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Everything posted by Udak
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Apologies, should have directed that at OP--he's looking for a 3k medpack, and I'm saying half that already exists, which ain't too shabby(and since killing/catching those rabbits is literally impossible, there's already a difficulty mechanism in place to limit hording)
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My theory on why everyone complains so much about DayZ
Udak replied to kingflip's topic in DayZ Mod General Discussion
The problem is where you draw that line--some people look at drawing 100m aggro for gutting an animal as 'a challenge' other people think that's REALLY stupid, why is it more than a handgun shot for chrissakes. I'm all for making the zombie hordes more difficult, but not like this--it makes cities into even larger death traps. Shouldn't have every single zombie in BZ turn and run at the mart because I opened a soda. That's silly--and it completely removes the impetus to enter cities. So I say again, your argument about difficult IS INTRICATELY bound up with glitches/programming missteps and such. If you think the game isn't hard enough, go play 2027. I'm willing to stomach a lot in terms of 'realism', but I'm not happy about this. -
My theory on why everyone complains so much about DayZ
Udak replied to kingflip's topic in DayZ Mod General Discussion
OP, you cover ~20% of the complaints. So, in quick list format, here's somethings that I don't like that don't fall under your extremely limited definition. None of this has anything to do with having an 'open script' and instead revolves entirely on either having a bad engine, bad programming, or just stupidity by people not myself. Zombies attacking through walls Zombies running erratically at high speeds People voice chatting over sidechat Visual Artifacts (was a bigger problem in the summer, I still get occasional outbursts) Heli Spawns (server-side settings need to be updated, but no one apparently told the server admins) Night darkness--put in a system of eye adaptation, because it's frankly hilarious that I can use a flashlight and the world is just as dark around the beam when it's on, as when it's off Leg breakings when walking near defensive fortifications (tanktraps, c-wire, sandbags) Pistol damage ratings Female chars can't use any other outfits ATVs and bridges--OIL AND WATER Swimming and losing stuff in your bag The entire humanity system etc etc etc etc There are literally hundreds of legitimate complaints about this game. I love this junker to bits, but let's be honest--you do no one any service by boiling it down to "QQ? MOAR PEW PEW" -
I hear one more person complaining about how gamma is 'abused', I'm going to lose my mind. You apparently have never used it (AND IT'S NOT ABUSE CHEEZY PETES ARE YOU PEOPLE EVEN SLIGHTLY AWARE OF THE DIFFERENCE BETWEEN STOCK FOV AND AN FOV OF 90), because for chrissakes it doesn't do much. It's certainly not the be-all, end-all fixer like you think it to be (or like NVGs are). And because chemlights are hardwired to 'pop' in at a certain distance (for the 3RD TIME THIS THREAD), Gamma or magical pixie dust will not make them visible beyond the distance they 'pop' at.
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Just a tip to members of this thread--for purposes of self-healing, apparently rabbit meat (only one per rabbit, though), when cooked, restores 1600(!) blood. So there's that. GO GET EM GUYS [from http://www.dayzwiki.com/wiki/Changelog just CTRL+F bacon] [NEW] - You can now eat raw meat (low hp add + possible infection), and Cooked meat (high hp add w/o infection) [NEW] - RawMeat blood values (beef-100,rabbit-400,bacon-150,chicken-100,mutton-100). [NEW] - Cookedmeat blood values (beef-600,rabbit-1600,bacon-400,chicken-400,mutton-400).
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Yes, you can, I can confirm that. Read on the internet (trust that literally as much as you trust anything on the internet) that SD mags in a non-silenced weapon actually don't attract zombies in the same fashion that regular (non-sd) rounds do...but that players hear no difference.
