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Everything posted by S3V3N
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I don't play like that often, but I tried out many things you can't even dream of. I've been practically playing the Mod from day one, as someone busted into my Chernarus Life session and said "hey, that zombie mod has been released today!". As everone went off, I checked it out and my Dayz love was born. You should try it outfor yourself! You don't even have to look exactly like someone else and you have to make sure they are on direct talk and not on Skype or off-game. If you as much as wear a cowboy hat and the right jacket and mix with a small group in a town (where they split up to loot and then get back together, they will not instantly know what to do with you and sometimes don't even notice. I stood right next to guys and yelled that I saw someone in the police station and they all rushed off to check. Mimikry is the way :) People in this game are much too preoccupied with getting shot, but instead of running away or shooting first, most never consider they can also just blend in. You just make yourself a target, if you behave like one. But you need a bit of luck and a populated server to try this. I'm sorry, if you feel the best thing to do in this game is to shoot everyone.
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I am confused. Maybe I was just lucky? I only started the game again 2 days ago with the character wipe and all. Spawned near Berezino and went to Polana, Gorka and then south. Played another hour today and ended up in Tulga. In Berezino was a shotgun, mosin, crossbow and a repeater. I just went through, didn't go in many houses. I found ammo for mosin and shotgun too. Only 7 for mosin and a pack of buckshot (x10) for the shotgun. But I found more later. Because I was double carrying, I lost a Mp5 + 30mag (found at police car+in police station) and a sawn off Mosin. But I like my pistols better anyway. I found even more rifles, the Izh (hunting rifle) or whatever it's called was on deerstands more than once. I ended up finding a barrel and basically dumping lots of loot and one rifle in it. Today, this is what I look like. In Tulga alone was a P1, 1911 x2 and at least one Makarov (magazines are in the police cars). The hardest to find for me was a decent backpack, really. This is what I looked like today, but bear in mind that I have dumped even more stuff in that barrel:
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It's probably also, because you ran out of ideas what to do. I get that, too. My latest passion is stalking people and whispering to them over direct speech. Freaks out the bambis, as they scatter in all directions. I also like mixing with groups that are travelling, by copying one of their guys style. I either carry an assortment of weapons or clothes, depending on how I want to play. It's hilarious when they figure out after a while there is one too many of them and two of us look the same. Doesn't always work though, but when it does - it's comedy gold. You CAN still be creative! However, I'm really missing the infected in this zombie game, because basically I am just trolling other players now. Without infected you realize the map is a big empty thing. I hope we'll find some of the stuff needed to fix the trucks more frequently, in the future. Because that was always solid fun for me and a way to travel around quickly, instead of walking this bigass map for hours. It's the first time I see the CLE working and that is quite nice. I just wish it would eat fewer resources, because frankly, I don't care if it is possible to glitch some items or reset spawn points. What I care about are zombies, which aren't in the game (or not in big numbers). What I also do care about is consistency, which isn't really there now and when it is it's not reliable. I really think sometimes the Devs are mad, pushing features that seem good on paper, but aren't really that important to us players. For all I'm concerned, all loot could spawn in the exact same spot every round, because everytime different people would pick it up there anyway. I need to see zombies again, but I'll just have to wait for their comeback.
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Dayz = Sofa King Good! (say it really fast)
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I really like observing people and following them around for a while. I also like carrying multiple weapons, circling around a bunch of guys and firing everything I have from cover. Not with the intention of killing anyone, but just to pretend there is more than me out there. Spreading chaos and watching it unfold is my mission in Dayz :) I don't like close quarters fighting in towns, because I'm missing the zombies. It's too easy to sit on some roof and just pour down led. It's not how I play, but I've been killed that way a couple of times. PvP can be fun when you meet someone with the same weapon. It either ends in one or both running out of ammo and having a laugh or just splitting up again. I've had a guy walk up to me and ask for an axe battle, which we then performed and both had fun doing. I wish I could cause more mayhem in Dayz, but without infected the game doesn't allow for a lot of experiments. PvP is okay, but most of the time, I just wanna run around and explore. Especially, if I missed a few patches and there are new mechanics to try out.
