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Everything posted by S3V3N
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I agree. Awesome as it is to have multiplayer for JC2 - a game I really enjoyed playing for the laughs - it doesn't provide the right means for realistic zombie survival. Arma is much better suited and to call the engine broken is just unfair. What is broken are the hearts of people playing the game, taking sissy revenge for being unable to survive fair and square. JC 2 is an arcade game, not a simulator. Driving, flying, feels wrong and purely made to be fun for a couple of hours. Arma 3 will be a lot like the better parts of JC2, except with real physics and much improved gfx. The problem remains with the easy hacking, and I think that is a deeply rooted problem at the core of the source code. I bet they are working their asses off, trying to fix those problems and all we hear here is complaints and arguments. I had to buy the combined operations a second time just to play this mod, and it has been an inspiration and a gift to me. I don't mind supporting Bohemia, because they have been underrated for much too long. Look at the shit that other producers call "realistic" military sims. It just isn't the same. Arma is and will always be unique. And that includes unique difficulty and also unique problems. A lot will be fixed, but never can everything be fixed. Also, if you think cheating isn't possible in JC2, you are blatantly wrong.
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I wonder why it is that we can see someone's map markers. Is that a hack, too? Because usually when I found a map on a player it would have some markers on it, but when I found one in the supermarket it was always clean. Only recently I started finding maps that have markers on it and that I didn't take from other players. So this is some kind of hack, or is it really the way with every marker being visible to everyone with a map?
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Well, there is punkbuster, etc. It just requires the source code to work, which I don't think Bohemia is willing to compromise. After all, their engine is pretty unique. I think it can be done, but it wasn't really necessary for Arma, until recently. Scripting is becoming more and more an issue in the original game now, too. So, one way or another, Bohemia is bound to react. Another problem is that servers are made by regular players. The person who controls the server can change a great deal of things. Hacking doesn't always have to be obvious like what we see in the game. I'd much appreciate it, if they'd drop a few lines or talk about this and changes made during one of the next presentations for Arma 3.
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You know, in a real zombie apocalypse
S3V3N replied to fluffyg's topic in DayZ Mod General Discussion
In a real zombie apocalypse, snipers would be dual wielding, slow-mo jumping and picking up Mountain Dew on a drive-by shooting And denkart, I don't want to see your avatar. It freaks me out so much :) I know how you did it (thanks for your info) and I'm not amused. Three kittens had to die, just so you could have a face implanted on the back of your head ^^ That is so boss! -
It's nice to be idealistic, but it's the same in real life -be prepared for huge disappointments. The thing in Dayz is you give and trust and you get nothing back, except a bullet or two. That's why the game is ill and needs a doctor now. It would involve a long term strategy to create some purpose beyond collecting better guns and looting dead bodies. I'm not sure if the people at Bohemia know how to solve the issues. We will see.
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Seems like cheaters are the only ones having fun, right now. I watched the adventures with the hackers vid after yours and - yeah it completely removes all purpose from the game. Also your video made me lol quite a bit, sorry to say. First all items and then a sheep. Hacker's evil hand! So next time you won't shoot at the hacker, right ;) You just change the server and hope to be quick enough. Concluding, I can say something about the infected hearing/not hearing was fixed, but nothing about the scripting issues or about the artefacts was done. So I suppose that is really hard to change/tackle for the devs. Sure, the Arma engine can deliver giant landmasses, but I don't see how any of the predominant problems can be fixed without rewriting huge parts of the original engine. I wonder what the next iteration (arma 3) will bring. Since all the bugs/exploits I see in Arma 2 were already in Arma, I wonder how another updated version will fare. It will probably be just as hackable. And now that the game has been discovered by so many script kiddies, it might turn out to be more a curse than a blessing to the series, if the wrong kind of players keep exploiting it. Arma was always one of my favorite games for the reason that hardly anyone cheated. People were mostly too mature to ruin their experience or someone else's. This is starting to change in the last years and a 64 player server can easily be fucked up in five minutes by a single player.
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Quick drawing I made this evening, since it was raining all day. Kinda got me in the mood https://dl.dropbox.com/u/10191409/2012_08_03_ghillie_orig.jpg I'm thinking about doing a cartoon series with two guys in ghillie suits. Have to find some time, first.
