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hatfieldcw
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Everything posted by hatfieldcw
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I'd like to see the .22 in DayZ as a single-shot rifle, either bolt or breach loading. The way to simulate that in the ArmA engine would be to have the ammo come in a 100-cartridge magazine, but give the gun a really crappy rate of fire, to simulate manually loading the next shot into the chamber. That way, the gun has a big recommendation in terms of its low noise and efficient ammo storage (a box of 100 .22LR is way smaller than a STANAG magazine), so it can be used effectively to shoot zombie noggins at medium range without drawing the horde, but wouldn't be the win gun for PvP.
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Some people dont know what a coward is.
hatfieldcw replied to Jeff the killer's topic in DayZ Mod General Discussion
Nothing wrong with disengaging without killing the other guy. If I get shot at, I'll pop a few rounds in the general direction of my assailant, and then while he's diving under a bush I'll just go to a different area code. Eff you, buddy, I live in Berezino now. If you want to come pursue the issue, we'll talk about it then. -
What if the 50 cals were taken out of DayZ?
hatfieldcw replied to Dynami's topic in DayZ Mod General Discussion
Truth be told, I'd be in favor of a Chernarus+ with no US military presence, where you're packing Nagants, hunting rifles and the odd AK at top level gear status. Too much gun going around, really. The .50s are dumb, I say. Lose 'em. As others have said, there's a very satisfying sniper experience to be had with the .30-caliber rifles in the game, and the big dumb guns just allow jerks to be jerks more effectively. Yes, Alt-F4 is a problem, but a guy alt-F4ing out of your sniper scope is no more unfair than a guy alt-F4ing out of my shotgun's sight or out from under my hatchet. Fixing Alt-F4 is important, and one-hit sniper rifles are not fixing it, so stop trying to make the two discussions more closely related than they really ought to be. If I found a server with no .50cal rifles or thermal/night vision (except rangefinders, that's legit), more common vehicles and parts to fix them, and a private hive with good admins and a monthly hive wipe, I'd be willing to pay a subscription for that version of DayZ. The game has an awful lot to offer, and even when you take into account duping, you can fix most of that problem by either removing items wholesale or making them more common to begin with. -
Gold Revolver and Gold AK47
hatfieldcw replied to Albatros (DayZ)'s topic in DayZ Mod General Discussion
I think the point is that ArmA2 already has a golden AK and Revolver in it, so it would be trivial to introduce them to the DayZ mod. As far as I know, their performance is identical to the non-bling versions, so there's no balance question to be discussed. I say spawn them ultra-rarely at the capitol building in Cherno and say they're part of a display or something. Totally in favor. Truth be told, I'd be in favor of almost any gun inclusion, excepting .50-cal rifles, which I loathe. -
Dude, of all the crazy crap that can happen, having a hacker kill your ride--with a gun--is pretty mundane. If you're committed to vehicular development, you'll lose a lot of cars for a lot of reasons, almost all of them dumb. Grip up.
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Too delicious. See "dropout".Edit: Dear Chase 9548: Can I have your stuff?
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An Alternative Gesture to the Salute?
hatfieldcw replied to [email protected]'s topic in DayZ Mod Suggestions
Waving is good. The salute or vault dance don't do very well as a friendly greeting. I mapped the surrender key, but can't remember having used it in-game. In a game where seeing someone through a rifle scope or seeing them a half-kilometer down the street is the usual way to meet them, some good, expressive emotes could go a long way. Emotes I have wished for: Waving, both as a greeting and to get someone's attention. Pointing at something, or indicating a direction Beckoning Digitus Impudicus Feign death Handshake Revolver twirl Maybe not the revolver twirl, but some expressive character animations are definitely in order. -
Armory's my jam, but whenever I load it up to practice flying choppers, I wind up in the A-10 for an hour. If it wasn't ideologically incompatible, I'd want airplanes in DayZ. Frickin' laser-guided bombs, man. ArmA2's pretty sweet.
