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Everything posted by Doomlord52
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Ever got shot a few seconds after logging in?
Doomlord52 replied to invalidturkey's topic in DayZ Mod General Discussion
The time I was killed while loading (see previous page) the server had a total of 2 people on it :/ -
Ever got shot a few seconds after logging in?
Doomlord52 replied to invalidturkey's topic in DayZ Mod General Discussion
Logged in one while near NWAF (logged out in the barracks because of graphics glitching). When I logged in, during the loading screen, I got a red-flash. When I finally finished loading I was dead. Always log out in forests, while prone. That's what I do. -
Remove Wire Fences POLL
Doomlord52 replied to [email protected]'s topic in DayZ Mod General Discussion
I agree. I've seen 5x or more wire sets in a single door at NWAF. Its a griefing tool. It would be cool to use to setup a defensive base, but that's not what its being used for. People block the stairs to firehalls in Cherno and electro, preventing beginners from getting decent gear. They place insane amounts of layers at NWAF, etc. The wire does not zombies at all, so its basically a griefing-only tool. -
If you remove NVGs, there's basically zero reason to play at night. The game is WAY to dark (imo) to run around at night. Sure, you could use a flashlight, and then everyone within 5k will see you, and you'll get sniped. Remove thermal since its basically wall hax. Part of the fun of sniping is getting that 'clear shot' with no vision blocking, and part of the fun of hunting snipers is to jump from cover to cover. Thermal removes that.
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UPDATED DAILY: I'm Issuing a Warning to Any Snipers
Doomlord52 replied to ZombieSpecialist's topic in DayZ Mod General Discussion
Aw man. I gotta get me a sniper, this sounds like a fun challenge. -
I have been alive for 6 days, and havent seen a single player
Doomlord52 replied to Kaffarov37's topic in DayZ Mod General Discussion
Heh, exact opposite experience for me. I can join a 4-7 player server and get killed within an hour. Funny enough, on a 40-player server I seem to last the longest. I've been seeing the opposite. When I started a week ago, everyone seemed to shoot everyone on sight. Now, I'll enter a building, see a guy, and HE'LL say "friendly" over the mic. Its actually kind of nice. I dont really like killing non-hostile players (i play defensively), so this is a nice change. /note The reason I now play defensively is because I got hard-core karma'd yesterday. I was running around a random area, saw a guy running from zombies, and I sniped him at about 300m. I spent a good 10-15 minutes figuring out what gear to carry (he was loaded, I was too). I finally got what I wanted, and set off. I went to a nearby dear-stand in the middle of nowhere, and was shot almost instantly by a sniper. This was literally within 5 minutes of me finishing looting the other guy :/ -
vehicle "hoarding", what the hell is it?
Doomlord52 replied to Daddy'o (DayZ)'s topic in DayZ Mod General Discussion
I have to agree with OP to some degree. I've been playing for over a week and I have yet to see a single vehicle that I could use. The best I've done is seeing another player driving a truck after I had just spawned. Really, its somewhat annoying. I get the idea that a clan / group might want one or two, but it gets annoying when they get ALL of them. The problem is, once you get one, you have a MASSIVE advanatge. Let's use "Clan A" (a 4-person group) and "Player" to illustrate the problem - both have just created new characters (i.e. normal spawns). "Clan A" joins the server after a reset and quickly finds and repairs one vehicle (they have more people, they can fix it faster - this is fine). "Clan A" now uses the vehicle to transport themselves to the next nearest 3 vehicles "Clan A" repairs another 3 vehicles, and drives all 4 to a campsite north of NWAF "Clan A" leaves 3 in this far away, hidden place, and all 4 get into one vehicle and repeat the process. "Player" joins the server a bit later, and looks around for a vehicle, but cant find one nearby as "Clan A" has taken the nearest 4 (or more) "Player" has to spend (lets say) an hour to get to the next-nearest vehicle spawn point, while "Clan A" only needs to spend 5-10 minutes. "Player" can only transport one or two parts at a time, due to bag size, while "Clan A" can transport all the parts due to more player and vehicle storage Basically, due to the movement speed, bonuses of groups, and timing, it bascically becomes IMPOSSIBLE to find a vehicle at spawn after the first hour after a server reset. In addition, becuase of these bonuses, "Clan A" has effectively removed all the vehicles from the game and gotten better gear (to defend the vehicles with), Its not so much a problem with the hoarding concept, but that they are by nature a method to travel faster. /edit Lets also apply some math. The map is 225km2 or about 15x15km. In MP, your viewdist is set to 1.5k (or around there, at least). So, around you, you can see only about 7km2, and that's counting all directions, and NO view-blocking things - essentially an unrealistic, best-case, impossible scenario. So let's call it 5km2. That's approximately 2% of the map at any one time. Now, via some insane "arma2" logic, the character apprently runs at 18.2km/h. Counting only the directly forward and backward aspect of the view distance (Basically making it a cube, rather than sphere), you need to travel 3k forward to see an entirely new area of the map (i.e. so the furthest forward object becomes the furthest back). That'll take about 10 minutes, real-time. If we call each section a "view chunk", there are a total of 45 on the map. So, that means, to see the whole map it will take 7.5 hours. So no. If "clan A" is smart about it, they'll be able to hide ALL the vehicles for a very, very long time. Sadly there is no way to "prevent" vehicle hoarding. As long as the vehicles are placed even somewhat logically (i.e. along roads, urban areas, etc.), the first group to get a vehicle gets a massive advantage. -
A hacker for once creates smile instead of anger.