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I've actually been thinking the zombie clipping through walls is there intentionally. It does break the realism, but imho it would be too easy, if you'd actually have to wait for zombies to find a way around. They do seem to run around all fences, so there is definitely a mechanism in place that governs that. If there are more zombies on your facing side, I guess the clipping should end. For now I don't really mind it that much. At least it keeps me on my toes a little more. I actually find there are too few zombies for them to pose a real thread. Especially at night you can almost walk through a city without any trouble at all. Backpacks are one hell of an annoyance, I agree on that. I don't know how many weapons I've lost, because I had to equip the axe and make space for it first. There is a way, but so far it includes dropping all the inventory items and going through multiple stages of exchange that just feel ridiculous. Glas not shattering is one thing. Having to pull out your crowbar or axe to do it silently (and go through the whole process of re-organizing your backpack) is what makes it a pain to me. I never noticed an infected follow me into the hospital, so I guess the whole point of the glass not shattering right away is to give you somewhat of a challenge while you are still outside. I want melee/stun to be incorporated, since you can do enough damage with the butt of a rifle to knock someone out or break a window. The graphical glitches have been in Arma 1 already. Somehow all surfaces of an object seem to be projected to one point, which then causes the famous triangle artefacts. The door opening is quite annoying, but also an Arma problem. Be thankful you can open doors and enter buildings in Arma II. It can only be better in the next engine. Plus, the standalone engine for Dayz is probably more optimized for interacting with objects and buildings. I can only imagine how much work it is to fix all the problems with this mod. It is because this isn't a narrow framework of corridor shooting and limited maps with single objectives that makes it so difficult to control every issue. I have only played the last two versions, and I can't say how much has improved since the start of the project. It doesn't seem like a lot of issues can be fixed on the short run. I have high hopes that all these complaints and all the hacks will finally lead to a very stable standalone version. Though again - with a game that offers as much liberty as Dayz, there will probably always be things to exploit and a constant demand for patches. It's a difficult situation for the devs, for sure.
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Maybe in Arma 3. Also, I'd leave my backpackon the coast, if I went swimming, so... There is no real point in swimming now, except if you want to make it to the one large island near the coast. Swimming sped up is a good idea in general. I feel a lot of speeds are quite unbalanced. The cars are much to fast imho. Would be more fun with slower cars and actually a few zombies that pose a threat to them or get in the way.
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I think the easiest way to play this game is to shoot everything on sight. Play it safe. Because everybody does it. I also think the game gets incredibly boring after a while when you have found night vision and the rifle of your dreams. All I do is cycle through different rifles I find, at the moment. Then there is nothing left to do but shoot down other players (which I only did twice. It felt good and much too easy). Survial isn't really the problem and the only danger is running into one of the bigger cities or a field close to them. So it's understandable that people get creative like that guy in the video. I didn't even know there is enough space in the coyote patrol pack for a rifle. Without watching it again, I think he must have sacrificed everything else to carry that rifle stealthy as is. Also - I would have shot him the moment he started talking, because you can hear he's got some agenda. However,if the backpack isn't hacked for more space, it is at least an ingeniuos way of playing. It still leaves you a chance to incapacitate him and check his gear, before trusting all the way. Killing everything isn't ingenious, It requires no skills and doesn't follow a plan, except for item farming. It's just low thinking, devoid of any human standards and purely to satisfy one's own egoism. It is the easiest way to play and the only one that is rewarded. There is no reason to care for other players, I totally agree. There is also no competition, except for the most kills, but definitely no friendly competition. The real sad thing is the game is the most fun in groups, but you can't find a group ingame, unless you are veeeery lucky. This is totally different to what would happen in real life, because there would be groups just for the sake of having a pair of eyes more when infected become a real danger in numbers. Alas they aren't. The real danger comes from a bush shooting at you.
