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S3V3N

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Everything posted by S3V3N

  1. S3V3N

    What are the best towns to loot in DayZ?

    I think Cherno is the best town. Though you have to take care not to shoot at ungeared bambis. I've been to Cherno quite often lately, though I hardly ever used to go there, before. I'm looking for cars or buses that spawn in the area a lot. There are a lot of buildings that have a line of sights on the vehicles in Cherno. You can get onto roofs via some scaffoldings. You can even sit in a forest and snipe one of the car spawns or protect your friends rebuilding a car from there. I really like sniper as a support for a group to protect them while doing something else. I don't like getting sniped out of the blue (who does?), but going to Cherno you have to accept that risk and watch the rooftops. Most of the time, people are even at marksman distance, so an SKS will be more than good enough for the job. I find sniping a bit boring. I prefer chasing players I spotted and getting myself either in a position to talk to them or to shoot them.
  2. S3V3N

    Looks Like We're In For Nasty Weather!

    Ah thanks for that! I thought it was supposed to be always autumn. From what I understood though, the current situation is how the devs want the game to play: long nights, short days. As long as we can fix gamma and the new renderer isn't in to make night lighting look more decent, I don't really see the point in us playing at night. Why don't the devs change that to a summer scenario, then? Almost every time I join a server it is night and the days are so short, I barely notice them. If there are supposed to be summer and autumn seasons, a change of foliage would be nice. I think Autumn fits the mood the best, though.
  3. S3V3N

    Locations of Mags, for the sporter.

    Wait till you use it against players, plinging away at them :) Takes a lot of patience. I'm finding 22. mags the hardest to find at the moment. I have a good 140 rounds .308, a Winchester, a Blaze, MP5 with 2 big, two small mags and 160+ ammo, Skorpion with 3 mags and 100 shots and a CR75 with 4 magazines. Have some more guns, but these are what I use. I found 80 shots .308 today, they are not as rare as people make out. The best place for ammo (for me) is the trunk of cars. I didn't look in cars for a long time and was surprised to see they spawn quite a lot of ammo again. I also found 2 magazines for the Amphibia ONLY in those corner houses/pubs in cities; haven't seen them anywhere else and the last mag glitched away when I tried to load the amphibia while inside a barrel. 22 Ammo on the other hand can be found anywhere, but is also quite rare. I think I find more .308 ammo than 22 cal. 9mm is definitely what I find the most of. And almost always stacked, rarely boxed; come to think of it, I actually find more .22 than shotgun shells - which is weird! I used to find a lot of CR527 mags, but no more. I was running around in the far north when I found several magazines for it, before. I might go check those northern villages, starting in the east again. I'm a CQC guy, so most of these guns have no meaning to me. I don't like switching guns in combat. If you are a lot in cities and looting, a scoped rifle can really become a death sentence. Sure, you have a sidearm, but that's not what I usually have drawn. My best advice is to take off the scope when you enter a city and use it as binoculars. The lag when looking through the scope and the second it takes to adjust to it is the time an opponent needs to fire half a mag of 9mm at you and knock you out. I really don't know why I am digressing this much, I'm sure you can hold your own ^^ The sporter is fun and all, but if you like scoped rifles you should go for a Winchester. Internal magazin makes it easy to load and if you get close enough, use your sidearm. The Sporter on the other hand is a bit of a jack of all trades. It does some sniping, but is more of a marksman rifle. It can be used to assault, but the small caliber make it less of a threat. I don't even know if it can penetrate a vest in one shot. We should really do some shooting trials to visualize how powerful each rifle is. Both the Blaze and the Winchester have range and caliber on their side. The CR527 has the best ironsight in the game. It would be great, if it weren't for the 5 shot mag. You can switch them out really fast though. I recommend the Winchester. They spawn in civilian buildings, even in schools - that's where I got mine from ;) I also wanted to add that the single file barns with one open door are a good spawn for Winchester rifles.
  4. S3V3N