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Immersion Breaker (very underrated too)
hatfieldcw replied to son54's topic in DayZ Mod General Discussion
Nuts to thanks, if you get it to work give me your server IP. -
The problem with helo crashes and military loot spawns is that the world is small, despite being massive. In a 24-hour period, the entire island is covered by many people, and unless you're intentionally hiding things in out-of-the-way places, carefully positioned to be hard to spot, it's going to get discovered in short order. Heck, even well-hidden caches are discovered often. Dropping a helicopter wreck in with understood heuristics guarantees that it'll be found and looted within an hour or two of server restart. I know that when I have a bike and see that, "Server restart in five minutes" message pop up, I plan on being on the server in seven minutes, pedaling like a madman through the fields, stopping at key high spots to glass the horizon for wisps of smoke or the hulks of British choppers. Teams that have a working UH-1 beat me to them as often as not, blazing across the sky and depositing paratroopers with M9SDs and empty Coyote packs at each wreck in turn and harvesting the rare and precious loot that appears there. With barracks, it's even more absurd. If you log into a nighttime server and see four people online, you can bet your butt they're planted at NWAF with a mountain of cans on one hand and a Ural on the other, scooping up Rangefinders and GPS's and M24s as fast as the loot can repopulate. Sometimes I'll find tents filled with discarded M4s and AKMs that didn't make the cut. The disparity between the survivor scrounging village to village and the elite task force casting aside carbines because they have the wrong kind of sight on them is a big one, and problematic. But really, I don't see much of a problem with military-grade gear in DayZ, with two exceptions: First, the anti-materiel rifles are too much. Guaranteed one-shot kills with incredible precision and high-quality optics makes for a balance-shattering advantage. They kill players, they kill cars, they kill helicopters. We don't need them, and they're too powerful to contribute to the game. Second, the ability to carry two primary weapons. I like the M24 and the DMR and the CZ 550, and I love the SVD. They're great guns, they do their job and they add depth to the game by allowing players to effectively fill the overwatch role. But they come with a cost in the loss of CQC effectiveness. Inside of 200m, an assault rifle is almost always a better choice. But people routinely have both, thanks to a big pack that can inexplicably stow a primary firearm and hot-swap in a matter of seconds. I can switch from one primary weapon to another via the gear interface more quickly than I can switch to my sidearm or even reload a rifle. Letting a single player be both a sniper and a CQC specialist gives too much power to the well-geared individual in PvP and PvZ alike. I'm all for rewarding cooperative play. It's my preferred play style, and I'd never suggest removing it from DayZ, but allowing a successful team to not only run away with the farming of predictable loot, but to monopolize the rare spawns from helicopter crashes makes the game hostile to less organized players. Military weapons aren't going anywhere, but I'd like to see something that fixes the "best fit" syndrome we currently suffer from. Anyone who takes PvP seriously has an AS50, an M4 CCO SD, an M9SD or PDW, and a ghillie suit. That's the correct setup, and for all my love for the M14 and G17 and Camo clothing, I'd always trade up for some or all of the "win fit". I won't bore you with my suggestion for the standalone, but the problem that Gavalin describes is real, and the solution is tough to find.
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Wind's always out of the East, judging by the clouds. I never got very deeply into ACE, but I know it has wind direction and speed as a ballistic consideration. I hope that the standalone DayZ follows suit, and uses it for bullet trajectories as well as smell-based detection for zombies and dogs. Also, sweet link, that mist was awesome. The bushes an dgrass being partly flattened by wind was great, too. I wonder how well that scales. Can we have fields of blowing grass? Swaying forests?
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Knocked out as soon as I log in
hatfieldcw replied to vengefulninja's topic in DayZ Mod General Discussion
I had that happen to me once, but it was just on one server. I'd been logging in and out, screwing around with loot spawn mechanics and trying to figure out a way to get backpacks to spawn in the Zelenogorsk supermarket, and about the third time I relogged in a ten-minute period I was out for about two minutes, and every time I logged into that server for the next couple days I was knocked out at first. Maybe a server-side setting to punish combat loggers and ghosts? -
Immersion Breaker (very underrated too)
hatfieldcw replied to son54's topic in DayZ Mod General Discussion
I like it. I'd rather see a passive blood regeneration that's pretty slow to start with, like maybe 2 blood per second, and have it impacted negatively by hunger, thirst, cold, fractures and infection. Let's say BloodGainPerSecond = (1 x %food x %water x %temp), and then give a 50% penalty each for a fracture or infection, and turn it off entirely when actively bleeding. So if you're blinking red on food or drink, you get no blood at all, if they're both at 50%, then you're at 25% blood regen, and if you're cold, it drops even more. It would encourage people to eat and drink before they get into the red, and we wouldn't gorge on eight steaks at once like we do now. Maybe an added "well-fed" bonus, like 50% faster blood regen for twenty minutes after eating, and 100% faster after eating cooked meat. Well-hydrated bonus could give a similar boost when you drink water instead of soda. -
Add back some of the old vechicles?