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The one thing I hope for is that factions will be made and will be consistent throughout servers. Factions will create goals, and goals will clash with other faction's goals. They will create their own stories, but each faction will also have their own goals, which you can chose to pursue or not. If Rocket needs a writer, I am up for it (I have experience writing screenplays and short stories); goals need to be minimally intrusive and be designed in multiple stages + branched objectives. I imagine you can join a faction according to your current gear. So, only a guy who has military equipment will be able to join a military squad. Ranks among a faction will be distributed according to days survived+zombie kills. The highest ranked official of a faction may enlist 2 bodyguards.The military will shoot down anything and be ruthless like the bandits, but they also have missions, e.g. to establish a sattelite link to restore communications or reactivate an overseer drone and scout an area. Every faction would have unique goals and can chose to play them out or to make up their own goals. some faction ideas: military - players with military gear can join military goals: long term objectives, multiple stages --- bandits - players who kill 5 or more surviors can join bandit goals - bandits have 0 objectives, except to cause havoc + set up camps --- survivor - anyone can join survivor goals: survivors have short time/single objectives and low tier "rewards" --- medics - anyone with a stock of at least 5 medic supplies can join medic goals - short term, long term (reinforce health care in the north) --- traders - traders can be joined by anyone with an alice pack or larger trader goals: long term goals, mid term goals, diplomatic goals (secure help of other groups to establish trade posts) --- postman - anyone with a vehicle can join postman goals - short term goals (supply information between factions, deliver messages, provide transport) --- later addition (one of many possible ones): engineers - engineers have a toolbag (needs to be repurposed a bit and made more rare) engineer goals - engineers can build vehicles from parts and mod existing vehicles --- Factions could be chosen at given locales, e.g. if you want to join military - at military camps, if you want to join regular survivor, at bars, if you want to join meds at hospitals, traders at shops, postman at gas stations, etc. You would think twice before killing any of the higher tier groups, because they may be able to help you and your faction more when they are alive. I imagine goals of the factions to be interlinked, so you will require , e.g. a postman to help you out at some point of a (particular) mission. Of course, there will still be a lot of shooting among the low tier factions, but I think higher tier players will be less frequently found in spawn areas than now. There will even be occasional kills among the same faction and groups within a faction will clash over the same objective. Some missions could include betrayal to reach a goal faster and make it your choice how you want to play it out, from a moral standpoint. It will be much the same like when we are clashing over goods in a supermarket now, but there will be something more than just the looting to it. Every decision you make may benefit your group or it may degrade it. It may happen that someone plots against their leadership and takes over the senior role for himself. It may be that a group splits and assumed a new leader and they decide to fight a different fight. A lot of dynamics are possible there. >>EDIT>> I would like to link to this thread, as I believe the two ideas compliment each other and would work in union: http://dayzmod.com/f...tion-lifecycle/
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As I said - items will create "missions" (purpose). Once you need more than one person to do something you need to think about how to find them. I really dislike how people are having "fun" at the moment :) I want zombies to be a real threat,which players have to unite against, or go stealth and keep low. I also don't like all the Skype connection. If is has to happen it should all happen ingame, so you are not constantly breaking the fourth wall. It should all be in the package, instead of outiside programs. I really like that you can play solo in Dayz, but if you want to talk to people it should be possible to talk without getting shot. One way to counteract the constant killing would be, if the players developed addictions to cope with the guilt/nightmares. So if you shoot ten players you will need to keep on taking painkillers or morphium just to keep the shake away. Then again - if there were more actions you could perform together, players could counteract the effects and win back som sanity and health that way. I'm really not for creating missions, I'm all about making the players a bit more dependant on each other, should they decide to kill for no reason. If you just ignore others on the solo run, like I mostly do that should be considered fair and square, too.
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Yes, but it also doesn't show as a thumbnail. Plus, why have an image viewer on this forum, if you can only upload 2 pics? At least for people that are regulars here or have creatted an account more than a month ago, they could open some more space.
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New, More realistic vehicle. The SUV.
S3V3N replied to [email protected]'s topic in DayZ Mod Suggestions
I think this is a Land Rover. I'd definitely prefer that to the SUV (though the SUV has 5 seats, if I'm not mistaken). Just imagine you can fill up all the jerry cans and spare tires on this beast :) (UAZ has 5 too) http://i.imgur.com/Tkyi8.jpg The problem is it's really overpowered :) There is a reason we see so few cars in game. Dayz is not a driving simulator and cars make the zombie spawns lag. You can drive around the whole map without seeing one Infected. -
I actually made a render of a 3d model of the car. It's a so-called HDRI-Render, which uses the image of the environment (called "old industrial hall") for lighting and reflection on the model. I also placed some spotlights in the scene and applied a fisheye lense to the 3d camera. So that gave me some basic light and shadow and reflection information. I then made a render and took the picture to photoshop, where I added the other parts from bits and piecesI found on the net (e.g. - just googled AK 74 for the weapon, and some photo reference for the guy). Then I painted in shadows and made his skin look broken, and I painted in parts of the hoody and the beard. I also added design and logo to the car, which was plain green in the render. Then I only had to mask out the windows and floor and add some texture. Finally, I added the "Dayz" logo as was decribed above. the entire process of creating this image took roughly 3 hours. It may seem a lot, but considering it is quite detailed and still has a painted quality to it, it's an okay time. The cool thing is, I can now create tons of new art, using the same setup, exchanging backgrounds and car models. I just don't model that many cars, so if any of you have more 3D models, I'd be happy to use them, too. I plan to use the Mustang for a more detailed and in-motion image, but I have to wreck it a little more first, which means remodeling. I also have a Citroen HY I modeled, which I might use in one of the next paintings. However, none of those are really Dayz vehicles. I do like modeling and rendering, but I love painting and painting over for quick results, design ideas and generally just creating key image content. Color theory is a good and interesting topic to start. I remember I watched some Gnomon DVDs initially that drew me to the matter. This isn't the one I bought, but it is probably even better than what I watched: http://www.thegnomon...Light-and-Color Here's the one I have (older) http://www.thegnomon...or#.UBrJgrQ0Okc Cheers mate, thanks for the kind words.
