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Mjolnir (DayZ)
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Everything posted by Mjolnir (DayZ)
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US 1 US 2 TAW_Tonic Need Beta Patch
Mjolnir (DayZ) replied to ghzt's topic in Mod Servers & Private Hives
You clearly did not read my post. I have 2 cars that are at my current character location, and I don't want to wander off on a different server and have to find them again. Perhaps you have never had a car in DayZ, but once you do it is VERY hard to go back to walking everywhere instead of driving to anywhere on the map in 10 minutes. Additionally cars apparently not start falling apart if you don't use them for a number of days, and I would hate to have that happen to me. I also have a ton of supplies in these cars that I would appreciate having access to. -
New Spawn Gear BREAKS THE GAME
Mjolnir (DayZ) replied to Wolffie's topic in DayZ Mod General Discussion
As always, if you are going to cherno or elektro you are doing it wrong. If you went inland you would be able to find a gun VERY quickly; there are winchesters in lots of barns. Look at loot maps. -
US 1 US 2 TAW_Tonic Need Beta Patch
Mjolnir (DayZ) replied to ghzt's topic in Mod Servers & Private Hives
Bump again. How is it that a server run by a DAY Z STAFF MEMBER is so far behind on the updates? It is STILL not running the BETA patch. -
US 1 US 2 TAW_Tonic Need Beta Patch
Mjolnir (DayZ) replied to ghzt's topic in Mod Servers & Private Hives
Bump, these servers don't seem to have the BETA patch yet. How can Tonic be on the DayZ staff and not know to update the server to the latest BETA? -
Side chat re-enabled?
Mjolnir (DayZ) replied to Phantom Vader's topic in Mod Servers & Private Hives
Does direct chat even work yet? It better, if Rocket is forcing side chat to be disabled... How else can randoms without mics communicate? -
Fast crawling is the same as crouch walking, but slow crawling is slower. Fast crawling will mess up your accuracy by making you breathe heavily and might make your hunger and thirst indicators go down more quickly (not sure about this). This gives crouching an advantage, since you can more quickly hit targets with aimed fire.
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Places Were I Have Found Vehicles.
Mjolnir (DayZ) replied to Epidemic (DayZ)'s topic in DayZ Mod General Discussion
I found 2 cars hidden in an undisclosed location, right where I left them. -
US 1 US 2 TAW_Tonic Need Beta Patch
Mjolnir (DayZ) replied to ghzt's topic in Mod Servers & Private Hives
I am getting this too; I have vehicles on US2 and I would appreciate being able to play there. -
Hatchets takes shitload of space in 1.7.1.4
Mjolnir (DayZ) replied to patem's topic in DayZ Mod General Discussion
What if we have a hatchet in our gadget inventory from before the patch? I have ZERO need for the hatchet as a melee weapon; I have survived this long without needing a melee weapon and I definitely don't need one that takes up 10 slots. All I need is something to get wood. Will those of us who already have hatchets in our gadget slot lose our primary weapon, or will crazy shit only happen if we try to drop it and pick it up again? I have looked all throughout the forum, and I haven't found anyone discussing this... Does no one have a hatchet from before .2? -
DayZ 1.7.1 Discussion - Others will be locked/deleted!
Mjolnir (DayZ) replied to Tigerr13's topic in DayZ Mod General Discussion
I spawned with no debug monitor and my food and water indicators are clear. When I drank and ate they turned solid red (not blinking) and when I reconnected to another server they were clear again (not green, clear). What is going on? -
Eating doesn't replenish hunger, can't hear anything or see debug monitor
Mjolnir (DayZ) posted a topic in DayZ Mod Troubleshooting
Date/Time: 11:00 EST, June 17th What happened: I spawned in for the first time since installing the 1.7.1 and 1.7.1.1 patches, and could not hear anything. My eating and drinking indicators were both clear, and drinking water once made it turn solid red (not blinking). I drank another water, and it didn't do anything. Same goes for eating. There is also no debug monitor. Where you were: Northwest Airfield What you were doing: spawning in *Current installed version: 1.7.1.1 *Server(s) you were on: Chicago 47 -
I have a Ghillie suit, and I wear it. I knew I would spawn in the wilderness, but I decided to risk it for the suit. I ended up spawning in the debug forest, so I walked east for about 3 minutes until I was back on the map. It was a non issue. Now I am invisible in grass...
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Do we need another "can I get moved thread"? I spawned outside of the map
Mjolnir (DayZ) replied to diivil's topic in DayZ Mod Troubleshooting
I have heard that killing in the debug forest sometimes doesn't even register as a kill (or all the time?), but I am not sure. -
At least this way his stuff doesn't go to waste.