    Getting Black Colors Black

    I think technically the black color on the leather clothes is only an overlay texture, much like the damage states we see on clothes and weapons. Other than in real life, the stuff doesn't actually break or wear down, but gets another detail layer projected on top. I think at the moment, they are just using a color grade effect on top of the original texture for leather stuff, so the brown can only turn darker within its own color range. Black is essentially the lack of saturation and maximum opacity. That can't be achieved when you just overlay textures. On the long run, they will probably have to make separate textures for the model, because obviously it isn't working like now. When you dye your bag, another texture will be loaded for it. It's not much work at all, but I guess they are using the overlay textures for all their other stuff an were hoping it would work for the bags, too. If they made the overlay 100% opaque, we would only see a black surface, void of detail. So at the moment it's balancing to get it right, but obviously their best balance still looks brown. If you want black leather, you best wait for the leather pants. I know I'll be wearing those a lot, since I love black clothes and there is too much green and camo in DayZ. I could have done without the pink and with some more black, instead.
  5. S3V3N

    Duck in cars

    The option could be called "suck self" and be done at all times after surgically removing the lower ribs! Also - I like my duck in sauce - sweet-sour! I agree, we need more options for movement in cars. Since there are no mirrors it would be nice, if we could look out of the window, like in Truck Simulator. Leaning out to see how much space we have. I don't know how else we would drive/park properly on 1p servers. This leaning animation could also be coupled with firing out of the window. That would be perfect! So the driver would lean, the passenger would shoot (if he has a pistol). That way the animators have less work and we have one action that has several functions. If they do it right, this could mean, we can lean in any direction when inside the car, except where the seat is limiting movement. Also, people need to learn to shoot at the car tires. I've been hit multiple times in cars and always managed to drive away and heal. Once it gets into people's heads that tires are ruined in one shot they might stop shooting at the passengers that much. It's just annoying, breaks your arm and ruins your stuff ;)
  6. S3V3N

    Looks Like We're In For Nasty Weather!

    I think the situation in the game is that summer's gone and we're shortly before Winter, deeply in autum. I know the trees don't look like autumn, but when I asked why the days are so short that was the explanation I got. So heatwaves would seem out of place, though certainly interesting for a differently themed (modded) map. Hail would require a new set of attributes, for example what if you wear a helmet or protective clothing (plate carrier, press vest, anti-stab, gloves). That would certainly require updates, since hail is a condition, much like being in a fistfight, whereas rain just gets you wet and soaked. It definitely could be done, and I think it would fit the situation well. Another positive aspect is that (other than snow) the hail could respawn quickly, so there would be no need to add yet another layer of effects/textures to pretend it's winter. Fire would be interesting, but the map is too large to really get you trapped by fire. If it was all wooden or mostly forest, I would find that more interesting; the cost of computing such a system and making it a gameplay feature (like in Far Cry 2), seems too high to me and it doesn't really fit the setting. As it is, I think all the game economies are stressing each other out, which is why we haven't seen them all together in one complete build yet. Even in experimental there is no rain yet, so I'm guessing this will be finalized when the new system for particles is fully integrated with the new renderer. Once that is done, I see no reason not to have new effects and hail would certainly be a good one! Hail and rain also impede vision and sound, so that could be interesting during fights or when dealing with zombies. Idk, if you've been in the situation in game yet, but there is lighting and thunder and dark clouds drawing near, sometimes. I think it is supposed to rain then, which it doesn't do at the moment. These indicators are enough to gather the weather is changing. I'd rather have fewer to no status messages, while I play. I want to be able to judge from how my character behaves and how my environment looks on what I need to do next. Been playing with New UI for weeks now, and the game is more fun like that.
  7. What defines "big objects" though? Just their size or their rarity? Because I could argue, serverhopping is also the fastest way to check chopper crashsites. I don't do it, because I don't like server-hopping and play experimental servers, which are often completely full. A better solution might be to follow your second idea that is, everything you hold in your hands, while changing server or connecting, is removed. This however needs some education and patience for the player, because who doesn't often log out with their weapon in their hand - even if it is the only one you carry!? Not sure, how to deal with this problem. Future Server-Hopping should be reduced by people building camps - in theory. However, I can already imagine people just hopping servers at factories and industrial sites to find (future) building materials. So opposed to the intention, more content and base-building will rather encourage server hopping. DayZ is a game that doesn't like to give penalties for a certain way of playstyle. That has its advantages, but it also makes certain exploits possible. I think maybe the time needs to increase the more often you change server. With waiting times up to ten minutes/change. Minutes that leave you vulnerable and spawned blind. So the first server switch would be 30-60 seconds, the second 3 minutes, then 5, then 10. After twelve hours or upon server restart that history should be deleted; at least this way, people would only server-hop 2-3 times. But still - there is no perfect solution, everything seems to have its downside when I think about it. So the current way is the least work for the devs and it kinda works. If there was a more perfect solution, I'd say, go for that! But I can't bring myself to ban or condemn server-hopping altogether. I just think it makes the game boring and breaks the immersion.
  8. S3V3N