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Damn, I like that server! I wonder if all those script kiddies are just hating the game so much, or have intentions of ruining Rockets plans for Dayz alltogether. What they probably don't realize is that on the long run they are helping the project, because ever new bug ironed out, means a potential threat discovered for the retail version of the game. It's really hard to bare and I hate when it happens,but we have to keep patience and disciprrrine up on this.
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I wonder how many of you know that you can transform the ammo you find for the revolver and the 1911 into ammo for the respective other pistol; you just rightclick on ammo in the slots and chose the option to change it to the other type. Ever since I found that out, I never ran out of ammo for the pistol. If I had two of them, idk what is the point. You still have to reload, you still run out of ammo in your inventory, except at twice the rate. Even with my ammo transformations, I suppose I'd run out. Unless I am panicking, the pistol is for headshots only, means I don't run around John Wooing my golden colts. If I am panicking, I am usually happy I didn't fire even more pointless rounds.
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I think he's talking about regular (wire fences). There is no real point to this, since there are always holes in them at some place anyway. Just learn how to look for openings. Only thing I can imagine (for the future), is to climb them, at the cost of making a lot of noise. That would help getting across when zombies have cornered you. Though - to get into that situation it would really need a lot more zombies. Yes, the toolbox helps remove barbed wire. Everything else can be jumped by "v" or underpassed by crouching.
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I took the black and white logo of Dayz (which basically is an Alpha), inverted it and put it on a layer in photoshop with the windows masked out. (So it would only show on the window/glas parts). The layer mode was multiply, which shows only the black parts and no white. I mirrored it to make it look like it's been applied from the outside. Then I used the Warp transformation to adjust it to the fisheye look of the camera. When you paint something that has a far away silhouette or several layers of depth, make sure your colors in the foreground have the most saturation. Also layers that are the same distance from the camera/eye should have the same saturation (not necessarily the same color). It's all a bit tricky at the start, but you made a good effort there. Looking into color theory can't hurt.
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I remember when L4D came out, or was announced first. I thought: hey, this could be a great zombie game. When it arrived, I played with a gamer friend, who also plays CS a lot. I found myself chasing zombies, instead being chased. I ran through environments without even taking time to appreciate the work done on them, or exploring the whole of it. Scary moments were scarce and only smoke and mirrors. You didn't feel like risking something, you felt like you had been stupid and someone else came to save you, anyway. Most of all, it felt like a computer game that throws enemies at you in waves and at trigger points. That is totally different in Dayz. Even how the zombies walk around when they didn't yet spot you, is amazing to me. They do turn and seem to somewhat adapt to get in your way, but it is never totally "in your face - I am walking to cut you off now!". It's subtle. Everything in the game is more subtle and solemn than in any other game I have played. How players behave is more a social experiement than a game mechanism. The whole thing adds up to being a real community driven experience. No "go there, to get 100 points, reach 200 points to receive bigger bagpack". There are no games out in the wild like Dayz. That's why it is loved and hated so much. Hardcore gaming is back - and it is even better this time! Rocket said about Dayz, it isn't the most original idea. That a lot of people have thought about a game like this. In fact, I have too when I first played GTA. However, ingenious about Dayz is perhaps not the idea it is based on, but it's the way it is played and the impact it makes on the player. It takes balls to make such a bold decision towards player freedom and hardcore (punishing) gaming.I think a lot can and will be improved and the game takes a lot of patience at first. I also think there is nothing I'd rather play. Btw - I played L4D for a week and sold my copy to a friend of the friend. They went on to play the sequel and tried to convince me about how much better it is. They just never understand that it wasn't the game I didn't like. It was how the game treats its core concept of the apocalypse that didn't appeal to me. I don't want to be running around, laughing my ass off at the situation I am in.