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Tired of complaints about being player killed
Mjolnir (DayZ) replied to jordeezz's topic in DayZ Mod General Discussion
I honestly don't find zombies to be a focus AT ALL right now. I can avoid them 97% of the time without even alerting a single zombie; I can go into town and get whatever I need and then get out on my own without firing a shot. When I am out of a town I am completely free of zombies. It then turns into an orienteering/hiking simulator. -
Berezino: The New Devil's Playground
Mjolnir (DayZ) replied to i wub pugs's topic in DayZ Mod General Discussion
Wait, what? Are there drivable tanks in Day Z? Is this legit? -
Carebear Brainstorming Thread
Mjolnir (DayZ) replied to JamesGTAIV (DayZ)'s topic in DayZ Mod General Discussion
You completely missed my point. My point was that people flocked to Day Z because of what it WAS, and that it is BECOMING something DIFFERENT. I personally love what Day Z was like, but now it is heavily leaning towards deathmatch at the coastal towns. I have no problem with the unforgiving game mechanics, but I do have a problem with half the server slots being taken up by people screwing around and shooting each other for no reason because they are freshly spawned and have nothing to lose. My point is this: Yes, Day Z did amass a giant number of players in a short time. It does have very unique gameplay, and that is what attracted me to it as well. However, if it heads more in the Cherno Deathmatch direction people will STOP playing it because they will get bored. I enjoyed the thrilling PVP interactions earlier in the mod, where you could trust others cautiously. Now you basically have to shoot on sight. Obviously whatever Rocket decides to do is his decision, but if he doesn't do something about the current situation the game is going to turn into something different from that which attracted us initially. I think spawning new players at random locations on the continent would achieve this pretty well without having to add in the bandit mechanic again. And please don't lecture me with this "I didn't pay for this game so I can't give feedback" crap. This game is an ALPHA; feedback is a vital part of the game. I have every right to voice my opinion on this public forum even if I have not contributed monetarily to the project. Of course I do not expect rocket to agree or listen to me, but I state my opinion nonetheless. If you cannot deal with other people providing FEEDBACK DURING AN ALPHA without ATTACKING THEM for daring to question the creator of the mod then I think you need to meditate for a bit on what the purpose of an ALPHA and COMMUNITY FORUMS are for. -
Tired of complaints about being player killed
Mjolnir (DayZ) replied to jordeezz's topic in DayZ Mod General Discussion
Finally, someone with common sense... Thats why I think the concept of survival in this 'anti-game' is flawed at best. Again, and I insist, If the 'anti-game' was like the movie The Road the current 'shoot first' behaviour would be acceptable even encouraged. But that's not the case. I feel that the zombie apocalypse doesn't really fit at this type scenario. That is a valid point. I keep thinking of this game like the book (because it was a book first) The Road, but it really isn't. It is The Road + Left 4 Dead, and in Left 4 Dead people must WORK TOGETHER. In any event I feel the whole "anti game" philosphy will not be a winning one, or one that results in something that people will keep playing. You cannot design a game to have intentionally broken elements and still expect people to play it. Now I'm not talking about high damage or having to eat and drink or losing everything when you die; I am fine with a high level of complexity and unforgiving game mechanics. However, I am not fine with a game like this that only provides one type of interpersonal encounter (that is, a violent one). If I want to play a game where people shoot other people on sight I will go play a game with a real Deathmatch mode; I want to play Day Z because it can (or could before the patch) simultaneously provide the potential for teamwork OR violent confrontation. Right now it is HEAVILY leaning toward the latter, which makes it rather boring and repetitive. I want danger from other players, but I don't want it all the time. That gets boring. -
Be warned when throwing a frag
Mjolnir (DayZ) replied to billyangstadt's topic in DayZ Mod General Discussion
Funny; last time I tried to throw a nade at an Aggroed horde I managed to kill zero of them with it. I didn't even see an explosion, so it may have glitched and disappeared. -
Carebear Brainstorming Thread
Mjolnir (DayZ) replied to JamesGTAIV (DayZ)'s topic in DayZ Mod General Discussion
If people become bored of a game and do not find it fun they are less likely to play it. The issue here is whether or not Rocket wants this mod to actually last or not. "Need" has nothing to do with it. Rocket needs to figure out what the actual "purpose" of this game is and what actual behavior he wants occurring in the game. So far he has tried to leave it open and attempted to leave all avenues open to the players. However, this is not really possible, because no matter what he does he is in some way encouraging a certain playstyle. If you take bandit skins out you have a game that does NOT encourage teamwork (and therefore teamwork is much less likely to occur), but if you leave bandit skins in you have a somewhat flawed system. Rocket is trying both ways, and I happen to like bandit skins a bit better. Essentially, you can't have a completely nihilistic attitude about the game. No matter what Rocket does he CANNOT leave all avenues open to players without favoring some over others (such as cooperation over conflict). In other words, "if you choose not to decide, you still have made a choice." Obviously this is an alpha though, so experimentation with gameplay elements should be occurring. Also just to be clear the reason I don't like the Cherno deathmatch is because it makes the areas that I spend time in completely desolate; I stay the hell away from the south coast like any smart person, and at this point the game basically feels like single player (or coop if I am playing with a friend). I rarely ever encounter anyone up north, and when I do it is usually in passing without any interaction (I lay low and let them pass without seeing me). I don't fight in the Cherno Bean Wars. -