hatfieldcw replied to obviousrprsnts's topic in DayZ Mod Suggestions
I learned to drive in a Land Rover, so the Military Offroad is my ride of choice in ArmA2. I'd love to see it back in DayZ. -
Ammo scarcity is a tough thing to manage. I was on a private hive a while back with some hardware issues that prevented normal stuff from spawning, so you'd get one loot spawn at each node, and after that it would only be non-pile loot, so there were plenty of hatchets, crowbars, backpack sand wood piles around, but no cans, no food, no ammo, no guns, no tools, except for what you could find that first time around. So people were running around with hatchets, and the couple lucky guys who had guns had one or two magazines for them, and wound up not using them. We'd range all over, trying to find barns or tiny villages that hadn't been hit yet, and I got lucky and found a hunting knife, a canteen and a CZ 550 with ten shots for it. First thing I did was find a guy with a 1911 and shoot him with my rifle, then score his pistol and head into the woods to live forever. I died shortly thereafter. Hit by a Ural. Apparently car parts still spawned and everyone had a ton of them in their ALICE packs, so it turned into a freaking demolition derby. Fun server. Anecdotes aside, restricting ammo is a neat idea, but I don't think it'll work without a lot of testing and balancing. Since it's possible to go a long time without firing your gun, even very rare ammo can be amassed. I have 5 M9 SD mags right now, because I'm so stingy with the thing. Back when I had a PDW, same story. One magazine would last me days. On the other hand, if you make it so you only find one magazine every few days, you'll be totally screwed in a big fight, and a lot of the thrilling fights would be rendered impossible by lack of ammo. Plus, ammo isn't modeled very well. If it was rare enough that we had to pay a lot of attention to it, I'd want a much better management system. I want to be able to strip cartridges from a G17 magazine to reload my MP5 mags, or dismantle an M240 belt to recharge all the empty DMR magazines I've been carrying around. One shot left in a PDW magazine? Drop it right into my M9's chamber and hope I don't miss when it's important.
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My suggestions to Dayz (many pictures, short read)
hatfieldcw replied to Jotze's topic in DayZ Mod Suggestions
The watershed's not quite right, yeah, but the idea of more water on the map is a good one. Lingor's got a lot of waterways, and bridges, and it's a good consideration for vehicles and infantry alike. I'm in favor of that. Yes to spawn points. I've spawned in Berez on some private hives, and it's nice. Plenty of loot, meds, markets, a good place to start. Train: No, thanks. Absurd to think we'd be able to get a freaking locomotive up and running, it's impossible to protect it and it wouldn't offer much. Inland city: I don't care much for urban settings, and the inland towns already offer all the loot and combat arenas we really want. Apart from tall buildings to snipe from and hospitals (there should be non-coastal places to get meds reliably), there's nothing to want from Stary/Novy that you can't get now. Even the sniping up there is good. Unique Sights: Yes, please. I'd like to see stuff like your picture shows, but have it work like helicopter crashes, so the bomb shelters and other structures won't always be in the same place, and it'll be neat to stumble upon them in the woods or wherever, like finding a crash site in a field. Tracking: Some way to figure out that someone's been by, and where they went, would definitely be awesome. Blood trails could help for sure, especially considering the gushing fountain of blood that survivors bleed in DayZ. You do leave footprints on pavement, I think, but they don't last long. -
NV goggles do not protect you from nearly cr@pping yourself!
hatfieldcw replied to bfisher's topic in DayZ Mod General Discussion
Good times. Those pops and zips of bullets impacts near you are always exciting. I remember one time I saw a guy running along a ridge a good 600m away, and I just starting winging away at him with my trusty Enfield. He couldn't tell where the shots were coming from, and they weren't getting all that close to him, but he was running back and forth on that hill like his shoes were on fire, and I was laughing the whole time. I've been on the receiving end, too, and it's always terrifying. I always try to get behind a tree or something, but you're always afraid that you guessed the wrong direction and he'll just shoot you from the side, so I'm often peeking out and shuffling back and forth around the trunk, trying to get him to shoot at me so I can zero in on his position either to return fire or o use my cover more effectively, and my heart's in my throat and I'm trying to decide whether to just prone out and hope the grass covers me or run like hell or just stay there hugging the tree. That's usually when I fire up the Direct Communication, too: "Hey, dickhead! You're a bad shot, and a worse person! I hope you break your legs hiding in that sissy bush, you cross-eyed son of a----" and about then I die. -
Favorite DayZ map and why?
