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Darkwater (DayZ)

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Everything posted by Darkwater (DayZ)

  1. Darkwater (DayZ)

    Do you disable the Music in Dayz?

    Disabled. The music is to add some atmosphere to the game, to make it more "scary". But zombies aren't scary anylonger.. nor are players, the former being annoying and the latter being dangerous. Because of the Deathmatch mentality to most players I encounter, I need to hear what's going on.
  2. Darkwater (DayZ)

    Bandit Logic

    And then logs off or logs off after 30 second timer. Well, the bandits are what's keeping me at work. I hunt them down and treat them just like they treat bambies and survivors in Cherno/Elektro, I couldn't care less about their gear yet I still shoot them. Beside that, I do feel that the bandits are important to the (anti) game, but I do not support the whole "Shoot you with an AS50/M107 while secured half a mile away from you" deal. Mid range sniping with weaker snipers are acceptable to me though, I love my trusty CZ 550. Atleast then you can get hit and still survive, albeit with very little chance of getting much further without morphine, so keep them morphines handy! Survivors are avoided and rarely shot, most Heroes are approached, that's the way I roll.
  3. Darkwater (DayZ)

    hacker controll me ?! de 807 (Added video)

    I can't say for sure what server I was on, as this happened and I fairly quickly did everything I could to get out of the server. All I can say for sure it was a UK based server. Anyway, this happened to me, and I fear it'll become an increasing trend.. what's even worse yet is that they seem to be able to control your character even after you log off, as I had lost my weapon when I logged back in and my character was moved some more away. (I had been teleported to the shore from somewhere around Mogilevka, and when I logged back on a different server I was moved about 100 feet in a different direction than when I logged on)
  4. Darkwater (DayZ)

    How well can this rig run days?

    Theoretically, yes, it should run it completely smoothly with everything maxed. But in reality, it just doesn't. ArmA2 just doesn't take use of everything your rig has to offer. Like I said, I have a more powerfull rig, but not a maxed out station by any stretch of the imagination, and it should have absolutely no problems with this game, yet it runs sluggish at times. Poor programming, poor optimization or just incompatibility is key here. I would not be completely surprised if a GPU and CPU from just before ArmA2 was released could run the game smoother than my current rig. Also, the fact that it's a mod might have an effect here. I don't know how deeply they went into the source, but they could have done stuff to the source that just made the game harder on the computer, but that's just an assumption and guess on my part.
  5. Darkwater (DayZ)

    where do i find a dog?

    As far as I know, 1.7.3 has them, but they are not "activated" yet, so they aren't ingame.
  6. Darkwater (DayZ)

    How well can this rig run days?

    The i5 is a far better choice. i3 seems to be a low end, budget price (but by all means useable) prosessor. As price range goes, the i5 is rather cheap now and, correct me if I'm wrong, they share the same socket type.
  7. Darkwater (DayZ)

    How well can this rig run days?

    I would say 30-40 in forest areas, 20ish in Cherno, based on my experiences.
  8. Darkwater (DayZ)

    How well can this rig run days?

    It should definately work, but I can't say for absolute sure how well. I have everything on max, and inside cities like Cherno and even Elektro my frames tank down to 25ish. And if I dare to zoom in, with binoculars or scoped weapons, on grass/trees, I'm gonna have a bad time with sluggish 10 frames. I have no idea why, but the exact amount of frames also appear when I have close to the lowest settings aswell. My rig is slightly above yours in terms of power, but not by a massive amount, i5 and 560 GTX and 8GB of RAM.
  9. I love the idea of fortifying a house, hell maybe even a town. But I can't help but seeing a few slight problems here.. namely; What are you fortifying yourself against? Zombies or players? I'm pretty sure I'm not the only one, but Zeds are nothing to me now. They make for NOTHING more but indicators that players are nearby or in a town.. and also sources of the most annoying zombie sounds I've ever heard, they hurt my ears badly. Why not make them moan deeper and more soothing, huh? But I digress, back to the topic.. Fortifying yourself in would take over one house, and if you were more people, it would eventually take over an entire town. Then what? The town would be "civilized" on that server? Zeds would stop spawning? In that case, wouldn't eventually every town be the same? Would the zombie population be wiped out and society back to how it once was on that server and just become 100% PvP or town vs town? The only way I could possibly see this working out is if towns every now and then got attacked by hordes of zombies wandering across the map, but I just don't see that happening. The only way to keep towns/cities zombie infected is to NOT give players option to alter the existing houses. We're apparently not here to make a change for the better seeing as zombies respawn at an inexhaustible amount, but we're here to survive and make sure the rest don't. Sure, it could be that only certain houses are able to be fortified, but that would mean that fortifying one would go against it's purpose. It certainly can't be used as storage, because a fortified house would be as dead a giveaway as a car parked in the middle of Elektro, people would KNOW items were in there and likely that it would not be guarded 24/7 and Zeds are too easy to kill to be worth fortifying yourself against. The only way I could possibly see human players take over residential areas would be if you made a town yourself. Made out of scrap metal, wood, stone and with walls surrounding it. I sure as hell would make my own version of Junktown if that happened.
  10. Darkwater (DayZ)