Doomlord52 replied to stord's topic in DayZ Mod Gallery
Similar thing happened to me. My group (about 6 of us) were in Elektro, and it started raining vehicles on the hospital. Not just vehicles, but vehicles full of weapons. Was quite funny. -
I kind of agree with OP. I like playing with groups, but sometimes I will either get into a horrible situation (like 800 blood in Cherno), where I cant actually get to my group, and they cant get to me (snipers everywhere). At that point, you are literally screwed. You faint too often to get anywhere, and you cant get a blood-pack from someone. IMO make it so that if used on self, it only adds 50% (6k) rather than the full 12k. Even 3k would be fair. Maybe even have it only possible when your blood is UNDER 5k (i.e. you are suseptible to fainting). Im all for not making bandit play even more OP (really, it is), but I dont like games that present you with a "hah you're screwed" situation that is unpreventable. And while I appreciate the "dont get screwed by newbie stuff", we all make mistakes.
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Prevent Spawn Point "Choosing" by Suicide
Doomlord52 replied to ZedsDeadBaby's topic in DayZ Mod Suggestions
And then some guy camps the spawn point. Since you cant reach the 60-min mark (or whatever you set it as), you'll continuously spawn in the same location. -
No, that's what im saying. He had a map to work from. Someone working in CE3 wont. That's what would make it so hard - not making the scripts, gameplay mechanics, etc. Just making the map itself (and making it look good) would take months.
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I was actually concidering doing something like this (starting from scratch, of course). I've been using Cryengine for years (since 2007), and the new SDK is pretty amazing. Tech wise, it SHOULD be possible. The free SDK has a very flexible back-end, so there's no reason gameplay aspects or character saving would be hard. The only issue I can think of right now is making the map. Let's do some testing (Im running the CE3 SDK as I type). Chernarus is 225 square KM, which is essentially 15x15km. The closest thing Cryengine 3 can do is 16x16km, so we're looking at 256 square km. Slightly bigger, but (IMO) it would be an island, so the land-mass would be about the same. Right off the bat we've got a memory load of 853mb (or more) - this is WITHOUT any actual terrain, assets, or anything. Now, let's generate some random terrain (using the generate terrain tool). We're now at around 1103mb of RAM used - and this is without terrain textures, vegetation, etc. Although the editor RAM usage might be high, the in-game usage is MUCH lower. For example, the default map (forest.cry) uses 630mb, but in the "pure game" version, its only 450mb (basically 25% less). As for the game file itself, you're looking at 250mb for just the terrain. Adding in assets, the engine itself, etc. you're llooking at probably 2-3gb. Basically, it's technically possible, and I'd love to try it - however, the scale is just huge. I once worked on a 64km map (8x8), and it took MONTHS to get it to look decent. If anyone is actually interested in trying it, I'd be all for it (I can help). My only concern is that we would need a fairly big team. The SDK comes with very little assets (enough for terrain, but that's it). We'd need player models, zombie models, vehichle models, weapon models, and the scripts for ALL of those things. Again, its possible, but it wouldn't be possible to one-man it within a reasonable amount of time. /edit As for legal concerns, this is where it would become interesting. Crytek will absolutely destroy anyone who rips assets from another game into their engine. They will also destroy anyone who profits off their assets. Basically: You'd need either entirelly new assets, or a deal with BI to allow for legally transfering the assets (good luck with that). As for the engine itself, that's the easy part. If you released the game for free (or even donation based), you would have zero problems. Anyone right now can download the CE3 SDK off crydev.net and play around with it, and release whatever they make for free, without ever contacting Crytek or EA (provided you didn't break EULA). If you wanted to make money, it gets a bit more complex. For smaller games (i.e. Indie games, which this would technically be), you'd have to sign a deal with them giving them a 20% profit cut. Still, that's 80% profit. At $20 a copy, with (going by DayZ downloads) 800,000 sales, you've got yourself about 12 million. Even with a fraction of the sales, at $10 (lets say 100,000 sales), you're still looking at 800k.