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I sat down again and painted another. Used some photo refs where necessary.Can the admin up the "alotted disk space for attachments"? I can't upload any more pics, because I've reached my limit. There are a few things I want to fix, not sure when I have time. I always want to make the next painting ^^ (btw - the car is a Shelby Mustang gt 500) Edit - re-uploaded after slight edit
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I will come and gut and eat you. It's not cannibalism,is it ^^?
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I know it is not possible to place an infinite amount of items, because many of the same item will cause less RAM drain than differing items, even if there are fewer of them. However, I have been thinking a lot about it and I believe that new items will create a wider spectrum of story. You see a rifle - what's it used for? Shooting zombies, or shooting players? Self-defense or attacking? That's the beauty - a rifle has a lot of meaning in itself. If you see one, you know it will be used, just not for what exactly. We need more items like that. I think we should look at what would actually be of value and left over after a zombie apocalypse. Surely blackboards survive. There are letterboxes everywhere, which could be used for messaging other players as well. You would have to come back and find the messages. Perhaps there could be a way to leave items for other players, but I know only the Hotel in Cherno has lockers now. We need to think more about what would be left and what of it has real or double purpose, instead of arguing what Dayz can't become. Of course there will be penises drawn on every blackboard, but maybe after a while people will use code to leave messages and locations for other players, too. The majority of players won't realize that something is great, until they see it works for them. It's a lot of little things that make the big picture. And we can learn to use the little things and tweak them, till the game offers more choice and variety. I have never used empty tin cans. the idea seems good, but I tried them and they don't seem to work. Maybe that changed with the new patch, I'll have to check. Or else, remove empty tin cans and make way for something else. The bottles may be good for molotovs, but I don't know how to make them. The same goes for the crowbar - what's it for. And smoke grenade? They draw zombies during days, like the flares during night, but they can also be abused to destroy buildings. The double barreled shotgun is stupid, the makaraov is loathed by many, and so on. I think half a dozen items could be removed without anyone missing them and replaced by items that make more sense. Start the collection, what do you want to see ingame? I would like to see blackboards or letter boxes. I would also like walkie talkies/radio in general with the option of setting up some kind of survivor radio station in the future. solar rechargers will be interesting for a number of reasons. The list goes on - what would you put in Dayz, if you had a free choice of items? Fags? Alcohol? Chains and torches? Megaphone? (put a radio on one end and put the megaphone on and you have a perfect player magnet, until the batteries run out; or just use the megaphone's siren sound to lure zombies) Also, if there has to be a melee weapon, I'd like it to be a bowling ball and not the crowbar. It could be swung, thrown or rolled and used to make sounds (distract) or even just to play a round of makeshift bowling. Also a boomerang with blades on it would be a nice weapon - just that it needs a butcher glove to catch it again.
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Removal of Sniper Rifles and Silenced guns.
S3V3N replied to necroslord's topic in DayZ Mod Suggestions
I always like to ask for a purpose of something that is in the game.It's important to see cause and effect. What do sniper rifles do? Take out priority targets, such as high ranking officials or strategic targets, such as guards/enemy snipers. Is there anything like that in Cherno? - No! So who do these rifles take out now? - Players walking across fields or looking for loot after spawning. There will be a purpose to these rifles at one point. That is when strategy comes in and skills will be needed. It is the same with characters. Everybody says: create your own story! But look at the truly good stories you've seen on TV shows, etc. and the characters that are represented in them. They don't simply deliver a script. They are moving, because they are genuinely about character and about feeling and not just about people shooting or punching each other. There is a dimension of story that is left unexplored, because nobody in the dev team understands how to write the tools for them, yet. -
Nobody can seriously quote the Walking Dead and relate it to Dayz! WD is all about morality, it's about making tough choices and about all the different ways communities found to survive. Some seclude themselves, some become cannibalistic and the group of survivors we are following in the series (or the much better graphic novel series) is trying to maintain certain moral standards. Even if they go crazy, they still work as one family and the trigger happy ones got killed first, either by zombies or by their stubbornness not to cooperate. In Walking Dead there is a plethora of ways to survive the Zombie Apocalypse and the groups that shoot first are usually not the most successfull ones. WD is about individuals and their talent for organisation, care of others, stealth, hunting, medcine, etc. Everybody does their part and they stick together, because the benefits of the group outweigh the risks. In Dayz (now) you stick together, because there might be a bigger group with more guns, who shoots you before they do, Team deathmatch again.. nothing realistic about that. Shooting unarmed players is just one example of how utterly stupid people in the game act.