    Install a new program that monitors screens on DayZ servers

    That 10 year old kid was not a hacker, he was a skiddie. And to monitor the screen wouldn't do much good as there is simply too much that can be going on. If you think that they can take care of aimbotters, you got it all wrong. Any kind of hack program is detected through the anti-hack software by checking your memory for known software used for hacking, or how it interacts with the main game. The thing about DayZ/ArmA2 is the fact that the game itself says that almost everything done externally is cool and just how it's intended to be. It's a mod friendly game, sadly that also brings about those assholes that desire to hack... and in turn those skiddies that get a hold of the scripts. The standalone is almost guaranteed to be better. Maybe not perfect, but should have far less problems with skiddies and hackers since it will be locked down.
  11. Darkwater (DayZ)

    new zombie:)

    Personally I would want more zombie types. Not smarter, dumber, more tactical and that stuff. But rather aggressiveness and strenght, maybe the possibility of grabbing and holding, dragging you down for some damage and immobility, maybe "hunter" kinds of Zeds that aren't so desperate to have a house nearby where they can kick back and relax, and instead wander around. Would be nice to keep snipers on their toes aswell. Right now the zombies make for a scenery change and if I were posed with the option of surviving ONE player with a Makarov or running through 50-100 zombies, I'll charge right on through those zombies and be like "Bitch please, I got places to be." Human interaction, via the barrel of a gun or voice, is a key element of this (anti) game, but why would it be a zombie apocalypse if one lone man/woman can stomp zombies like they were ants when the military with their tanks, jets, explosives could not? The zombies mean nothing to me but a slight nuisance and an indicator that a player is around. I call BS on that, really.
  12. Darkwater (DayZ)

    What if the 50 cals were taken out of DayZ?

    The reason why people don't always move inland is simply because it's just as high a threat of being sniped at with those lovely .50 cals, but with less places to hide from it. It's almost all farmland up there, and if you dare venture on the areas both east and west of NW airfield, you're bound to be sniper food. Then again, that goes for pretty much any sniper.. it's just that the .50 cals leave little to no chance of survival. I'm one of those who wouldn't want to see it out of the game, just altered. It should be a role based sniper in my opinion. You should feel that shooting players with it is a terrible waste of ammo and instead save it for vehicles and/or bigger groups of hostile players. But to give my opinion on the topic itself, I wouldn't cry if they were taken out. My playstyle is not to sit around and blast players in Elektro or Cherno with a fucking cannon.
  13. Darkwater (DayZ)

    Bandits look like heroes until you're 20 meters away

    While I don't share the exact same issue, or atleast I don't think I do, I have an issue of the character skins not being "crisp clear". It's as if the characters have the resolution they should have if they're on long range, yet even my own Hero skin looks pretty low res. My 3D Resolution match up with my normal resolution aswell, so it's not there. Although, a Shemagh on the head is usually a dead give away for me, and I kill without remorse even if they are unarmed and freshly spawned. I stay away from Survivors if I'm alone, and I've actually never met a live Hero beside myself yet.
  14. Darkwater (DayZ)

    Losing 10 blood per second! HELP!