    How do you use vehicles

    Yes that's confusing. If you can't enter them basically the body is ruined, even though the parts can still look nice and the car itself, too. A restart fixes that, but it is likely the car will respawn. Generally, if you can enter a car, it is repairable, if you can't it is salvagable. So take the wheel or spark plugs to the next car you find. When you're in the south the spawns aren't that far apart. It helps when you know, where to find spares. Also - best use -newui in startup parameters, as you can only attach and detach certain parts with it. I didn't even need a wrench or lugwrench to detach wheels from the Bus today. Don't know if that's just the bus or that has been changed. I needed both tools and newui to repair the offroader a couple of updates ago.
  9. Nurse Danger approves! I like more depth to the medical system, considering all the work that was already put into its detail. The nights will be long in the game, so they are a perfect time to patch up. Alot of your ideas have been requested in some way or other, like Honey (farming), Zippoes and Magnifying glass. Other things are actually in the game. I got hyperthermia and got ill and puked in game. Took me a lot of water and about an hour of cooling down and then some food to get rid of it. Mushrooms and Boats are a planned feature (for the beta); also probably more islands. Lot of good suggestions there, lots of detail! :beans: for your work! 'bout bikes. Apart from the Enduro and probably Harley-chopper types, there could be a transportable bike, too. This one (Taurus 2x2) you can fold up into two bags. They would easily fit in a big bagpack or split up between two people. Awesome way to hike and drive!
  10. S3V3N

    Lets post some screen shots (Standalone)

    Game is stunning at times. Love those moments!
  11. S3V3N

    Helicopters ETA?

    Whenever I flew a Little Bird in Arma I had a hard time getting it to 180-190km/h. The cruising speed was 150 km/h, I'd say. Plus you get the different LOD setting from being airborne, so you see less detail rendered.The Little Bird Model is based on the one from A Take on Helicopters, and I assume the controls will be similarly to that, too; never played it, personally. I don't think we can hide+protect a chopper without a base, so these things should probably be released subsequently.
  12. S3V3N

    Helicopters ETA?

    Yeah, me too. I guess if the code is worked on the limiting factor at the moment is lag. Helicopters is something Bohemia's always done right, kinda arcade but fun feel to them. I expect the DayZ one to be at least as good. The Little Bird isn't much faster than the sedan, so if they get that working hopefully chopper's aren't that far. I hope soon after we'll see new truckbeds, including a refuel truck.
  13. S3V3N

    Way to fix the dash-dancing exploit

    HumanIK (inverse kinetics) is on the bucket list of DayZ task, along with a new character controller. That will lead to much more natural movement and more options for the developers to display animations and tweak them quickly. I'm pretty sure we'll see adaptive movement like leaning against a wall or stabilizing yourself against a tree or rail. If you're interested in the technology, here is a short vid:
  14. S3V3N

    Infected idea

    Well, story never was a highlight of DayZ and since Rocket never finished anything he started, people are clinging on to a story that wasn't very good to begin with. With a region like "Chernarus" it seems completely possible to me the virus reached it late. It's a bit of a rural backwater. The funny thing is they will have a story mode at some point (singleplayer) and they are going to work this mess into a completely ridiculous story for no reason. Might as well change the story and make it a little more believable. I Also don't like the "resistance" idea much. If nobody is immune against HIV, but easily against a virus that devours the whole world, it makes HIV look more serious than the zombie infection. It also leads to a weird Darwinism of fashist proportions, as whoever survives is obviously the fittest. Natural Selection on a Genocidal Level? I don't think that works. I really hope they will re-think aspects of the game story. There should be something we can do with the dead anyway. Use them as bait for hordes or whatever. I think you brought up some good ideas here.
  15. S3V3N

