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
144 -
Joined
-
Last visited
Everything posted by Darkwater (DayZ)
-
Broken Leggs U SERIOUS?
Darkwater (DayZ) replied to The Bean Marine's topic in DayZ Mod General Discussion
If both of you broke your legs at the same time with no bullets landing or hitting you then I would say it was a scripter. The fact that you could log out (I'm assuming you did it the old fascioned way) means you weren't shot at and it was likely a script. I wouldn't feel too bad about it if I were you. -
Emetophobia - Will I have problems?
Darkwater (DayZ) replied to mmsnow's topic in DayZ Mod General Discussion
I kinda imagine it being no different than, for instance, someone with Hemophobia. Though, admittedly, in many games you can turn down the gore and blood, it would be wrong to remove it completely for a minority of people. I'm sure there are some that feel the same way about the "taking a dump" part of the game, there are phobias for many things, but when it comes to making a survival game there are certain aspects you have to take in to make it a plausible simulator. But I imagine it won't be too graphic and you will also probably get some notion before it happens, so if you have to you can turn off the sound and screen and wait it out. You don't have to watch it and I bet that if you're in any danger you'd be dead anyway. -
What is your Dream Vision for Dayz - 2 Years from now?
Darkwater (DayZ) replied to rassad's topic in DayZ Mod General Discussion
My dream vision for DayZ, and not neccessarily 2 years down the line, is that players desire to keep their characters alive, along with more "punishment" for whipping out your favourite sniper and take potshots at unsuspecting and quite harmless players half a mile away. But to list all the changes I would like to see (many would hate it and me for even suggesting them) -"Leveling" skills through using them. Characters making trial and error and in turn bettering their grasp of it and doing it more effectively. Can be everything from weapon maintenance to picking flowers used for whatever as means of survival. -Actual cities. Chernogorsk, Elektrozavodsk, Zelenogorsk and Berezino are now the biggest SMALL towns in Chernarus. Even in the standards of my country, Norway, those would be regarded as tiny towns.. maybe villages or even just a residental area abit more spread out. I would want to see a city that is big, a city with a size that would hold 30k + inhabitants at the least (even if that is in some countries still considered a town). Give me something that would take ages to explore, give me sewers to move from point A to B while avoiding snipers but risking to be tunneled in by zeds or bandits making a home for themselves there. -They want to add splints and a more realistic hazards affecting your character, then I would also want to see that a character needs surgical care to remove shrapnel, bullets or deep wounds that doesn't neccessarily kill you, but leaves you dependant on morphine and bandages because it won't stop bleeding. Basically I would want to see a more static effect of taking part in firefights should you get hit. Medics with sufficient training can do surgury with enough experience (see my first "wish") -Really, I don't like the 28 days/weeks later approach to Zeds, I can understand small bursts of speed but them going Usain Bolt on me is a pet peeve I've had ever since starting. Make them far more resilient, also as far as I know, a headshot is actually very hard to pull of and even if you hit there's no guarantee that it actually penetrates the skull, far more determined and in far, far higher numbers and we've got ourselves a deal. In addition, make it so that they grab a hold of your character instead of punching the snot out of you. -Major change in scenery. I've grown tired of Chernarus after 8 months. I don't need a map, I don't need signs, I don't even need a compass. It's just like the inside of my pockets now, except they are not filled with murderous pricks and zombies. Hey, it's a dream vision, I am allowed to dream for major change. Big lakes, still ponds, dense forests and high mountains with caves. -Actual trade going on. A valid currency that is limited in supply but there's a massive amount of. I don't mind trading weapons and supplies for other weapons and supplies, but a well stocked trader is always out after that thing that will never lose value and can be used in a pinch, cash. Think bottle caps, think razorblades, think anything that needs working machinery to actually produce, machinery that is long since broken down, and is not easily made by unexperienced hands. This would be saved on each server to avoid some servers becoming oversaturated with "money" and to avoid this becoming a profitable venue in real life. Like, your 1000 caps on my server can't be used on another mans server since they do not