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The only hot contender for me would not be 7Days to die or Miscreated, but the Forest. It seems a lot more is starting to work there and the game looks much better than a few months ago. However, that being said, it has a totally different atmosphere from Dayz, and I really love the Chernarus settings and huge map. It's a lot more to explore when you are new to the game and yes, a lot of content is added every month. The big difference between the mod and this are the survival aspects and the crafting. The weapons are also more detailed and modular than in old Arma or the mod(s). The problem is that Dayz isn't really a "zombie game" at this point, because there are problems with the AI. So, in the end you can't do much more than roam the land and shoot or befriend other players. Which is fine, up to the point where you imagine all the great things possible IF these systems would really work well. I think a lot of the griefing on the forum comes from people, who are really concerned with the ups and downs each update brings along. Sometimes something that worked fine, seems broken in the next patch. This can be a bit frustrating on the long run, but the team is dedicated and really tries to push the boundaries with this game to bring us something new. I just wish a couple of things would work better by now. Consistency is very important to my way of gaming, and I am really missing it when it is disabled. Best thing to do is view Dayz as the work-in-progress it is and come back every couple of weeks or so to check out what's new. That's how I handle all the Alphas I play, however none of them polarizes like Dayz and there are times I cannot understand my love/hate relationship with this development, myself.
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A little bit of squeaker justice :) guess what nationality..
S3V3N replied to Toperek1990 (DayZ)'s topic in Gallery
Lol and then he didn't even hit. I have this problem with two friends I play with, too; both are (supposedly) mature. One wants to shoot everything, no matter what we just discussed about holding fire. He always hides ammo from us too out of fear he may not have enough. And the other just runs away as soon as shots are fired. I usually end up searching for one and saving the other ;) sometimes we all die. I survive longer when I play alone, but I get less hilarious moments. I do panic myself sometimes, but after years upon years of playing the mod, you get used to a lot of situations. -
Base Building vs Advanced Barricading
S3V3N replied to Weyland Yutani (DayZ)'s topic in General Discussion
I just wanted to add this link to a similar thread: http://forums.dayzgame.com/index.php?/topic/227758-base-building-concerns/page-2 I'm surprised so many people are in favor of barricading over building these anti-gravity bases we know from other games. I think most of the problems adressed, like people closing down the loot spawns can be solved in multiple ways; I talked about that in prior posts, too. Also, if you have freeform building, people could still decide to wall up these lootspawns. If you have a controlled system for barricading, it could actually be more balanced than allowing people to build walls everywhere they want. What I described above, namely recycling parts from existing structures and using them to build and upgrade your fortress, would have some advantages. One is that all the tools could actually have a purpose. The second is that you could start small (use a shed as a first base) and slowly expand into building bigger bases with more space for equipment and tools available. The one thing I still think is important is that when you place a player made structure near an item loot spawn, the spawning of loot in that area is disabled or supressed. In other words, nothing would respawn there (or only very slowly); until the structures are removed and the server is restarted. On a side note - I'd like tree houses or bases hanging from cliffsides, too. I think there should be two sorts of bases: camps and fortified bases. As I wrote in my prior posts, I believe tent bases should give you little to no advantage besides storing stuff, while a house base would allow all sort of upgrading over time, in order to build a workbench or other tools that make life easier. -
I'm tempted to download the Exp, but I'll wait for the next stable. I'm glad the team is actually not pushing the stable releases any more, unless they actually are (more) stable. The advantage of this (to me) is that we get to play the stable for a longer period of time without wipes or other obstacles. I want more than just to test the mechanics and run around with PvP in mind. I really like living in the Dayz universe for more than a day. After a day of work, it's nice to startup Dayz, hang around a camp with some friends and have a chat. And then go out together and shoot some zombies, deer or the occasional player. I don't play for the loot, I play for the fun of meeting a few people, who I barely see outside of Dayz. It's kinda awesome how we have this parallel life there and can just hang out and have fun for a few hours. I like that feeling and it's what I keep coming back for.