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First off, it's not an exploit--stop terming it that, it makes this whole thing seem illegitimate. It's a setting in the game that is easily changed without messing with configs (do you consider FOV swapouts an exploit? I CAN USE MY PERIPHERY IN REAL LIFE). It's a poor adaptation to compensate for the fact that despite Arma2's emphasis on realistic night darkness, there is no process set in place for your eyes adjusting to how freaking dark it is (despite there being a mechanic of eyes adjusting to darkness after taking off NVGs...though that is literally measured in the seconds and laughably shorter than it should be). YOU WILL NOT SEE CHEMLIGHTS UNTIL YOU ARE WITHIN 100m OF THE PLAYER.[As an edit, this is actually the maximum distance a chemlight can be seen--given the player is stupid, and using the super bright green chems, instead of the more stealthy blue chems that only show ~30m away] Most servers that are staggeringly dark (that is, require player-used chems to traverse, even with gamma/brightness set to max) also have astonishingly low player counts, further reducing the chances of bumping into another player. And no one in their right mind uses flares, for the same reason that no one in their right mind uses the flashlight. Flares can be seen from kilometers away, and with their short burn time (10mins), spying one means you know someone has been there recently. Open hunting season. If you ever actually see a flare and don't adjust your position accordingly (either setting up likely kill zones or defensive positions), you're doing it wrong. There are two distinct narratives on this thread--people who think that upping gamma is just a miraculous cure-all that makes it easy to operate at night, and people that think night is too dark. As someone who ups gamma to max at night time, I can say emphatically it DOES NOT MAKE NIGHT TIME PLAYABLE ON ALL SERVERS ALL THE TIME. I would guess maybe 20-40% of the time, the sky is clear and moon is up in such a way that upping gamma makes it possible to run around w/o lights. If there are clouds, if there is no moon, absolutely not. Keeping the setting locked at 1 (which, again, I had previously thought was a server-side setting anyways, a max allowed brightness/gamma) does not address the issue but mere its symptoms--the problem is that it's too dark at night. Keeping the night but preventing people from changing it (using just chems without increasing gamma/brightness sucks dick, if you haven't tried it. Upping the gamma/brightness means that the meager amount of light emitted by teh chem goes a lot farther on the screen) only enhances the hand of NVGs...and I think we're gravitating away from superduperitems like that, given that the l85's AWS has been taken out and replaced with a simple holo.
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I thought max values for brightness at night were set by the server? Setting your brightness/gamma to high is far from 'veteran' play. It's also far from foolproof--most servers are too darn dark to ONLY use high brightness/gamma to get around...you end up with a supervisible sky and no distinguishing features And seriously, stay outside in the dark (in real life) for more than five minutes, and be surprised how much you can see. No game incorporates (realistically) the eyes adapting to lack of light. You can see a lot more then Dayz gives you credit (though I think it'd be awesome if you couldn't clearly see the center of your screen, reflecting real life cone/rod distribution in your eyes). Wearing NVGs while looking at a flare/heli fire should blind you for minutes. For those not in the know, blue chems are only visible from ~30m. I think it's 50-75m with red, and 100m with green. So when you're running around during the day, make sure you ALWAYS have chemmies on you in case you join a night server. Especially after how the zombie difficulty was amped after the last update, I can't see the hate for nighttime.
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looking for some players or a group to play with
Udak replied to HL DELTA's topic in Clan / Group Recruitment
You specifically chose a different font, but I'm at a loss for why. Questions: 1.) You have a new CDKey? 2.) If you have Skype, why don't you use that to contact your old pals? 3.) You note that you follow orders and then immediately follow it up with 'and usually do what I'm told'. You do realize that those two points run counter to each other, right? 3.) Seriously, why did you change the font? You've gotten that into my head now, and I can't wrap my head around it. -
You should consider updating that original post (from july), namely the following: HUD/debug screen is no longer an autopopup, have to press scoll lock. I'd also recommend (http://db.dayzwiki.com/map/chernarus) as the newer map, just because it has more of a 'satellite/overhead' feel versus an actual map that can cause some confusion in translating. Backpacks are now updated, a more complete list can be found at here (https://github.com/R4Z0R49/DayZMod/wiki/Backpacks). Updated screenshots for the HUD would be helpful, too (temp gauge is now color-based, etc etc). I would also include a notation about spawn chances (esp for military drops--most of the things you cited are astronomically low spawn chances [~0.5%]) As someone that used your post way back when, I feel that it could use a bit of updating to retain some of its shine.