follow your character. But of course all the gear you bought on my server could be used on another. -Weapon deterioration. This would be sped up, obviously. A good quality gun can hold for years, along with the AK's fame for being resilient beyond belief, so they would have to be "nerfed" in that way compaired to their real life counterparts. Weapons should never be found in pristine, fresh out of the box condition. Some might even have their scopes (if they have one) broken. The trigger rusty and not responding all the time. The hammer not always reaching the bullet. Frequent jamming. Anything that can happen in real life, rare or common. As far as I know, they are gonna implement something like this, but I would want it to encompass every part of the gun that is capable of wearing out. To fix it, either you throw it away and find a new one, or find one in worse condition and use it's spare parts for your current one. -Give me the ability to make my own town. I don't want to use the horrible looking towns and houses of Chernarus and their 70's inspired wallpaper, carpets and furniture. It makes me feel sick to my stomach and I'd rather torch the place than spend one second in there longer than I have to. I despise the look of eastern Europe, post communist housing. For a setting, it's actually a good one, don't change that. But I refuse to set up shop/home in one of those houses. I'd rather live and sell from my tent. Give us the ability to make houses like in Fallout. Yes, you can bet your ass I will make Junktown, with Killians store, Gizmos casino, Skuzzpit and Doc Morbid and it will be glorious! You all will be welcome to see it and stay as long as you wish, but don't count on having your guns along with you. -Reputation"meter". If you kill someone and people know it was you, they can give the info to any server there is. They are supposed to be set in the same place, so what goes on on one server should be known on another aswell, assuming the info comes through. Yes, that means people can lie about you, but they would also sully their own reputation if it gets known that they spread lies, and in the end a select portion would be trusted since the 14 year old kids have used up all theirs. That would need the "one name per account" rule. If you don't like it, step up to your own actions and make amends if you wanna change, don't just change your name. -Wanted posters along with bounty huntings. That goes along with the reputation thing. Info is worth it's weight in gold here. Players killing others for sport should have a toe tag waiting for them with their name already on it. Bounty hunters will know where and when they play, but not down to the pinpoint location on the map, of course. Just the server. If I were a bandit, I would enjoy that. I would enjoy people taking note of my exploits and considering me a threat enough to want to hunt me down. It would and SHOULD also lessen the chance of finding those pricks along the coastline. Only players that have taken the bounty as a mission from, for instance, my town would be eligable for reward, but as soon as the bounty is dead, the bounty on them is removed. If a bounty hunter that accepted the mission kills the bounty, then they come back to the town to recieve reward. If a random player that has not accepted the bounty takes out that bandit, they will not recieve any reward. To some extent that avoids exploitation of the system seing as the bandit being hunted could just build up a bad enough reputation to make the reward high and then have a friend kill him, leave the loot for him to reclaim and then claim a fat reward from, say, me. In addition, a high risk/reward bounty would only be given to a Bounty Hunter that has built up his/her reputation and every bounty would be given personally from the proprietor/mayor/sheriff of a town to a person they trust and think capable of the job. A Lee Enfield wielding, coyote backpack wearing player with no previous confirmed kills would not be eligable for a high rewarding bounty. You gotta start somewhere. Build your own reputation. But that would also go the other way around, if you become a well known Bounty Hunter, then bandits might place their own bounty on you. -The ability to actually blend in. Players and Zeds now stick out like a sore thumb in the scenery. Their pixels don't blend with the background, and trees, grass, bushes get their pixels lowered to the point that you can see a player behind a tree if you're far enough away. And you can forget about crawling in grass since the grass draw distance is not long enough. For that sniper 1km away, you're crawling on bare ground, wearing brown/black clothing and being a general eyesore (eye candy for the sniper). I'm sure there's tons more I want but just can't think of right now... but that's just some of the things I would like to see changed/added. -
So Would you Kill me?