    Infected idea

    Honestly - I think that was an afterthought to explain how there can be survivors at all. The idea of this whole apocalypse being an infection of sorts is poorly thought through. It seems to take its ideas from 28 Days Later, but if there is no story and no cure in the multiplayer game they might as well disregard it, for the most part. What would make sense to me and fits with the background story would be, if a horde would spawn in place of a dead player after he is "cleaned up"; it would make sense, because they are drawn to flesh and brrrains. You can avoid that by burrying someone. To avoid that hordes spawn in your future base when someone was shot. That would add some random elements to the game too that can be a warning to other players. I just wonder, how it could be limited. For example, if there was a huge battle and 15 people died and they all spawn a horde it would surely overkill the frames. A lot of battles takes place in cities or zombie-rich locations. Idk, I like the idea of players turning into zombies, but if that doesn't fit the lore and spawning in hordes is too expensive for the rendering, we might just stick to whatever plans the devs have for zombies 2.0. So far, they are still no threat, but they force me to move more carefully and take different routes than I want to through cities. I could imagine sleeping or leaning zombies, but then again they are no threat in small numbers. There are no jump scares in DayZ (except other players), and I don't think it is the game for this kind of effect.
  16. S3V3N

    If you want a hunting scope...

    Heheh, the same old problems here. I have a Banana Mag, but no Sporter. I had a Mosin, but it glitched to god knows where when I switched to Winchester on the new UI. I'm still trying to get used to playing with it. I couldn't be be bothered to look for the Mosin. Except five minutes later, I find a mosin clip and yet another LRS in a feeding shack. DayZ is the practical application of Murphy's Law ^^ What really puzzles me is that nobody yet found my public camp/meeting spot, which I placed right in the middle of a village, next to a house. Okay, you have to look around to actually spot the two barrels, but one of them is red-white. I have no idea how people are missing the barrels, as the village clearly was looted. I put camps in the craziest locations, in the middle of forests and hidden and they always get found. I put a camp in the middle of a village and people run around it, as if it's located in another dimension. The first one who finds my camp on De-02 should post a screenshot of the letter I wrote. I'll make sure they win a price, maybe I'll have more ammo to give away a rifle by then ;)
  17. S3V3N

    Sniping should be a soft skill

    I have a friend who will only use a rifle with scope. Because he can't aim without one. I wish there were no scopes for a while, so people would get more skilled at shooting. Sniping really is too easy now, but most people do it at really close range anyway. My best fights were with melee wepons, to be honest. I don't like the rifles very much, not even the automatic ones. I usually go pistol inside buildings and rifle outside. SKS mostly. I would like to use the Winchester more, but I hardly ever find ammo for it. It's kinda how it is now. Sniping or scoped/ranged shooting is easy and you don't often draw the zombies, whereas people that shoot back at the sniper from inside a city are swarmed. I too think, sniping should be made more challenging. If anything I lead my shots a little, but usually the crosshairs is dead on, especially if people are running toward me. I try to avoid these kind of engagements, though. On 0.59 I've seen more than enough groups hanging about cars and repairing them. Even though my finger was itching, I didn't want to spoil their fun. This might be different, once this patch hits stable. In general, I believe the up close and personal encounters are the more interesting ones.
  18. S3V3N

    Sniping should be a soft skill

    I don't know if sniping (a lot) as such should give you any advantages. It's pretty difficult to get to work, since any noob can waste a hundred shots and land only 4 of them, yet still improves his sniping. While someone else may only need 5 bullets for the same task, but won't get any better "reward". I worked out a system of secondary effects (a subset) of the primary effects of eating, drinking, healing, etc. I think it would be less intrusive than giving people direct rewards for certain actions. They would gradually change and improve slighly by doing things often. It's basically another layer of effects to the soft skills that are already in the game. You can read my thoughts here (bottom page): https://forums.dayzgame.com/index.php?/topic/158609-sa-suggestion-introduction-of-microskills/page-2 I know this will always lead to controversy, but my point is not about unbalancing the game or even giving advantages to a certain playstyle. My goal is giving more depth and use to soft skills to turn them away from a mere cause-effect towards a wholesome system that let's you build your special character, by doing things you like. If you like the wrong things, like cannibalism, there is a penalty, but one that turns the game into a more diverse experience, instead of being a punishment for a certain playstyle.
  19. S3V3N

    If you want a hunting scope...

    I'd almost say they are more frequently found in the feeding shacks this update. Ratio might be the same, but I found two today, both in feeding shacks.
  20. S3V3N

    Post Your Gear So Far

    I'm the pumpkin warrior: press pumpkin man
  21. S3V3N

    DayZ Experimental/Stable Down?

    Experimental update: https://forums.dayzgame.com/index.php?/topic/230368-new-exp-update-going-out-with-fixes-be-fix-and-more-hopefuly-a-smoother-experience-and-less-bugs/#entry2322155 Will be up again, soon...ish.
  22. S3V3N

    I fired a gun in a city. .