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Base Building vs Advanced Barricading
S3V3N replied to Weyland Yutani (DayZ)'s topic in General Discussion
I think basebuilding is in every survival game these days - and nowhere is it done very well. However, the devs probably feel pressured to come up with something comparable. I really hate grinding to collect materials and build bases. That's so oldschool, but not in a good way. It feels like I'm a slave to the game, doing things I don't even want to; purely mechanical. I'd rather see something new in Dayz. I forgot which mod it was (Wastelands?), but basically there you would pick up bunkers, sandbags, watchtowers - anything really and could rebuild them at your own base. The bad thing about that was that you would just find unconnected pieces of wall in the middle of a road - not realistic. Then how about some buildings that have dynamic elements, which can be removed and used to create something new from it? You could modify existing structures (less work, but - no choice of layout or expansion), or tear apart some of the buildings that have dynamic parts and build something new from them, somewhere else. Perhaps some combinations with the looted structures would also be possible. For example, combining a door you took with a piece of sheet metal from a shed gives you a reinforced door. You should also need tools to break up the structures and remove/combine parts, giving new meaning to the crowbar, sledge hammer and other tools. -
I actually think there should be no freeform basebuilding at all. Instead you should be able to fortify/barricade existing houses/buildings, only. The bigger the building you chose, the more work it will be, but the more options you'll get to place machinery and storage. That way even solo players can get a moderate base build. The problem here is with lootspawns, because it will block them up. Imagine someone walling himself into the industrial buildings just to hoard mechanical parts. However, I think those bases wouldn't survive long. Ideally, the house you build in should just reset and be empty, so you can start filling it with your own interior. I think this could be done easily by despawning all props in a radius from the main door/gate. The only thing I'd like to see for us to be able to build are various types of fences and gates. Starting with simple wooden fences and working all the way up to tall military style fences with barbed wire top. So you can actually expand your complex and lock up vehicles inside, too. Unless they are in a car tent, they can be shot through the fence, though. I'd also make fences impervious to vehicles driving through/over them. I know it's not suprrealistic, but otherwise it would be too easy to break them. Explosives, on the other hand, may get the job done. The reason why I like fences is, because they might have multiple uses. As base building material and later perhaps for fencing in animals or safekeeping your horse/mule (against predator animals only). I think, each should have their advantage. For example, a base made of tents would basically just give you a place to crash and start out with; kind of a backup/starter base to begin collecting tools for building and stock up on supplies. The house base should be able to connect to a generator or electric grid and allow for building of advanced structures inside. For example: a forge to repair knifes/tools or to cast bullets and a workbench to repair and modify guns and rifles. Or a medical cabinet with some content that can be refilled. Storage boxes, of course. I'm much more interested in the structures we can build inside our bases than in the base-building itself. There should be various ways to lock and protect your base, too. Like several different kinds of bars (plywood, solid wood, iron, steel) to lock up the base from the inside, even without a padlock or key. The stronger the material used, the harder it is to get in. Padlocks can be found and keys can be manufactured at workbenches. I'd also opt for just finding the workbench parts (and other parts) scattered on the map; maybe you need to recycle existing structures for the parts. Perhaps this can even lead to some cooperation, because people would prefer to be able to use these tools, even if it means they have to share them with another. The basebuilding in Ark (was mentioned above), has one disadvantage - it unbalances the game. Even if you let aside building in caves in Ark, the big tribes can pretty much own a map and tear down all smaller bases during the night, using the stolen resources to make their own base nearly impossible to attack. On the long run the bigger tribes make it impossible for the small ones or solo players to build anything decent, since it is torn down within a couple of days. I don't want that to happen to Dayz, as one of Arks few flaws is the nightly raiding of your base and impossibility to protect it properly. I think in Dayz, bases should be pretty safe if you build/plan them right. You can still crack them, but it should take a lot of effort and time. It would also be great, if the bases had flags, in order to identify the owners clan. It should be possible to form alliances by exchanging your flag with others, so you'll raise 2,3 or 4 flags, instead of one. Bases should also have a mailbox, so you can leave notes for each other. Generally, I'd only allow for base building inside houses, if the zombies within a certain radius have been cleared out.