Darkwater (DayZ) replied to SoulShaper2's topic in DayZ Mod General Discussion
I wouldn't take pleasure in killing a Ghillie-wearing player, but I would do it regardless. I hunt bandits or hostile players (with varying degrees of luck, I'm not the best around) and generally the Ghillie/Camo wearing players are high-end geared and very hostile players. So if they are hanging around Elektro/Cherno, they are often on the hunt to kill bambies and other bandits alike. There are exceptions, like you.. but I have to say that if I got a clear shot, I would kill you or at the very least avoid you, I sure wouldn't hunt you down as it would more than likely spell my defeat in grassy/woodland areas. It's just one of those "civilian"/nice-guy casualties that are bound to happen, like nice players in bandit skin because they had to defend themselves. -
As far as I'm aware it is CD-key spesific. So you cannot have more than one character alive at any given time. However, since characters don't transfer between Hives, then you can have seperate characters on, for instance, Main hive and Vilayer hive. And then there's servers that use their own hive. In addition, you can change the profile in the Arma2 menu and then have different nicks. So basically, switch between profile when you switch between hives and then you've got your "seperate" characters.
-
New animation? Jump animation?
Darkwater (DayZ) replied to Nicolaitic's topic in DayZ Mod General Discussion
Normal AND because you updated. Everything is working as intended. I was just as surprised my first time too. -
My opinion of the 80 meter aggro radius is that while it is logical that zeds within that range react to another zombies aggro shriek, it is completely illogical that they come sprinting with such pinpoint accuracy and know exactly where you are/were at the time. At best, they should come scampering over to investigate, slowly but surely surrounding you and making it harder and harder to retreat, whereas they only start sprinting if they actually see you. In addition, zombies seem to have only two modes now, rather than investigating anything, they either are idle and wander around the town like good little Zeds, or they are fast and furious zombies with their eyes on a delicious meal on two legs.. even if they haven't actually seen you. And if that's not actually the case and they still do investigate and I just haven't managed to do it correctly, what's the point of using any form of distraction for the zombies if they automatically aggro you or anyone else the moment they see a player, or in this case, a zombie 80 meters AWAY from them, behind two buildings and several trees sees a player?
-
I've managed to keep my dayz character alive for over 120 days!
Darkwater (DayZ) replied to obi_james_kinobi's topic in DayZ Mod General Discussion
Well, the L85A2's AWS scope is considered overpowered, and while I'm not saying you scripted it in, you are carrying around a weapon that has been removed from the loot table. You have an advantage that few other legit players have and should have. -
Where the hell is the new zombie infection chance? (new patch)
Darkwater (DayZ) replied to kumando's topic in DayZ Mod General Discussion
Well the new chance is 1/500th chance of infection and as far as I know it doesn't stack. So as you can imagine, you can get struck thousands of times without getting sick.. or just be very unlucky and the 0.2% chance of infection takes effect immediately. -
After having played this mod for around half a year, tried many a ways of playing ranging from psycopath wielding every weapon that the loot table has to a goodie twoshoes blood transfusing hero / bandit hunter, it has still left me a great deal to be desired. Now, I know that the majority of players seem to cringe at the thought of making DayZ a RPG-ish game, containing levels and skills, I feel that really that's the only way for this game/mod to make progress. For me, DayZ will loose every bit of edge if all it means is to survive. Suvive the horde of zombies, survive the assholes, survive the paranoid survivors, survive the hackers. I am a player/person that would seek to actually DO something in such a world. I refuse to constantly run away. I refuse to be part of the problem. I refuse to be cannon fodder for assholes that camp big cities. I am a person that seeks order where there is none. Law where none is to be had. Justice where it is lacking. Basically, I would seek to rebuild. And there is two ways to go about that, two ways to make people even bother trying; Building towns Sorry, but tents just don't cut it. I am not a happy camper. Tents are a temporary solution and cannot be used if you want to build a town/hub. Think Fallout. Scrap metal could be used, palisades could be erected, fences built, guards placed to keep order. It wouldn't be a refugee camp, it would be a town, a "safe" zone. Safety enforced by weapons and law rather than game mechanics. Towns on same servers could become rivals, trade partners, warring factions because, let's face it, resources are scarce. This would make it possible to actually make something of yourself and be a solution. Sure, people could join the server and go rampant, but against a guarded town with laws of its own regarding weaponry and who to let in, it would be a simple matter of trust and earning trust again rather than just going "Friendly". Also, towns that are functioning could set out to actually take out any bandit groups that decide to go on a spree, either by bounties or act as the police force of the server, stretching out their hand to aid and enforce law. These towns would need to be maintained, to be resupplied, to be repaired after attacks by both living and undead, also to be manned by personell. That is where the next point comes in. Classes In a game like DayZ it would be like swearing in church to mention levels and skills. But do not get me wrong here, I am not suggesting to implement levels of -that- kind, the kind where you level up and increase in health, runspeed, accuracy or stamina, but rather a induvidual skill level where your skills increase as you use them. It doesn't need to be a whole lot of them, but atleast enough that you can feel usefull to a group beyond JUST blasting your boomstick. The classes I have in mind righ now could be Doctor, Mechanic, Electrician and "Carpenter", and of course I'm sure there's more that could be beyond that. Doctor; Basically, everyone starts off with a basic skillset and ability to do something, enough for them to survive on their own, but to actually be a doctor/medic takes time and effort. If a player chooses Doktor as a starting class, he or she would be able to trancend their medical skills beyond that of any other. Administering morphine or making a splint, giving painkillers or epi-pens are basic knowledge, but blood transfusal is not. Done wrong, a blood transfusal could end catastrophical and do more harm than good. A Doctor based player would be able to have blood transfusal as a starting skill, and throughout SURVIVING rather than just continuesly giving blood or medicine, maybe by finding books, they can learn to do more. One of the high-end skills would then be Surgery. Players that are now getting the status "Dead" would instead be "Dying", with the exception of massive wounds and headshots obviously, and with the help of a on-site and highly trained/long survived Doctor, they could still survive but needs to be brought back to base for immediate care. In addition, broken bones, infected wounds, lodged projectiles need treatment. Otherwise the player could be dependant on morphine and painkillers until healed. Mechanic; Pretty straight forward, isn't it? Again it's basically works the same way as a Doctor. Over time, the Mechanic gets better and better at what he or she is doing. Cars or vehicles deemed beyond repair could still be fixed by a master craftsman. However, a fresh Mechanic would and should NOT be able to fix anything to tip top shape. Their level of commitment to the craft is how good they are and will be. Anyone can refuel, fix the tires, but not everyone can replace engine blocks and/or fuel tank. The level of skill they have will reflect on how well the repair is. A completely fresh Mechanic would be able to fix the entire car, but it would break down far sooner than what a master would achieve with the same parts. Of course, there would be the quality of the gear you have to work with, but as long as it's structually fine, a good Mechanic could juryrig it. Also, Helicopters would NEVER be touched or even attempted to be touched by a novice Mechanic. Only a master of the trade could even begin thinking of fixing or maininting this vessel. Electrician/Electronitian (tech); Admittedly, this one isn't well though out because there really isn't a whole lof of electronic components in the game. But it would still open for many things and, to drag in real life here, anyone with skills of this trade would be highly sought after for both towns and groups. Follows exacly the same rules as Mechanic, skills increase as they are used. Failures can happen and the item in question could be destroyed beyond repair. Also, to install powergenerators for a town would require skills of this trade. They don't exactly make the sockets inside the house, but for simplicity just fix and maintain vital components. And to make use outside of base they can be used to temporarily restore power to infected towns, open/hack computers that are stationed around for information, take out alarmsystems of rivaling towns without using guns, you name it. If it requires juice, this is what that class is here for. Books and uses of the skill over time makes him or her better and more able to do harder and harder tasks. "Carpenter" Basically the creators, builders and maintainers. I wouldn't really want this skill as a primary skill, but rather a basic skill anyone has. To be able to build a house, this skill has to be used for simpler things first, like palisades and fences. Everyone could increase this skill, regardless of starter class. It's all about dedication afterwards, and if you even care to be a builder. Beyond these four, rather dumbed down trades, I'm sure there's more that could be added and more classes to give, like some kind of weapon maintainer for instance. It's all about making yourself usefull to a group. And in addition, these skills would be lost upon death. A fresh character is exactly that, fresh. It would make you want to survive. It would make you try your best to live and avoid pointless and potential deadly encounters. Boredom could be erased by desire to survive and thrive. Any opinions as to why this wouldn't work, or how it could work even better?