    You are starving or thirsting to death. Get food or drink, or both. Either that or you have an infection and need antibiotics, though those are exceedingly rare. I think an infection only brings you down to a certain point though.
  15. Darkwater (DayZ)

    Psychology of a Hacker vs Exploiter vs Greifer

    In terms of a "Griefer", I cannot take moral high ground as I'm just barely better. The only difference between me and a "Griefer" is that I limit myself to three groups, Bandits, Hostile survivors or Camo/Ghillie wearing Survivors/Bandits. All these three I kill without remorse and would happily slaughter if they were fresh spawns or even toy with them if I could. Bandits deserve nothing better anyway. But I do love them with all my heart still, they are a crucial component to this game and it's setting. I definately wouldn't play if not for them. They're the Ying to my Yang, so to speak... but as I said, I don't claim to be much better than they are. As for Exploiters and Hackers.. I've more than once died to them, with everything ranging from Day 0, unarmed/under equipped, to 14 days old characters armed with the sexiest armaments and tools. They can just burn in hell for not only ruining the time I put into the game, but for everyone else they ruin the game for. I find solice in the fact that it WILL become better and that nothing I work for will be brought on into the standalone anyway and would be deleted or moved on from when that time comes. But up til that day, they put severe strain onto me finding real joy in the game.
  16. Darkwater (DayZ)

    Idea for ending Sniper abuse

    One of the main reasons the AS50 or M107 are at the top as they are, is because of the abundance of ammo while it really should be very low amounts of it. Low amount of bullets would mean that they select their targets more spesifically rather than just shooting fresh spawn characters or the few day old with barely anything worth the time or even risk. Aside from the obvious duping and hacking problems, there's also the problem of ammo refreshing back to full clip without you actually doing anything for it, giving your weapons substantially longer life time since you don't have to discard it. I'd rather have a AKM with ammo than a AS50 without any ammo at all.
  17. Darkwater (DayZ)

    Rangers

    The closest we have, and the closest I'd want to have to a "Ranger" is the Hero, which actually DO get some bonuses above Survivors and Bandits. Though, I would love to see something along the lines of a "Bandit killer Hero" skin in addition to the "Healer Hero". It would give everyone a notion that the Hero is actually a combatant rather than packing nothing but bloodbags.. although a Bandit doesn't care anyway.
  18. Darkwater (DayZ)

    Bandit and Hero Camo

    I'd love that third Camo uniform for a Hero character. But I feel it'd be wrong to actually get such a badass clothing by giving blood or generally being a medic. It should be awarded by KILLING bandits instead. Different Hero skins for different deeds, ya know. Survivors turn Bandit by killing Survivors and Heroes, Survivors should turn Hero by killing Bandits or hostile Survivors... or by being a medic, albeit for a different Hero skin.
  19. Darkwater (DayZ)

    How to make a Safehouse... Safe

    Sounds far to easy mode to me. We'd see "safe houses" all over if this was the case. Every house, shack, shed, or outdoor crapper in every town or city would be fit with such stuff. Use your tent, store big but not crucial items in it and log off with your most juicy weapons and items on your character instead. That being said, I wouldn't mind it being just a tad bit easier to actually store stuff somewhat safer than now, but that's something for another discussion.
  20. Darkwater (DayZ)

    1.7.3 - Lets Wipe the Hive

    Wipe it, fix the tents and fix refreshing ammo. I'm getting bloody tired of being shot at by Ghillie wearing, AS50's wielding pricks that don't worry about losing their weapon. When people can waste 7-8 bullets of a rare ammo on a Lee Enfield wielding or freshly spawned character, it just gets too stupid. I miss being shot at by Lee Enfield or Winchester..
  21. Darkwater (DayZ)

    To the Electro Hill Snipers of US790

    If I'm not going out in the open and jive my way across the field, I tend to go with a friend(s) and have them flank the players while I spray with a cheap AK74 or whatnot towards the typical sniping spots in Elektro hill. It's hillarious to see those Ghillie wearing people bounce up like whack-a-moles and being taken down by Lee Enfield or Winchesters. Ahh, it's the little things that make DayZ worth it. But, by far the most fun I have is giving them the dance of life while the bullets fly past me or land at my feet. It's always fun to try to beat your best time, of which mine is roughly 2 minutes. Got interrupted by the Zeds who also also got attracted. If that was by my dance or because of the bullets landing, I do not know.
  22. Darkwater (DayZ)