Tired of complaints about being player killed
Mjolnir (DayZ) replied to jordeezz's topic in DayZ Mod General Discussion
The fact is that Day Z provided a completely different experience a few short weeks ago. I know that what drew me to the game was the way random people teamed up and cooperated in many gameplay videos. However the game is now just turning into Deathmatch: Cherno, and it is losing a lot of its distinctive flavor. Part of this is because surviving alone is really not all that hard once you figure out how to do it, but also because there are no consequences for killing others, or for dying right after you spawn. Additionally I think it might have something to do with the fact that zombies aren't really worth shooting, so people shoot players instead. Zombies move VERY erratically and are notoriously hard to actually hit (because they tend to lag/jerk all over the place). Furthermore firing at one zombie will lead to to be swarmed by a dozen more, so it is pretty much never a good idea. But since this is a game with guns this bores some people who want to shoot their guns, so they shoot players instead (since they move much more fluidly and are easier to hit). Basically I feel the zombies need some fundamental reworking; they need to move more slowly and realistically so they can actually be shot, but they also need to be a bit more dangerous so teaming up with others actually has a benefit. Right now it is quite easy to just prone past every single zombie on the entire map; I have been doing it for 20+ hours with the same character so far. -
Carebear Brainstorming Thread
Mjolnir (DayZ) replied to JamesGTAIV (DayZ)'s topic in DayZ Mod General Discussion
I'm honestly getting kind of sick of this "anti game" talk about how Day Z is supposed to "accurately simulate an apocalypse" or how it is supposed to not encourage any kind of player behavior over another. The fact is that this game IS turning into Cherno/Elektro deathmatch, and now that the COD/BF3 meatgrinder crowd are playing Day Z it is only going to get worse. The fact is that the bandit transition provided a very interesting and unique gameplay element, and it was one of the major and DEFINING things about Day Z in its pre 1.60 iteration (I realize the bandit skin was not present at the beginning either). It made you think twice about killing someone for no good reason, because it would have consequences of some kind at a later time. I realize no such transition would occur in a "real zombie apocalypse," (which is quite honestly not a situation that would ever arise anyway) but the fact is that it prevented people from mindlessly slaughtering each other. Now I know the bandit system was flawed; A friend of mine was turned into a bandit after defending himself against a hostile survivor, and was then slain on sight by another survivor minutes later after his skin had switched (and after he had just found a GPS, RangeFinder, and other goodies). I think spawning players all over the map would pretty much get rid of the Cherno Deathmatch problem. Players would have to invest more real life time in the game to get to places with other players, so they are less likely to waste that time by getting into pointless firefights. I definitely do not want players to be able to keep things after they die; that would defeat the purpose of the game and destroy the atmosphere and get rid of the intense emotion that Day Z can create (if you want to keep stuff after you die, pitch a tent). I wish people would stop with all this "carebear" namecalling crap. The fact is that I don't see myself EVER teaming up with randoms again like I did earlier in Day Z; moreover I will probably just kill people on sight (or tell them to get moving under threat of death) because I don't plan on losing my character that has been alive for over a week to some survivor looking to steal my stuff. This means no more random cooperation, and I think this is bad overall for Day Z. -
WTF is happening to the server community.
Mjolnir (DayZ) replied to Koot (DayZ)'s topic in DayZ Mod General Discussion
Players should spawn all over, not just on the coast. This way they wouldn't all be grouped together and would have to spend time getting places, so they might be less likely to throw their lives away. -
Is there going to be some way to get rid of aggored zombies (other than shooting them) reliably? I accidentally aggroed some zombies and threw a smoke grenade, which distracted them for a few minutes. I ran a few hundred feet and then went prone, which I assumed would make the zombies lose me. However, once the smoke dissipated they started running at me again, even though I was lying prone in thick underbrush and not making any noise. This needs to be fixed, because right now there is only one way to escape zombies, and that is killing them. The distractions like tin cans and smoke grenades need to actually WORK.
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A more sane AAR, or How to deal with sniping bandits
Mjolnir (DayZ) replied to Pallidum's topic in DayZ Mod General Discussion
OP I will enjoy shooting you in the face with my M14 and/or PDW and/or MP5SD.