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Inventory UI concept design v2.1 (window based)
Udak replied to joeyslucky22's topic in DayZ Mod Suggestions
Probably on this topic you are. Hate the arma2 inventory system, just wasn't designed with a post-apocalyptic survival mod in mind. Por ejemplo: why is the axe still worn on the tool belt (on your person, not in the inventory menu) when I equip it, yet it takes the main weapon spot? If it's on the hip, it should probably replace the pistol, not the primary (as that conceivably could still fit on the shoulder). Or, shockingly, why can't I just have the pistol on one hip and the axe on the other (with the primary on my back)? Incorporating weight values and spatial relations would be awesome as well--in the backpack I own right now, I would easily be able to fit 20+ bloodbags in it, five or six handguns with mags...but I don't think I could fit a single primary weapon in there without some deconstruction. I'm superdigging the clothing-as-inventory systems as well. In the aftermath of the world, you'd be bangling the shit out of your stuff, to avoid leaving anything of value behind. Gypsy-train it up, is what I'm saying. Stuff hanging around your neck (two cans of beans with knotted string connecting them), tucked into every pocket, jingle-jangling along. -
The problem stems from that ability of the zombies to hail each other. One zombie can alert every other zombie within 80m (which, in turn, means those zombies can hail within 80m) and suddenly you have 20+ zombies coming after you. Toss in the near-instant respawning of zombies and the mod is pretty freaking hard now during the day. Luckily, the guys are working on fixing both of those problems (want to say it was dropping 80m to something more manageable, like 40m...and the zombies have a 2 min delay on respawns). On a side note--why is my ammo refilling again on server rejoin? I'm loving it, don't get me wrong (I've been using the Bizon for days now! days!) but this is ridiculous. Thought that got taken out for obvious balance issues.
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Need Medical Assistance in the Mod? Find a medic here!
Udak replied to Dr Wasteland MD's topic in DayZ Mod General Discussion
Woah woah woah, Doc, that's not a knock on you, that's a knock on us whitelist guys. And then I scan the recent posts, and realize that whitelist medics are still running around healing, and I feel like trash for even bringing it up. So please, carry on, ignore my stupidity. -
I can combat roll over fences, that is literally all I wanted out of the game.
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All you bitches need us O-'s walking around...we're walking, talking hospitals.
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they should make single player for dayz standalone
Udak replied to XellisX's topic in DayZ Mod Suggestions
How many hours have you logged on the game? You'll hate SP by 20. That's why others are giving you shit. Zeds, even the super aggro ones introduced in the last patch, aren't that concerning (or rather, shouldn't be. If you're still threatened by Zeds after 20 hours in-game, you haven't learned how to deal with them right). Once you have a hatchet, you're good. -
Inventory UI concept design v2.1 (window based)
Udak replied to joeyslucky22's topic in DayZ Mod Suggestions
Really, really like this. Not turned off by the plethora of windows, either--ala Dead Space, going through your inventory should be a panicked event, not taken lightly. You're rummaging through your stuff, can't do that AND keep a lookout at the same time. I'm not sure of the intention here, though...is this for the SA? Please, please tell me it's for the SA. -
Yeah, People would just /kill if they are O type blood (or rather, anything BUT AB), as 90% of the bloodpacks wouldn't be useful to them.
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Super-zombie at green mountain that only moves (teleports?) when you aren't looking at it, and only attacks from behind.
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Was on a public server last night, and my two buddies kept getting spawned in one of these four possibilities: 1.) Debug Plains (w/ 3 mountain dews, nvgs, rangefinders, other stuff), 2.) Invisible, but in Chernarus. 3.) "With squadmates, dude srrsly what's going on" [apologies for lack of clarity on this: they were getting rapidly more frustrated at being unable to spawn in, and so when it wasn't the way it was supposed to be they started getting more terse. I think this meant that they had ai-controlled battlebuddies, but they promptly killed themselves before I could pry]. 4.) In the water, somewhere off the coast, with no land in sight. Both of them had just died legitimately in the game, so should have been spawning on the coast w/ flashlight and painkillers. This was on US 3542 [public server, attached to the hive] These spawning problems continued into a different server...in fact, immediately after joining a new server, I spawned in the Debug Plains. After frantically quitting out to prevent from being forced into there on next server join, next server was alright for me. This server that spawned me in debug plains was US 1567 [also public, also attached to the hive] Just seems like there are a whole bunch of spawning glitches in the new beta--I haven't seen someone spawn in the debug plains since like August (minor disclaimer: came back to this game last week after several months of not playing, so can't say my breadth of experience is that deep since Sept) Anyone else getting this shenanigans? Or are hackers responsible?