    1.7.3 - Lets Wipe the Hive

    Yes please, do a complete reset! It's way overdue by now. There's probably quite a few people having gotten their weapon in a fair way, with actually looting it from helicopter crashes and whatnot, but most of these weapons have also overlived their time by the simple fact that the ammo has been replenished with every relog, thus making them not being discarded in favour of a weapon with more ammo. Your weapon is only as good as the amount of ammo you have for it.
  23. Darkwater (DayZ)

    Tiny list of suggestions

    So this is mostly stuff that I have just drawn over the last few weeks of playing DayZ, none of the changes would be (in my opinion) too drastic either, just add some more flavour to the game. If any of these have already been suggested, I do apologize. Anyway, to the good stuff; Boost the Zeds As the game is right now, it's nothing more than a massive deathmatch game, with the only danger for you after playing the game for more than one day being Bandits, Survivors or even Heroes if you as much as look at them funny with your hatchet in hand. While I love that quite a fair bit, as I would never trust a human completely even if they were in my own group in a Zombie Apocalypse, I feel it's abit wrong to be able to completely ignore those five, ten or twenty zombies around me because I am currently chasing down a Bandit in Zernogorsk(Yes, I'm a bandit hunter, sue me). The Zeds need a substantial boost in damage or abilities, but don't make it a pack mentality. They are stupid as hell, let's keep it that way! But why not add something allowing them to grab onto us, or making us fall over? They needn't go down in a wrestling match with us, just give them the ability of pushing us over or making us stumble if we're running. And on that note, there is a big problem of lacking Zeds in forests. While that would make sense to some degree, as that's not really where the food is, it does make it abit too easy to settle down in a nice and cozy spot underneath a tree and snipe unsuspecting players. Why not make it a "special" kind of Zed, some Hunting Zed that is a boosted version of the normal city ones? It would still be just as stupid, but not before it has caught a wiff of the prey. If not making them the type that simply wanders around in forests, make them spawn around stationary players in the forest zones. This could be annoying to some degree, I understand that, as some might need to AFK, but who runs off for longer than 5 minutes in a game where you could die by standing still for less than 10 seconds? But the real reason why I bring this up is because of those sniper spots, being attacked by a Zed might just force them to fire and give off their location, or at the very least drag their attention away for a few seconds. In addition, it would force them to make the shot count since it would drag the wandering Zeds to their location. Humanity This is a touch I particulary like in this game, it gives me the ability to know who is a Bandit and who is not, or atleast haven't gotten into the whole "I'm bored, I'm gonna shoot you" phase yet. (I shoot Ghillie or Camo people on sight as well though, since they are more than likely in the mood to shoot me if not). But it needs some change aswell. I've yet to be shot at by Hero skinned players.. atleast that I've seen, but I have obviously been shot and killed many a times by Survivor and Bandit skinned players. The main issue here is the fact that I loose humanity if I shoot a Survivor, even if he/she shot me first. What I feel could be a change there is rather simple, but might have a adverse effect, players who are in "Shock" after being shot at, should experience less Humanity loss when shooting another player, since Shock apparently happens when you get shot at while being "idle", but I could be wrong there. The change I think could be done there to accomodate this is some kind of "aura", for lack of a better word, surrounding every player. If a bullet lands ON them, or around them within certain distance, the player who shot this bullet should get some reverse reaction to the Shock the offended player gets. This could last for a few minutes and should give the offended player enough time to fight back without the loss of Humanity if they so choose instead of running. The offending player would also in this way be fair game to others, but they would have no way of knowing this. Naturally, this is a flawed system, but I trust the devs could make something similar with a better result that my simple suggestion here. Weapons While I do like the weapons as they are currently, I would love to see some change for gameplay purpose and to avoid either overuse or oversaturation of weapons that should be RARE (I'm looking at you, AS50 and M107 spesifically). The change I am suggesting is not damage reduction, but rather weapons recieving damage by wear and tear, or spawn with flaws and possibility of spawning with no ammo at all. Naturally, for gameplay purpose, the weapons wouldn't be able to handle as much as their real world counterparts since they are engineered to handle thousands of shots, but they all DO require maintenance regarless. Give us the option of having to dissasemble weapons for spare parts. That means that for every one weapon to be fine and dandy, there's got to be several spawns of weapons.. or maybe hundreds of spawns of the same weapon in order to even maintain this one weapon. This is a suggestion for mainly down the road, a suggestion to avoid there being an abundance of AS50's, M107's, L87'whatchamacall it's (Thermal weapons), or any helicopter spawn weapon, since many of the spawns will be broken down into useless pieces on their own just to maintain one weapon. The added bonus to this might well possibly people NOT using these rare weapons anylonger for hunting of players in Elektro/Cherno/Kamenka or so on.. even if for the poor sods spawning in Kamenka, death would be welcomed with open arms. But I could be wrong there, it's just a thing I'd hope for. I do have some more suggestions, but these are the ones I can put my words on so far, and wouldn't give too much change to the general gameplay. If you see flaws, do point them out and maybe even make it a better suggestion.
  24. I'm not claiming to be any kind of knowleable about military grade weapons, nor weapons in general, but aren't these weapons designed to be used on Military equipment, like armored vehicles or the likes? Don't get me wrong here, the fact that they one shot kill is more than alright, as the fact of the matter is that the poor sod being hit by one would very likely lose a limb if they were unfortunate enough to survive this, and being a cripple like that in a zombie apocalypse would more than likely spell death, but to use it against a running person just seems over the top. They seem to have been designed for large moving or stationary targets, and the usage of such weapons are mostly done in teams, due to heavy weight and the lack of mobility of the weapon. It's DEFINATELY not meant to fire from anything other than a proned position either, yet they are fired from crouched all the time. Not to mention their sheer size! If you had one of them, you simply shouldn't be able to carry more than one side arm at best. All I'm saying is this; If these weapons are in game, there should be some cons to them aswell, as they per now are extremly powerful, extremly accurate, seemingly extremely easily supplied with ammo, all around extreme, really. This game/mod has taken inspiration from EvE Online in some aspects, most notably the brutal punishment of death, but it should also take atleast some from it's weapon aspects aswell; HUGE weapons are less accurate and require either their target to be big or stationary. Or atleast some kind of reprecussion for using them? They are loud aren't they? Make it so that they hurt the ears to fire.. you've done that with explosions, why not a weapon like those? Make it harder to aim, they are afterall massive. At the very least, they require some form of nerf, just not to their damage.
  25. Darkwater (DayZ)