    The problem is: not reliantly. It may be desync, but I've seen a lot of infected pop through closed doors, too. I've also seen them held back by it, but much rarer. I think that it would be best if closed doors slowed them down and locked doors stop them. I often run to the furthest edge of a building (often near a window). When the infected gather around that window, I run to the other side and out of the building. I've been able to lose most of them by outrunning them. In cities I try to avoid them or take them out with the nailed bat, before there is trouble. I think those hordes spawn when you shoot. There is no way there are that many zombies in most of the towns. It seems to only spawn a horde when you shoot close to other infected.
  23. S3V3N

    SA-Suggestion: Introduction of Microskills

    Among those lines, but I'd keep the effects subtle, so you can't gain serious (but slight) advantages by making use of the subset system. What we see in game at the moment is a chain of cause+effect, like hungry=eat something. The consequence of overeating is stuffed, then vomiting. I'd like to add consequences like that to more systems and have them influence gameplay features. It's a bit tricky, because it is easy to see it as a disadvantage to the bandit game, but really it is more of a challenge. When you play cannibalism and bandit all the time you will have to adapt your playstyle. You'll either have to move closer up or become better at aiming quickly or firing from the hip, in order to get a kill. You'll band together in case one of you needs medical attention. Most likely you will trade or scavenge for meds, too. There is a situation of mutual need for each other, which currently isn't in the game. My goal is to create a grey-zone, between the black and white gameplay we have now and give everyone a reason to keep another player alive or at least thinking twice before opening fire. If you are healthy and play "good" for most of the time, none of that matters. You'll hardly get affected by the subsystems at all. But you have to scavenge more for your living and engage less in PvP, eat no human meat and keep things clean. As a bandit you'll have better access to gear and do more looting than the cooperative player, but you have to keep your shit together and counter the negative effects of the lifestyle to keep in shape. What I've also been thinking about is yet another layer: temporal effects or buffs. For example: eating human meat is bad for you and there is no way around that. However, while the longterm effects are bad, there could be a short rush of energy, i.e. temporarily increasing your health or stamina for a set duration of time. That way, you'd be more ready for a dangerous situation. This could again apply to all sort of actions and items and be combined in different ways with other secondary effects. So there could be other ways to get the same or similar effect, but they most likely involve some work/crafting or rare pickups. You'd actually build and experience unique characters with the depth this system achieves. Every life will be slightly different and you'll learn more about customising your character by doing it yourself than any game can offer in a character building screen. Since these effects are all secondary (or even tertiary), they won't massively affect your gameplay, but they'll help you make decisions about where you wanna go with your character development.
  24. S3V3N

    SA-Suggestion: Introduction of Microskills

    I disagree. Since the development so far has been heavily developing on PvP elements, lots of players have never even considered a different playstyle than KoS. The system I suggest is balanced so it lets the bandit play banditstyle and keep most of his health and sanity. But he has to work for it, not just lazily gun at everything. Banditry is the cheapest way to play the game, there's no effort needed now. No intention at communication, cooperation or sharing resources. It's not like I want to make banditry impossible and there will always be KoS. But bandits will be more effective in groups, whereas normal survivors aren't plagued with their problems. Again, this is only happening when someone constantly shoots players or eats human meat. It represents the declining mental state of the person. We have economies measuring food, blood, infection and water. On a sublevel mental health could be integrated, though there should be no "sanity" meter. Just visible and tactical differences that can be overcome by deviating from always the same playstyle. If you don't want to pay kindness to strangers you can always just treat or help your bandit buddies. There's lots of group dynamic potential here. And the system could be expanded greatly with other detrimental or beneficial effects; they would always be secondary to primary actions, such as healing/treating/repairing/hunting/killing human/eating human...basically everything could have a subset of effects. Where it makes sense at least.
  25. S3V3N

    Changing the sedans tire = not safety

    I've been wondering - has anyone tried beating or shooting the cars before they attempt to take off a tire? Because that is what usually puts things in a ready state. With the wheels it almost looks like the vehicles just got "activated" and is looking for its proper position; it would help if the game engine wouldn't think that position is upside down and underground. Hit the car first next time and see if that settles it, before removing the wheels. Clearly these vehicles have a lot of troubles that can't be fixed even by our most educated guesses and behaviour. But I think we'll see much progress made with the next updates. It was a decent start. I got a little over-excited, but you know how these things can go sometimes...
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