notice that my camp tends to disappear during day-light and reappear after dawn. This is usually after a server reset. Is this normal or is something wrong with the server? My vehicle also disappears and comes back in the same fashion. Any explanation or is it just random stuff happening?
  5. Deathcall

    Not sure if bandit

    You are getting there.
  6. Deathcall

    Fort Friendly 2.0 - Social Experiment

    I think that the idea behind this fort is to help relatively new players and establish a safe-haven for commerce and other social interactions. The camp HAS to be far from high-populated loot locations or we'll be constantly besieged by bandits or opportunist. Stalinsky is far, very far, but still close to the starting locations and in the way to half-interest locations like Berezino or the Olsha Airport. With proper transportation (PBXs) we can make pick ups as far as the canal north of Olsha or even Komarovo (for those who come south by Zelenogrosk). It's a good and logical location for a hub. Away from the mainland and it's constant sniping from the hills. There's only one hill to look out for in Stalinsky (allowing for ghosting), and that problem can be circumvented with some bear traps and clever use of barbed wire to make sniper spots difficult to access (fill the forest outline with barbed wire so they can't get a good position). Hackers and back-stabbers are always gonna be there. No matter where we set up.
  7. Deathcall

    Survivor Base (In Development)

    Age 27 How long have you been playing? Day Z? For about two months I think. What is your reaction when you see other survivors, not knowing if they are friendly or bandits? I start thinking about the probabilities. I consider the amount of people currently on the server, how frequent deaths have been, if I have heard any nearby shots recently accompanied by someone dying, the weapon/s this survivor is using, the location of the encounter and my current gear. Once this information is processed, I estimate the chances of conflict and act accordingly. What is your first instinct when you see another survivor? Given the above conditions are met, or even if they are not. Hide. Observation is needed before proper interaction is attempted. Situation 1: You and a fellow survivor you have just met are searching a barn, you find the only can of food in the building and your fellow survivor is down the red on on his meter. You are at orange and the next local town is a few kms away. What do you do? Ask the survivor if he has food. Ask the survivor if he has a hunting knife. Ask the survivor if he has matches. Ask the survivor if he spotted any wildlife recently. Assuming hunting is a possibility, we have five minutes before he starts losing health to starvation. Try to procure beef. Assuming hunting is not a possibility. Give him the beans and set a way-point to the nearest building with food spawns. Barring proximity, hatchet zombies 'til one drops food. Meta-gaming, share the can. Situation 2: You are down to two clips of your 1911, your fellow survivor has a revolver and is currently out of ammo. Knowing you can convert the ammo of your 1911 to a revolver .45 clip, do you give that survivor your last mag or do you keep it for yourself? I don't get it. If I'm down to two clips I can give one to my companion and still have one for myself. If there's only just one clip, I keep it. It's not in my fashion to do away with my responsibilities. The one with the ammo is going to be the one in charge of defending the group, and I'm not gonna put that burden on someone else's shoulders unless they ask for it.
  8. Deathcall

    Fort Friendly 2.0 - Social Experiment

    Meh, I wouldn't call Brent2 a bandit, more like an opportunist. And Vek was only doing it for the giggles. There was no real purpose to blowing up the building for just the two of us who were there getting shot at by Brent. I agree on Stalinsky. You can't snipe people from the far side of the hill, and you can always change the pick-up location so bandits don't camp or kill the boat drivers. EDIT There's also game in the Stalinsky forests and a water well at the small town. The only true danger would be ghosting, but to ghost in, they'd have to swim to Stalinsky, which in most servers means dropping your gear. Even if they go to a server where you don't, it's still a long swim just to bother some guys. The beauty of it is that it's so far away that nobody will really care. Also, if we can find more than one PBX, we can ferry people around and do pick ups along the coast. In my opinion, it's the best location.
  9. Deathcall

    Fort Friendly 2.0 - Social Experiment

    I think that the experiment should start at the building of the "fort" per sé. It's better than starting once the fort is built simply because you get to play with the people who will participate before setting up, meaning that you'll have a good amount of people already white or blacklisted. I'm willing to help out if ya need me, will be on for about 6 hours starting now, just hit me up if you need me to help with something. EDIT: Even better, just set out objectives, like "We need 10 Fenced Wire kits!" It'll be more interesting since it not only gives us something to do in the game but also shows that people are interested enough to farm the items (or spawn them with hacks and blow us up once everything is set)
  10. Deathcall