    AS50/M107 used against light armored infantry?

    I thiiiink this has sidetracked just slightly. Let's not take the real world counterpart and laws into the lawless world of DayZ. I, like probably all of you, would've used a AS50/M107 against hostile survivors if we were in the situation, but I wouldn't sit on the outskirts of a large town and attempt shoot any and all I saw, nor go hunting for people in the forests nearby, due to moral, ethical aswell as ammo preservation reasons. This is about the ingame guns, not how they are overpowered, but rather overused because of the ease of procurement and sustaining ammo for them, when they are meant to be hard to come by. I realize it right now might be because of dupings and server hopping, but even if that's the case they need to be altered. They are far to easy to aim with, far to "unpunishing" in their use (like the clip above, there was a nice little puff of smoke there which is completely absent ingame) in general they're too easy to kill with. One hit kills are fine, hell.. it's a damn big slug of metal hitting you there and dying in place of surviving after being hit by that is a blessing in my opinion. If that alteration is through realism, then fine. Add wind conditions and that you HAVE to have the correct gear to read wind and other conditions in order to be an effective sniper. Just having distance and zeroing just isn't enough. The guns also have a massive recoil, shouldn't that add to projectile trajectory? What about muzzle damage? For sake of gameplay, they obviously shouldn't last as long as real world guns, being engineered to last thousands of shots. But making them less accurate over time and having to get replacement parts. Every gun spawning with some flaw and the option of taking apart the good parts. There's lots and lots to do, and lots and lots that can be done to make "overpowered" weapons weaker and make players slightly more reluctant to overuse them.
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