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What's stupid about wanting the right thing? I guess you are superhappy with Dayz, as it is now, since you added nothing to this discussion.
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To me the biggest bummer is the lack of consistency. That and zombies that are actually a threat (and not a glitch) would be the first things I'd get to work. Who cares about another gun model. Even if it is fantastic looking and accurate that's not the reason to play the game. Another thing is weather. I haven't played for a while, but the last times I played, there was no change in weather any more. I remember having written an application to Mark Spanel, asking him to add me to the team to work on lore and coop mechanics. I told him that they would face that point, sooner or later when the core game just isn't enough any more. That was four years ago and today, we still don't see the core game working. My application wasn't answered and I went on to write and model in other places.
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They made s o m e t h i n g called Operation Flashpoint for consoles. It had nothing to do with the Bohemia game and was a terrible, terrible game. Only the title was bought. Apart from the technical fallacies consoles have, they also have the wrong interface. Do you play the game with MS keyboard and mouse on XBox? Or with controller and overlay menus? Nobody knows, but the devs will screw it up anyway. I had a laugh when I read the news. We haven't had a single update that actually worked right for the past what - 3 months? They fix one thing and break three others. And then I look to the right and see "Singleplayer confirmed"... and had an even bigger laugh; call it a choke actually. What's wrong with you? Dayz "This is your story". Did you forget about the concept of the game? Someone must have lost their marbles. To me this whole update just said: "Hey, look at us. We are Dayz Devs! We don't give a shit about the game we worked so hard on. Thank you for your money, bye!" Last game I ever bought from Bohemia. Period. You've been special, now you're just greedy.
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Is it worth buying Dayz standalone yet? [With Developer responses]
S3V3N replied to Blade4777980's topic in General Discussion
I changed my opinion. Even though it is an admirable effort, I would not buy Dayz again, now. I'd wait until it goes to Beta and see what kind of reviews it gets. I mean, I play ARK and the game design here is flawless. There are small things you don't even notice at first that help organise your gameplay. Dayz has very nice models and animations for most weapons, but it lacks the technical competence of games like ARK, which updates every day, sometimes more often. Small issues I noticed a few days ago are already fixed. Dayz devs on the contrary know very well about the games problems, but important things don't really get fixed. We just always wait on the next miracle. This time it is the renderer/performance and working persistence/database. Wait till Beta. They made enough money on this and smaller teams have done better on other games in the meantime. Dayz might become awesome, but it needs heaps of work. I know the map is huge, but it's not dense at all. In ARK every mile is packed with action and the map has caves and underwater detail that are simply amazing. Shows how good Unreal Engine is, really. Dayz's engine isn't cut out to deliver satisfying melee, which is why I don't understand the amount of melee weapons; most of which I never used. There is something flawed with the game design and things don't come together fast enough, for my taste. I know ARK is in Beta, not Alpha, but my god what a beta it is. Better with every update, happy players, no rage. Dayz = wait for Beta. -
Good :) I went to take a look at our camps today, too. Unfortunately the tents are gone, but backpacks are still there. Bit weird that. It's still a great feeling and sometimes it's good to take a break, just to remember how nice coming back feels :) I wish it was easier to talk to people, but I have had the same problem. Even people I talked with shot at me later ^^ It'd be great if people got knocked out and not killed, but that's a risk of taking just one or two shots at them. I do the same as you with my pistol and empty half a clip first, ask questions later. It bums me out though, but honestly there is not much to talk about when there is no common enemy. I wish we had some more random stuff to do that requires the help of one or more players. So it would make sense to keep people alive for more than a chat. I also find at CR75 and the FNX more effective than any rifle at close range. I wonder, if they are a bit overpowered/overaccurate. I love those two pistols though!
