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Read-Only Mode for Announcements & Changelogs
Dear Survivors, we'd like to inform you that this forum will transition to read-only mode. From now on, it will serve exclusively as a platform for official announcements and changelogs.
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Stay safe out there,
Your DayZ Team
seannybgoode
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Everything posted by seannybgoode
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I can't wait to see Dayz with even MORE improvements. Keep up the good work Dayz team.
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Bandit/Survivor Morphing to be removed
seannybgoode replied to rocket's topic in Mod Announcements & Info
Can I keep my bandit skin?? -
A bunch of us up here in Vancouver Canada are playing Dayz. We really love this game, but we're finding it hard to get into servers with decent latency. One of the two seattle servers plays with 24/7 daylight, which sucks, and they're both always full. I know you guys are busy, but can you prioritize some more west coast/north west servers?
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I put my tent and a bunch of my stuff on a server last night, and rejoin the same server today, and its gone. Whats up with this?
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The TENT is gone. Also, people cannot jack your stuff unless you are logged in. But good to know that it will come back with a restart.
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I had logged in and out several times to make sure my tent would stay there. I had made sure to save everything. It's just gone.
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My tents disappeared! I looted a bunch of stuff (incidentally from other camps), last night. Had a bunch of sweet guns, had it all set up in a good hidden spot. Come back this afternoon, tent is gone. I had hit "save old camping tent" and everything. I had even logged in and out several times last night to make sure my tent would be there.
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MERGED: Booby traps, Explosives and IED's
seannybgoode replied to Scriptwolf's topic in DayZ Mod Suggestions
Ok here's my suggestion for explosives: Make them just like the satchel charges in Arma, (but they'd be called the IED and look like a pile of garbage :dodgy:) So you can't just litter the town with auto exploding bombs, but you would have to be a "triggerman" and wait for someone/something to be near your bomb before you touch off the charge. Could be a good way of dealing with zombie hordes - smoke grenade to attract the zeds + ied = zombie boom boom. Like in the city, you could get like 30 zombie kills in one shot. I like the idea of tripwire bombs, but do it like this: Empty tin can + hand grenade + tripwire makes tripwire booby trap. Booby traps can be disarmed if they are spotted, and their components taken. Hand grenades are also crazy rare (ive only heard of people getting them), so it wouldn't be OP, just another use for the nade. -
Those dead soldier models I find ruin my immersion a little. They look all pristine, like they're just having naps or something. So here's an idea, replace them with half rotted corpses and skeletons. I'm not sure if animations are possible on models, but maggots would be a great effect.
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Empty whiskey bottles +bloodpack
seannybgoode replied to maximillian007's topic in DayZ Mod Suggestions
I've been putting some serious time into this game and I have yet to see a blood pack. Considering smoke grenades do the same thing, I would never use blood packs for this. -
The monument t-34s are smaller than the real thing.. They're just statues methinks. The real t-34 is one big mother.
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The whole bandit vs survival system is flawed, and I'm pretty sure the dev team wants to scrap it. In a real survival scenario, you wouldn't know who to trust, and what they were wearing wouldn't make a difference. I say let people choose their skin somehow (idk if arma2 supports this, but arma 3 does for sure).. We could go even further than this, and clothing could be a findable item. So if you want good camo to blend into your surroundings, you have to find it.
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[PICTURES] Dehydration/Hunger Mindfuckery - MORE HALLUCINATIONS TO COME
seannybgoode replied to ErwinRumble's topic in DayZ Mod Suggestions
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Suggestion: Weapons spawning everywhere.
seannybgoode replied to billyangstadt's topic in DayZ Mod Suggestions
There has to be some risk involved or else everyone is going to have an AKS or an M14, and it's all of a sudden not worth the effort to sneak into hostile territory. Once everyone has awesome assault weapons with optics, we might as well take out the zombies and go play ARMA2. Warfare is a cool mod, you should try that if you wanna play with the good guns. -
You don't think getting 10 or 15 murders (or 25 even) should get the player a point? I don't think that's so unreasonable. Think about how long it would take to get a bud to link up with you and kill him, times 25. That would take a long fucking time. It would be easier to patrol the beaches looking for noobs, and still plenty risky at that.
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Quick Q: Glock 17 using M9 mags?