hatfieldcw replied to DANNY (ZOMBES THE HERO)'s topic in DayZ Mod General Discussion
Utes. Nighttime. Moonlit. Zombies become even more irrelevant, there's military gear ten feet from every spawn, pure deathmatching hilarity. Here's a story that wouldn't have happened on any proper map: I had looted a chopper with some other fresh spawns after a server restart, and we did the usual "Pal up until the other guy has a gun, then put some distance between you in case he stops being cool when he stops being harmless." Now alone, I was running down the airstrip, dodging bullets from two AS50 jerks up on a hill (probably the guys I'd raided the chopper with), and I ducked into a hangar. There was a dude kneeling right in the middle, covering the side of the door that I didn't sprint through, so I point my gun at his head and say, "Hey, you in the hangar, are you a douche?" He answers, "No, but if you don't want to get shot, you need to take out your flashlight and walk in slowly, so I know you aren't armed." So then I reply, "Man, I'm standing behind you with a rifle." So we buddy up, and start talking about how to deal with the snipers, when a third guy comes barreling in with two zombies on him. We shoot the zombies, and our new friend is totally unarmed, so I give him a "weapon" I found at the back of the hangar. BluFor: Me (FN FAL, NVG) Pew (AK74 Kobra) Boom (M67 fragmentation grenade) OpFor: Douche1 (AS50) Douche2 (AS50) The Plan: Boom goes first, planning to draw their fire and then chuck the 'nade in their general direction, giving us an idea where they are and maybe distracting them a bit. Then Pew and I flank around to the right and shoot all our bullets at them, hoping to get lucky and run them off or kill them. Boom runs outside and the snipers totally ignore him. He runs back and forth a couple times, doesn't get shot at, then heads up the hill and hucks the frag as far as he can, for shits and giggles. When we hear it go off, we dash out the door and encounter the longest freaking chain-link fence in the universe, totally intact. We proceed to run about 300m to get around the edge of it, then duck behind a shed, collect ourselves, and Pew swings around the right corner while I zip around the left side. We advance toward the next cover, crouch-walking and peppering the hillside with suppressing fire, and are immediately given the Butch&Sundance treatment by the douches, who are on an entirely different hill. Awesome. All that on about a 15-minute lifetime. You don't even get thirsty on Utes. Too dead to drink. -
Your Final Words Before Death
hatfieldcw replied to CF Donuts's topic in DayZ Mod General Discussion
Maaaan, I don't even know you! -
If your camp was raided, what would you do?
hatfieldcw replied to Inception.'s topic in DayZ Mod General Discussion
Don't get too attached to your gear, obviously, but now that it's gone, you know there's a sweet Ural somewhere on the map that you could go steal. I say you go steal it. Helicopter will help, of course. -
There it is. Normal speech can be heard clearly up to 40m and falls off to nothing at 80m, if I'm not mistaken. Just add in another key bind that gives a range of 100m with a falloff to 300m, and attracts zombies within 50m when it's used. I can't tell you how many times it would have been nice to be able to shout at another survivor, since the only way to get anyone's attention past 80m is to shoot at them, which often starts our relationship on the wrong foot. Unless Side Chat is coming back, some shouting would be great.And please don't link it to mic sensitivity. I've been in enough voice chat to know that it would be a ton of trouble. It's hard enough to get everyone's mic calibrated to where they're audible. If the quiet guy couldn't be heard ten feet away or the loud guy broadcast his transmissions for a kilometer, it would be terribly frustrating.