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Do you always shoot everyone at sight, or is it just bc it's the airfield (I don't try getting into conversations there, either ^^)? I would have probably tried to talk it out with that other guy in Nadezhdino, but you're right to kill, he shot first. All in all, I am quite surprised people don't use the ingame voice chat at all. It used to be such a frequent thing in the mods, and I actually made good hiking buddies a couple of times. It does happen in the SA, but it seems a lot rarer to me. Usually people just kill each other, only to find out that they can't carry any more stuff anyway. Also - did that smersh vest survive ^^ The last one I found I was so happy about, too. Then I got hit by a zombie once and it was instantly ruined...
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sorry. error. 01000101010001010
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The point is the current way of doing things doesn't really help anyone. The way people are playing experimental is not how Dayz is usually played. I doubt usually you'd have the high concentration of people in short time (to check it out) and you wouldn't have completely full servers at all times, either. So whatever stress testing is doing to servers and the game, it is a situation that will unlikely repeat in the final release of the game; nobody will just jump in for half an hour to check the loot, consume some drink/food and leave again. Nobody will queue up to play on a server, because there will be lots of servers. All the current traffic is due to the experimental release and our curiosity. I don't think there is a "lesson" at all, and I have problem finding out what your reply refers to. I am also not suggesting to change player stats permanently, but as long as the spawns are broken and the traffic in the game is so high, it would seem plausible to me to give the player some leeway about his health and energy. As soon as all the systems work more or less as planned you can go back to spawning us starving and thirsty. Currently the mechanic means that we either have to respawn, until we get into an area (north) where we still have a chance to survive, or we need to pick apples or find berries, which is horribly laggy at the moment. There still aren't the systems in place to maintain our health by living off the land. Sure, if you are lucky you can grow crops before a random server restart. But a) that is not fun, c ) it only works for the first guy, who found the seeds and tool c) it's bugs that keep us from using mechanics like picking fruit or fileting fish. Not gameplay mechanics, but bugs! P.S.: This refers to EU players mostly.
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Yeah, I uninstalled Arma II and its mods a while ago, too. I didn't even want to play Dayz again for a while, because the mods cost so much time, and I played them a lot. However, this problem doesn't occur with the standalone, because the game is simply no fun. I can't even remotely play it like I did the mods. Reasons? Because all the crucial systems to make the SA fun are broken in some way; example: - shooting: thanks for the desync/lag, devs. Shooting is luck, not skills right now; nice gun model, but where are the firemodes... - zombies: I think I have never been killed by zombies in Dayz SA, so far. Not something I would dare say about the mods. - cooperation: no real need to. You can build/use everything alone, except for IV sets. - glitched inventory: As long as I lose stuff from my backpack or hands it is very tiresome to go on, hoping to find the same item yet again. - glitched persistance: If I put something on the ground it should stay there. However, some assets (e.g. jerry cans) even disappeared out of tents and backpacks. I think the funny thing is none of us realized how well the mod was working, until we tried the standalone. I know that technincally there have been great efforts made to push more functions of the game to serverside and away from clients, in order to make hacking more difficult. I realize this is work that can't even be seen, but was very important. But on the long run, Dayz needs a vision. At the moment it's just a sandbox game with stupid zombies; there is no fun in it, yet. The predator I can remember getting killed by in Dayz the most (90%), is the bug-beast. And the lag-beast. And the restart-beast. Dayz's problem is that the prototype was the mod. And the mod works! But the standalone is build completely differently. It never really had a prototype - we are playing the prototype. And despite calling it Alpha and all that, it should really be back to "Pre-Alpha", to before addition of all the content. For all I know we should be working with blockout and placeholder models, now. The databases need to work, the tables, the basic economy and balancing need to work, before adding more content that will need revision with every update. That's the point at which the pre-alpha can turn alpha: AFTER gameplay related functionality has been tested and proven. It's also a lot less work that way. I pity the devs sometimes, but there is an old saying that goes: there is no escape from the hole you've dug yourself into.