-
infected or zombles (yes zombles)
Darkwater (DayZ) replied to Rekli's topic in DayZ Mod General Discussion
A zombie is a 'mystical being', an undead. It belongs in the same category as ghosts, skeletons, vampires and any other thing that has been dead and risen again. But since they are mindless, it's just fitting to call them something similar to the legend, as a person with an infection can just be moderately ill or in slight/immense pain. If anything else, I would lean towards calling them walkers, crawlers and runners, since that's what they do. But hey, I like the word Zombie, the undead are frightening, even if the "zombies" in DayZ are technically alive and "well", just very, very angry and very hungry and would gladly eat the face off anyone they loved when they were concious. To call them zombies just spices it up abit, and out of old habits I will probably continue calling them thus. -
if I drop my gear before dying, will I find it later on?
Darkwater (DayZ) replied to _Anubis_ (DayZ)'s topic in New Player Discussion
If you log out immediately after dying it seems as if your body dissapears as it is still considered you, as in your character, alive or not. However, if you respawn the body remains until restart, as far as I know. As for leaving items, when a buddy of mine tried that a long while ago before entering Elektro, the stuff vanished when he died. The only way to secure items is to leave them in a tent or on your person when you log of, ALIVE that is. -
Classes and player built towns
Darkwater (DayZ) replied to Darkwater (DayZ)'s topic in DayZ Mod Suggestions
I agree with you to some degree there. But why would it matter if a player with hatchet chopped you down? I'm not talking about spawning with extra goods here. It's all in the characters head, and unless he lops that off and has access to some alien technology, it's safe in there forever. As for life span, that's one of the ideas behind it. Highly trained medic/doctors could stabilize a dying character, bring him/her back to base and perform surgery, something only a highly trained Doctor classed character could do. In addition to projectile removal and whatnot. Also, with an important skilled character of a group, why would you even go alone to a high risk area? Your life span would increase dramatically if you were afraid of losing your character. The way I see it, people would plan more, or be increasingly bold because they know others will actually be afraid of dying. It would give for far more interesting conflicts than now, maybe even dialogue rather than shooting on sight. The classes wouldn't look any different from the rest. Unless you wore a doctors coat, something anyone could do, no one would even be able to guess you were a part of the medical personell. My intent behind the proposal of classes is not to lessen the solo play, you can't even do the blood transfusal on yourself as it is now, but to rather encourage more desire to survive and thrive. Be a solution rather than the problem. There's always bandits, bandit groups.. even they would benefit from it. But they are sadly also the group with the less desire to make DayZ into something more than PvP and shun the very thought of making it more complicated. But with that said, that's not always the case as I'm sure there might be some that agree with me, even if not to the extent I'm talking of right here. -
Classes and player built towns
Darkwater (DayZ) replied to Darkwater (DayZ)'s topic in DayZ Mod Suggestions
Oh yeah, because classes are exclusive for WoW, no other game has classes at all, and especially not games dating before WoW. Instead of just going "No" and not actually reasoning behind it, why not actually say WHY it wouldn't be desirable? Are you afraid something will happen to the game? Doesn't it fit with your game style? And if so, why should your opinion matter more than, for instance, mine? The term Class is a general one, and really what I would call it is Job. Set in such a world, you would always bring skills of one kind, usefull or not, and the only currency worth a damn is your talents and skills. There are no benefits to your "stats", 12 000 blood is always 12 000 blood. Your accuracy is always the same. I'm not talking about making people level up to become super soldiers. I'm not talking about experience in the sense of RPG's. It's basically life experience, lost upon death. Something to cling onto, something to make you wish to survive. If your playstyle is to wave your gun around and play like a moron just for short term kicks, die, rinse-repeat, then of course you wouldn't like a game that encourages other people to do something different. But that doesn't mean you couldn't play as you are right now, it simply adds more depth to it. -
Diaries In DayZ SA, How Will They Work?