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Not saving location of last log-out?
hatfieldcw replied to [email protected]'s topic in DayZ Mod General Discussion
Lingor's not a supported island, so it doesn't have a central hive that stores stuff from one server to the next. I think at least one server provider maintains a hive that works for all the servers they host, but if it's on a different provider's server, you'll start from scratch again. I like it, myself. I think it's fun to not be able to take my guy to a daytime server or loot on a low-population server and take the M14 to a high-population server. I like that there aren't 20 AS50s on the high-pop daytime server, because there weren't 20 people who found it there. -
What if loot spawns produced different items for each player who approaches them, and the type of loot spawned would be weighted based on the player's style of play and needs? Try to keep an open mind here, and suspend disbelief for a moment regarding server performance and client-side abuse. You can search the same building time and again in DayZ, getting new spawns each time. This, to me, represents the time spent searching the premises, is justified by the impossibility of unearthing every tin of beans or chemlight on the first pass, and compensates in large part for the fact that we're only able to enter and search a tiny fraction of the buildings in the game. There are twenty buildings in a little village, but you can only search three of them, for a total of eight loot nodes? No problem, spend an hour there and you'll have about the same result as you would if you were able to search them all. That's just an abstraction of the scavenging process, acceptable in a video game. So having two people searching one building, it's reasonable that they'd each find a certain amount of loot, so instead of having to share one search worth of salvage, they discover more. If I find it, I'm not going to display it on the floor, I'm going to stick it in my pocket, so it's possible to find stuff without letting your comrades know about it, or you can collect it and offer it to them, at your discretion. So each loot node will have different contents for different observers, while items that are dropped by a player are displayed to all. Finally, different survivors are going to be looking for different things. A hungry guy with nothing to eat in his inventory will be more inclined to seek that, a thirsty guy will look for drinks. If I'm out of bandages or AK ammo or have no map, I'll prioritize that sort of thing, making them marginally more likely to appear as a result of my search. At night, I'll be checking basements for flares and flashlights, but I'll ignore that sort of thing during the day. What's more, if I have low humanity and am banditing for a living, I'll be less interested in food and drink, which any passing survivor can supply me with in exchange for a little lead, and more interested in weapon upgrades, ammunition and camouflage clothing. It won't be a huge difference, maybe a couple percent either way, but basically you'll find a different ratio of ammo, food, drinks, medicine and other items depending on various factors, including humanity, time of day and current inventory. This should cut down on the number of redundant binoculars, crowbars and hatchets as well. In a nutshell: 1: Everyone gets their own loot at spawns 2: The stuff you find is slightly weighted based on your need and playstyle
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Some things that ruin the realism of DayZ.
hatfieldcw replied to TagMor's topic in DayZ Mod General Discussion
I'm not sure what the complaint here is. Are you saying that SD weapons should be able to fire normal ammunition silently, or are you saying that SD weapons are too quiet? In the first case, others have answered already. Some suppressed firearms can safely fire supersonic ammunition without damaging the suppressor, but they are far louder when firing that ammo, and the little sonic boom of the bullet passing through the air is loud enough that it is audible at considerable distance even if you ignor the sound of the gunshot. In the second case, your'e absolutely right. A "silenced" gun is a huge misnomer, and unless it's one of very few highly specialized weapons with specialized ammunition, it's going to be audible from way more than 0.1 meters away, or whatever the game uses as the zombie alert radius on the M4 SD. The James Bond "Phut phut" gun is a Hollywood myth.You can't freeze to death in the game, and being uncomfortably cold to the point where you lose fine motor control is not uncommon. People get hypothermia all the time from swimming in chilly water or being out in the rain at night. When I worked on a loading dock at a factory, we'd come in for breaks after two hours of working in the rain on 50-degree nights (that's Fahrenheit, so 10C) and we'd hardly be able to stir our coffee for the shaky hands and stiff fingers. I'd hate to see my pistol marksmanship under those conditions, and more than one of us developed a cough or the sniffles over the course of the season. -
Since DayZ is based on the Take On Helicopters engine.. This map might be possible?
hatfieldcw replied to [email protected]'s topic in DayZ Mod Suggestions
I just fired up the Take on Helicopters demo, and I can't tell the difference between it and ArmA2. The helicopter controls are a little more sophisticated, true, and there are no rifles that I've seen, but it feels just like ArmA2, and I was able to figure out a lot of it by just pretending I'm flying an Apache around Utes. Accessing the gear screen in the usual way, I see that you have the map/compass/radio/wristwatch/binoculars in the normal ArmA2 gear screen. The map is large, no doubt, but as others have observed it's a very low-detail map, in terms of both terrain and structures. There's no DayZ to be played on that map. I wonder what the key distinction is that's making it more fit as a DayZ platform. I'm guessing it's less trusting of the client and less vulnerable to scripting, and that's a key factor in choosing it. I hope they use the ToH chopper controls, too. Make it harder to fly the bugger when you get it.