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Funny thing is when I pick an apple, I have to wait about 40 seconds for a server respond. So not only does it take forever to go through the animation, it also takes much longer than it is supposed to. I think this was adressed, too. Now, Mr highly trained Developer: can you please raise health and energy at the start to, let's say x5 of what it is now? Because the game makes no fucking sense like this! Why do I start starving? And don't bother giving the generic: "because you were on the run for weeks" talk. NO! I just started playing the game, I don't care where this guy came from, but if he is half-dead already I don't wanna play him through a broken loot and inventory system. The problem is - only few experimental servers are actually usable for Europe now. So people log on, loot, play a while log off (the servers are almost always full) and the loot disappears faster than it can respawn. The consequence is that people joining these servers have very little to find and play with, unless they run for a fucking half hour and stop for apples for 15-minute tree-looting-grinds; it's ridiculous! Now, experimental builds should be that way, but the joke is that we will get that bug-ridden, non-functional and lacking version presented as a "stable version" in a couple of days or a week. Nothing about it will be stable, it will annoy everyone and simply show that the devs don't learn a thing; ever.
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I think the chances of the engine putting you under the map at respawns, instead of inside the bunker, are very high. So, I'd rather not have an area like that, before I can be sure it won't kill me at random. The devs are not in favor of bunkers as far as I know, but for technical reasons as well. They can't be done convincingly in the current game engine. Same as caves, I guess. There just aren't the right tools for this in the engine's editor and its capabilities. I don't think lighting the area would be a problem, as essentially it would be pitch black for the most part. There is no electricity. So maybe you'd need to make a fire to see anything in there at all. I do like the thought of structures like these, but I think we have enough variation that could be brought to the surface world and hasn't even been tapped into. The location of the "secret" bunker would also be all over google, etc. so it would be easy to find. You could randomize it by having three different exits to the bunker and only one of them being active at the time. That would at least keep everyone from rushing to the one exit. It reminds me of the Namalsk bunker, which was fun albeit quite glitchy. It only had one exit and everyone knew where it was. Getting in and out there provided a huge risk to get shot. So it was either for the reckless/ newspawns or for groups big enough to defend and hold the entrance while their guys were down there. Interesting sometimes, but I think most of the time I would have preferred a second exit somewhere.
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Your images seem stretched. I don't know if only for me, but your character looks fat ^^ Great gear though. I had that FNX and the silenced AK101 before I died in a truck glitch (spinning on a pole). Really loved that pistol and now 45 ammo is pretty easy to find. I also had the sight, damn I want it back :) So now I have a CR75 silenced and a regular M4 but with stacked mags and a spare. Also have some optics on it, same scope as yours. Best rifle in the game so far. You can even switch firemodes on the M4 (fpress t...though you probs know). Really good selection there, pristine food only for you :) And I bet what's inside the cases isn't shabby, either. One question: why don't you build a camp/tent? Even if you just put down a backpack and a rifle somewhere you can loot again and have the camp for backup in case of glitch/death. I guess you don't want to come back to your tent all the time?
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Lootsplosion science and the unfortunate encounter with "The Freeman",
S3V3N replied to ☣BioHaze☣'s topic in General Discussion
From what I remember of the old system, the loot inside the "round roof" barracks (where the military tents spawn) only renews after server restarts. And it respawns slower than elsewhere. So there is no point in emptying there. Similar things seem to go for the regular barracks. However, police stations, military prisons and firestations seem to be perfect for gathering the loot. I've had cases where I emptied a police station only to find gear again in rooms that were previously empty. And if you're lucky it might spawn something good, like a 1911 mag there. It's still tedious to do and basically more like the cleaning up in the mods was, where you ran away for 500m to come back and find a lot of loot spawned again. I do think the buildings may have a limit to what they can spawn, because I've seen some, where new loot appeared and others where nothing happens. So it works best at places that spawn a decent amount of loot anyway. Loot always seem to spawn in places it wasn't spawned in before, too.