Darkwater (DayZ) replied to Devon206 (DayZ)'s topic in DayZ Mod General Discussion
Most of them will probably be poop journals, where they did it and who they did it on. Day 7, pooped on a dead survivor today... again. It was glorious. -
VIP's in servers. Thoughts?
Darkwater (DayZ) replied to harley001's topic in DayZ Mod General Discussion
Any kind of VIP treatment, absolutely ANY kind is a disgrace to the essence of DayZ. I avoid it at any cost. I'm not about to pay any greedy bastards to get gear, that I really don't think they can take payment for since they do not own it, to get an unfair advantage that really ruins any joy you'd get for finding upgrades to your equipment. Hopefully they will all be gone by the time SA is released and everything is strictly controlled by the server programming. -
Is it okay to abort when a hacker spawns on you?
Darkwater (DayZ) replied to Mother Phuftbucket's topic in DayZ Mod General Discussion
I wouldn't grudge anyone for logging out after having a hacker on them, no matter what. At the same time, I actually don't mind people logging off if they happen to get logged in on aswell. It's beyond their control completely, and really puts them in a bad position that is completely unavoidable. I haven't done it myself, but I have logged in on someone in a bush on the outskirts of Stary Sobor once. I could've shot him, but I let him log off because it put me at a unfair advantage, willfully or not. -
Video Series Seeking Voice Actors
Darkwater (DayZ) replied to qwerty2jam's topic in DayZ Mod General Discussion
Sounds like a heck of a lot of fun. I might just have to try out for a role, but highly unlikely I'll get anything considering the fact that English is not my native language, though I am fluent. -
Devblog update: Where is the Standalone?
Darkwater (DayZ) replied to rocket's topic in Mod Announcements & Info
I'm not claiming that I have big knowledge here, but a fullmoon definately doesn't light up a completely non-light polluted area as much as it does in ArmA/DayZ or as in that picture. In the picture, the sky is obviously lit up by the sun, maybe a short while or so before sunrise. The ground has had it's light amplified by the camera, otherwise it wouldn't be able to produce such a crisp image.. there's a reason for the flash of light when the picture is taken beyond just brighting it up some more and catching every flaw on your skin. But again, cameras are not exactly my field of expertise and they might have some functions and abilities that I don't know of. The way that sky looks is exactly how it looks where I live during many sunrises, assuming it's a fullmoon. Let's say it's about as bright as it is in Norway at 4am during summers, just a short while before sunrise. I cannot say how it is in any country further south than where I live, but I know it's more static with sunrise/set regardless of season. Like.. 12 hour day and night during winter and summer, while here during day we have 18 hour sunlight during summer and just 6-8 or so during winter. But regardless of season, when it reaches it's darkest, even if it's fullmoon in non-light polluted areas, it's so dark you can scarcely see anything. The sun is, from what I can read but wouldn't bet my life on since it's not my field of expertise, 400 000x brighter than a full moon. You can only imagine how bright that would be if the moon had really illuminated as much as in that picture. But I can agree that it needn't be pitch black, but it's just not enough to light up as much as it does in ArmA2/DayZ. -
Y u no like having nice weapon?
Darkwater (DayZ) replied to melby's topic in DayZ Mod General Discussion
While I will never say that the one-shot capability of the AS50 doesn't feel nice, and I would gladly use it if I found it.. it just doesn't feel the same as the CZ550 does. I absolutely adore that gun. It is more than capable, it's rather small and just feels nicer. As far as military gear goes, I gladly take the automatic weapons like AKM, M4A1 CCO SD and so on, but I don't feel the need for them. I am more than happy with a Winchester in my hands for mid range and CZ550 for long. There's no other reasoning behind it other than that I just like them.. I don't feel that people with military grade equipment need it just because they're worse than me. -
Karma - A tale of a one-off bandit who has his ar*e handed to him
Darkwater (DayZ) replied to BannedOpinion's topic in DayZ Mod General Discussion
Even if justice was served and you got what was coming.. you atleast killed with SOME purpose to it. And by the end, you gave a good, fun evening for the people that had gathered to kill you and you gave them a show I'm sure they'll remember.. in addition to having a blast yourself (I sure would if I had been in that position). You redeemed yourself for being a Bandit that evening. Karma's a bitch, but sometimes she can get you beans. Here, enjoy! -
How About We Start Playing This Game?