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Never use voice over sidechat. I will hunt you down and murder you (in-game!) myself.
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8:00 GMT? What timezone are you guys based in that 8:00GMT is both night time and NOT past midnight? East coast its 3am, west coast it's midnight, and hawaii is 9pm... if you're a hawaiian clan, I've got a few buds that would be interested.
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Zeds won't run nearly as awkwardly or as fast in the SA, so 'running indoors' won't be nearly as big a problem. It's still worth it to enter the cities because you have nothing. If you have nothing, you have nothing to lose...meaning if you get killed, oh well, but if you gear up and are able to head north--awesome. I patently refuse to ever head into cherno or electro once I have a military-grade weapon. You're putting a target on your back for desperate newbs (LOOK HE HAS A AKM SURE I'LL WORK WITH YOU AXE-TO-BACK) and you can get much the same things from Stary/Berezino/Polana/NWAF/NEAF. Once you have things, stay away from the coast, durr. On a minor sidenote, if you're not a complete asshat you'll usually be able to get through the entire city (Cherno/Electro) without running afoul of bandits...assuming you're able to triangulate likely shooter positions from gunfire AND AVOID THEM. Most people running around in the cities are also receptive to friendly hails over direct comms. And for the larger point about bandits: To anyone that doesn't "get" Banditry--what's your end-game? What are you working towards? Survival for the sake of surviving gets supremely boring around hour 20 (It's been a while since I started, so bear with me--it might have been as early as hour 5 for me). As someone pointed out to me way back when, if you just want to survive then hide in a forest, killing/gutting animals and filling water up from ponds. The main guiding point for people new-ish to the game is gearing up. So get geared up. Play in low-pop servers, avoiding all human contact. Get your NVGs, your silenced weapons, your rangefinder and coyote backpack. Now what? You've got the best equipment in the game. Maybe you're missing a rangefinder or something equally obscure (entrenchment tool..por ejemplo), but the drop rates are so incredibly small that you'll be looting NWAF for a week just to get the item(s) you need. So at a certain point, you realize that you aren't your fucking khakis. Your gear doesn't mean anything. You've imposed a goal on yourself, and it's been reached. So now what? Stop playing? Try to find a vehicle and set up a base camp to store all your phat loot(only delaying the inevitable, as these are achievable goals)? Helping strangers is a great way to feel better about yourself, but you also risk losing all that cool stuff you've stacked on top of each other for the past 2-3 weeks. Going bandit keeps things interesting without making you as liable to losing all that gear. Most (I'd actually wager "all", but I've no specific stats on this to back that up) people eventually come to a point where they decide to either help or hunt others. Gear hunting is a sisyphean task. You will never have superawesomeo gear that will make you impervious to dying (especially since they dropped the l85's thermal sights). The more you have, the shittier you feel when you inevitably die. So grab that AKM in the Cherno firehouse, and head to stary...and wait. Just wait. People will show up, sooner or later, and you'll soon be enriching yourself on the hard work of others...and the rush of energy you feel as you are looting your kill will prove the fallacy of morality in a post-apocalyptic world. Of course, I'm not a bandit. I just happen to have friends that are.
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Need Medical Assistance in the Mod? Find a medic here!
Udak replied to Dr Wasteland MD's topic in DayZ Mod General Discussion
After several months offline, I can't help but notice that whitelist medics seem to have gone away in the intervening 5 months. Bummer. -
I think anti-cheating software should have a reward for submitted hacks--Imagine a hacker just making a hack and sending it to Battle-eye for a cool hundred bucks...it would allow BI to get a better grip on what's exploitable, reward the hacker for his ingenuity...plus, the hacker can then sell it to a bunch of retards who will promptly get banned.