seannybgoode replied to Duckman404's topic in New Player Discussion
Maybe if the inventory system allowed stacking. You could have an item called "9 x 9mm rounds" that you use to "make" magazines. With the stacked number being the amount of rounds that you have. I'm pretty sure inventory doesn't work like that though. -
to all the people who whine and moan about scopes/NVG/balance
seannybgoode posted a topic in New Player Discussion
I'm going to do you noobs a favor here. I'm going to give you a lesson on camouflage and concealment. This is something they teach you in the Canadian armed forces. 1. Shape - The human eye easily recognizes the human shape, so walking upright through an open field or on a road will give you away pretty easily. Unfortunately we can't make guile suits in game, but there are a few things you can do to avoid being spotted. Crouch walk/run or crawl. Use foliage like bushes as cover. 2. Shadow - If you're walking around in the open sun, you're gonna be easier to make out at a distance. Stick to tree lines and shadow cover to stay out of sight. How do you think those pesky bandits avoid you until it's too late? 3. Color - Survivor skin sucks. Bandit camo rules. Match the color of your clothing to your surroundings to become less visible. 4. Silhouette - If you're standing on top of a hill, and I'm in a tree line at the bottom of a hill, I'm going to see you, and you are not going to see me. If you get sniped while you're standing on top of a hill or building, it's your own damn fault. 5. Movement - The human eye sees movement over anything else. I can count on one hand the number of times I've spotted someone moving ultra slowly at a distance on one hand. If I'm watching an area with a scoped rifle, nothing will give you away more easily than running around like a maniac. This game is about intentional movements and thinking, not running like an idiot. If you need to put distance between yourself and a threat quickly, run. If you need to get to cover fast, run. If you want to get somewhere, walk. This is a zombie survival sim for all intents and purposes. In a real survival situation, not everything will be balanced. People who play smart will persevere, and people who don't will get killed and wine about balance. -
to all the people who whine and moan about scopes/NVG/balance
seannybgoode replied to seannybgoode's topic in New Player Discussion
quote/ I wish you guys would keep info like this to yourself. It's not survival of the smartest/fittest if your throwing this info out there. Your also helping bandits when u throw this stuff up. I guess I'm just greedy and overly addicted to this mod Smile and paranoid lol. But good post man. Good to know there's other mature smart people playing this game and not a bunch of 12 yr olds. /quote Haha, I partly agree with you. But I'd rather share some basic survival tips and not have the awesomeness of this game get nerfed because of whiners. Just let it be known that if you die, it's your own fault, unless you climbed up a ladder for the first time, that's not your fault. Second time up the ladder though, still your fault. -
Me and a friend went into loot a fairly small town earlier today. The town had about 15 houses. We killed about 30 -40 zeds (wasting a ton of ammo in the process), and went in to do the looting, within a matter of minutes there were another 20, so we killed them, and then more spawned and we were out of ammo. Suffice to say, we died. Unless it was zed family reunion day in that town, the numbers and spawn rate were way too high for it to be realistic. The new numbers turn going into a town from a calculated risk into outright suicide. And crawling around on the ground 2 feet in front of zombies is stupid. It should be to acceptable to slowly through towns and avoid zeds, but there should be a minimum distance where they'll see you regardless.
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Arma2 has you riding a bicycle in the first single player mission. Content is in the game already.
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Ive turned up the gamma in pitch black night to maximum (because I spawned and literally could see nothing), and the best you get is being able to see maybe a few feet in front of you as if there's a little moonlight. In all reality, it is very rarely pitch dark in the wilderness, because after an hour your eyes adjust and you can see by starlight. The forest is darker than the open, but you can still always see the sky. The only case where this isn't true is before moonrise if there's cloud cover, or if there's heavy cloud cover. As far as I'm concerned, they should lock gamma somehow, and adjust the starlight affect. Don't touch NVG though. This game isn't meant to be fair. And for the record, I've never found or seen NVG. They're like the holy grail as far as I'm concerned.
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Ok so this post may be over the head of many folks here, but I'm a CS major and I really hope this idea gets through to the DayZ team. So from what I understand, the game servers connect to a central character server that deals out character data. This happens at logon before the character spawns. The topology as it stands causes major issues at peak times, where nobody can spawn (or respawn) on a server. Obviously, this being a low budget project, server capacity is limited. So with the above in mind, why not try to distribute some of that traffic? First, the character server should only serve as a backup, not as a central repository. So, before the gameserver goes about checking the character server for character data, it should first check if the client was last connected to that gameserver, and then deal with the character data (which would have been saved locally to the gameserver) locally, instead of wasting character server capacity on a request that doesn't need to be made. This would allow people who play on the same server regularly to avoid the long waits, and would cut down on requests at peak hours. Second, I'm not sure if this is possible with the way the arma host/client system is set up so this suggestion may be moot. But if it is possible, the client should save the address from the last server that they played DayZ on. So when the new server needs to get at the character data, they send the request to the last server played on, and not the central repository. Gameservers would have an upper limit of the amount of character data saved, and they would delete old unused character data that is backed up to the central character server, as a means of saving space. With these ideas in mind, the character server acts as a backup system for when character data is not found, and as a backup that saves everyones character data so it's not lost if one of those servers should crash, and not as a central repository. Therefore, it would spread the traffic in "web" topology, instead of using the current "star" topology. I don't have too much of a picture of the inner workings of the DayZ system, but it's my instinct here that we would see huge improvements in getting users connected to servers. As it stands, peak hour traffic pretty much breaks the game, so it's a pretty serious issue to tackle.
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I will read on it. Thanks for the pointer. I like being able to migrate my character across servers. It's an excellent feature, and seems to be the next best thing to having 1 giant world where all the players live (which although awesome is unfortunately not feasible for a small scale project).
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"I don't have a big problem with them, just have a problem with bandits that have them and log off the moment they are at a disadvantage. " Dude, if a bandit logs, then just sit there and wait for him to log back in. He'll respawn at the same spot lol. He logs back in, and cap his ass. I've done it to people who've logged out to save themselves.