Darkwater (DayZ) replied to person915's topic in DayZ Mod General Discussion
My "quest" is to make a town, simple as that. A functioning trade hub with laws within the walls and just punishment for breaking them. However, a town of tents just isn't as satisfying.. and towns in DayZ respawn zeds for eternity if players are nearby, so taking one over is just impossible to do, even with a large group. The Zeds will overcome you, your town, everything you strive to build, slowly but surely from the inside. IF DayZ becomes all about surviving and not about atleast attempting to thrive and rebuild, then I likely will stop playing soon after release. I'm just one of those that refuse to play this game constantly being fired at from all angles by bandits just there to fuck your shit up and ruin your week old character before they get any older. -
1. Yes, it is very common. I remember being close to furious and pissed off at this, I just couldn't do anything in the big cities because the game was so insanely sluggish and jittery. It is very CPU heavy, and I managed to increase my frames when I overclocked my CPU by a little bit, from 15 frames to 20-25. didn't do a whole lot, but it did help abit. Then I upgraded my computer and overclocked abit again and went from 30 to 40. Still, it is bad for what would be a "supercomputer" at the time, but it is playable. 2, Rocket said it will be better, not a whole lot but it will run more smoothly in the SA. You will get better frames, just don't expect it to scale up to the actual strenght of your computer that could easily run FarCry 3 at maximum. It is not the best engine, and I'm assuming it's because there's so much tools and excess programming in it that allow it to be so costumizable.
-
DayZ SA: One Key One Character
Darkwater (DayZ) replied to DemonGroover's topic in DayZ Mod General Discussion
#1; Why is that? Why would they get ruined? Many people who stream are just complete knobheads anyway. No one watches, or atleast very few do, a player focusing on helping other players. If you stream yourself being a high-risk player for mostly humerous content, then there's no point in hiding your name anyway since you don't build notority, in addition you can easily switch between servers if any kind of problem arises. I don't feel that the VERY few percent being a streamer alone would be sufficient reasoning behind letting the masses be complete assholes and namechange constantly. #2; No it wouldn't. There's plenty of time for attonement. I've been a bandit, I've killed bambies, I've killed unarmed people. I've done it under the same name ever since the first time, and on many of the same servers. But now I'm playing a hero and feel like I've made some attonement for what I've done in my earlier days of playing when I wasn't sure on what I wanted to do. You can change your style on a whim. #3; Rich people? 18 dollars or so? That's not even close to being rich. If you have a weekend job you could pay for a fresh game every single day if you so wanted. You are right, it's not Eve Online, we don't fly spaceships. But even in Eve online you only have a VERY few names per account and most of the time you only play one single character 100% of the time. If you try being a bastard with an untrained character, you usually just get devolved into a frozen corpse floating in space rather quickly since you focus the training on your main character all the time. However, you can keep several accounts for different playstyles.. and that is what DayZ should do aswell. -
Guess the Person's play style above you :)
Darkwater (DayZ) replied to a topic in DayZ Mod General Discussion
I can see Maca as a bandit with somewhat quesionable morals, killing everyone on sight without a moments hesitation, but is not one prone to fits of rage if he himself gets a potshot to the head out of the blue. He is not attached to his gear and sees any fight as a good fight, regardless of the outcome, hence his siggy; Always look on the bright side of life. Also, he enjoys beans in the sunset. Of the Heinz brand, of course. When it comes to beans, you can't be cheap. Gotta enjoy the finer things in life.