    Fort Friendly 2.0 - Social Experiment

    Thought zombies chased people up stairs if they saw you go up. Well, my bad. In any case, Milky's effort is commendable but I think that right now the fort will remain in ruins until the server restarts (Vek blew it up with a satchel charge). I don't really mind people back-stabing, but the location and server was no optimal. Perhaps we can organize something in a better location soon. No need to prepare with sandbags and that kind of thing, we saw how those helped against people using explosives.
  11. Deathcall

    Fort Friendly 2.0 - Social Experiment

    You mean you were wasting ammo on the walls trying to make us move out of cover, don't ya Brent? Far as I remember, the only guys you killed where the ones you back-stabbed... Oh, and logging out to avoid the zombies chasing you? Or did I see that wrong? Not much to write home about man. On Vek's case, I suppose betrayal is in menu for efforts such as Fort Friendly, though I think wasting a satchel charge to kill two guys was a bit excessive... but well, it's your gear.
  12. Deathcall

    Fort Friendly 2.0 - Social Experiment

    How the hell did you do it? You were too far for a satchel charge? Did someone sneak in and set it? EDIT: That you who got killed Vek? Glad to see justice was done.
  13. Deathcall

    Fort Friendly 2.0 - Social Experiment

    Damn I wasn't around to help. I just came back from morning work. Do we still need protection there? Or are we done? EDIT: Brent2 logged at the office building south-west of the fort. EDIT2: Keep wasting ammo love! I got plenty of food and water here. EDIT3: Haha! You blew up the entire building!? Well played...
  14. Deathcall

    Fort Friendly 2.0 - Social Experiment

    Yeah it doesn't look like there's much manpower backing this particular effort. I hang out with Milky for a while, but he had to leave and I got a slight head ache so decided to log for the night.
  15. Deathcall

    oh so tempting

    People actually buy multiple copies of the game so just they can keep hacking? Damn, it must be a lot of fun if it makes you dish out as much money as paid MMO... *rolls eyes*
  16. Deathcall

    Fort Friendly 2.0 - Social Experiment

    I'm there. Nobody home it seems. EDIT: Okay we are there. Waiting for others who want to come help or kill us.
  17. Deathcall

    Fort Friendly 2.0 - Social Experiment

    It's taking me ages to load in this server... Hope I don't get killed too much or I'll spend most of the night looking at a black screen.
  18. Deathcall

    Fort Friendly 2.0 - Social Experiment

    I'm at Electro, be a while before I get there.
  19. Deathcall

    Fort Friendly 2.0 - Social Experiment

    I'll check my latency on this server and go pay you guys a visit. Same name as in the forums, always friendly. Hopefully we can get some good out of this experiment.
  20. Deathcall

    Do cars, tents, etc. despawn?

    Depends on the server right now I think... I've had my camp spawn and despawn with server restarts all the time. Same with a little boat I keep stashed away.
  21. Deathcall

    Bandit or Survivor [POLL]

    That would most likely be the result regardless Yeni.
  22. Deathcall

    How do I take back my own tent?

    I believe that you lose ownership of your tent if you get killed. Meaning... you can't get it back. It'll just stay there until the server decides to wipe it out (which can take a long time).
  23. Deathcall

    [Video] Dance in Electro

    I could have respected your banditry if didn't taunt your victims like a child... *shrugs*
  24. Deathcall

    Fort Friendly 2.0 - Social Experiment

    That construction site is very dangerous. Anything above the ground level is open to sniping from the woods, the city or pretty much anything slightly elevated. People on the crane overlooking the construction site will get busted too... I want this idea to succeed, really, but in the words from the Templar Knight in Indiana Jones and the Last Crusade.... you choose poorly. EDIT: To fix quotation.
  25. Deathcall

    Special update for 1M player milestone?

    You forget Rocket has an addiction to our tears. He'll swap out zombie grunts with Fran Drescher sound effects.
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