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Cooperal
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Cooperal replied to [email protected]'s topic in DayZ Mod General Discussion
You might possibly be right. I've been playing for days and I didn't realise I could get hurt WITHOUT bleeding profusely. Even a doorframe broke a bone and left me passed out in shock while bleeding down to random-pass-out levels. Fortunately (if you could call it that), the doorframe incident has only occured twice. But with my gaming foreknowledge I think I've managed to land a few cuts above most other players when it comes to sneaking around. Avoiding and/or recovering from would-be tragedies. I've played purely solo so far, which increases the stakes since transfusions are a no-go, strengthening my sense of caution. The on-screen augmented hearing is a godsend. That and I avoid high-population servers and servers with no third-person view until I have at least a crowbar to defend with.. The only thing I'm sure I use more is drinks, which I use sparingly unless I find some which I otherwise couldn't pick up. Food probably comes in close third behind bandages, which I also consume if I find spares lying around. -
Bohemia have gone to great depths to extend the players senses enough to take in all the game-changing details that a real human could detect in that environment. Sparing no realism in favour of the bright, commercially friendly spectrum of colours, sounds mechanics. The moon won't be alarmingly more close to earth than usual to illuminate our way and give everything a crisp shadow, as is common with 99% of games on the market . And I'm willing to bet that the moon has been given a cycle even if missions were not initially intended to need them, which will still have SOME impact on brightness level. In terms of the pros and cons of a real-world environment, Bohemia has taken as much care as including real star constellations to help you navigate which direction is north independantly of any equipment.
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[OFFICIAL] 1.7.2.4 -- Stuck at loading screen
Cooperal replied to Benlandia's topic in DayZ Mod Troubleshooting
I've been having much better luck now (a sudden 100% success of 3 servers straight isn't bad). My version of DayZ is 1.7.2.4. My version of ARMA II is 95389 (auto-downgraded due to six-launcher). My BattlEye displays in-game as 1.166 after manually updating it from the website and letting it find additional updates after joining servers. Note that I only use Six-Launcher to "Launch" the game. Not to directly select the server I wanted from there. I go to the browser to seek out 1.7.2.4 servers and I make absolutely sure that the version (95389) is identical by looking at the bottom right since plenty of server titles are misleading. Ignore the backward-compatible note included in all the beta readme files bcause that doesn't appear to be strictly true when DayZ is taken into account. Finally I make sure that BattlEye definitely gets time to work. Meaning I wait for to to give the okay on being "up-to-date". Sometimes it will stick on saying "initializing" instead of actually getting anywhere. When that's the case, I simply back out and find another server. If it goes like mine once you hit OK you should recieve all the loading steps as usual until you get to the black screen with "loading..." in the centre. In no more than 20 seconds it should take you to the "set up complete" messege. It's a massive relief for me. I missed out a lot of playtime yesterday but now I can finally get back into the thick of my lone, opportunists adventure. And wow has it already gotten tense again. (Try killing an aggroed zombie or two with a winchester as your only weapon in the middle of Cherno, and crawling off down the tight street while a few dozen zombies shamble over to investigate from all directions. Affording no time to stop the bleeding until you've made your slow, nerve-wracking escape. Considering I lost my life to a doorframe the day before, just imagine what how screwed I felt before making a full-recovery from this.) -
UPDATED DAILY: I'm Issuing a Warning to Any Snipers
Cooperal replied to ZombieSpecialist's topic in DayZ Mod General Discussion
Killing people because they might kill you wouldn't be realistic? Now that's more than a little naive. In such a "real-life apocalyptic" setting, the worst case scenario isn't that you'll just wake up on a beach if you take your chances. And people will be more critical than ever about which lives are assets and liabilities. You can sure as hell bet that there will be more than beans to fight other humans over. Y'know like continuing your bloodline for one prime example. Much of which applies to the crazy and the rational. And running away from danger will only get you so far until you realise that you threw away control over a very efficient area for replenishing your supplies. Hey you wanted to derail this into a realistic discussion... In a thread started by someone that fell into a petty grudge because he waited until after he'd lost everything before acknowledging the bitter, very possible result of his risk. -
UPDATED DAILY: I'm Issuing a Warning to Any Snipers
Cooperal replied to ZombieSpecialist's topic in DayZ Mod General Discussion
Whether for personal safety or for practice or thrills, no rules are broken. This mod has great foundations for roleplaying anything from a comerade to a psycho and everyone picks the balance for themselves. Snipers are meant to take out a threat in a manner where they can't relaliate. Ideally before their target is made aware of the danger they're in. It's a textbook example of self-preservation. It's a needless risk to let potentially deadly unknowns wander around when they can handle them there and then. And a giant kick in the teeth if you lost your awesome equipment because you decided to be a nice guy to your killer. Despite what fiction might indicate, the apocalypse isn't actually likely to make humanity unite. -
1.7.2.4 can't join servers
Cooperal replied to Brudagon (DayZ)'s topic in DayZ Mod General Discussion
I couldn't help but notice that relaunching Six Launcher caused an attempt to update and reverted my game version (visible in the main menu) from 95417 back to 95389. I initially upgraded to 95417 via the manual method. Now I'm no expert, but either it's done a perfect revert or my files are now in a jumbled mess of a beta that is now "partially" up to date. I don't find either way ideal. -
What is with the loading time for some servers??
Cooperal replied to tfninja's topic in DayZ Mod General Discussion
I've had this problem all day. Earlier on I was only getting any success with what felt like 5% of the servers I tried. Now I'm at the point that I've managed to play on two servers in a row, so I've done something right. Here are among a few steps I'd taken although I can't pinpoint if one or a combination of them were the decider: -Firstly the latest ARMA II beta patch has recently been renewed. Look up and install version 95417. -Update BattlEye via two methods. If you've installed Operation Arrowhead through steam, first try updating it through the promt when launching Operation Arrowhead in your steam library. OR download the first client from download page from the BattlEye website and place the file in the arma 2 operation arrowhead\Expansion\BattlEye folder. -It "might" help to make sure your Six LAUNCHER and UPDATER both get updated. Even if you prefer not to use them. -Also use one of the various methods (six launcher should be fine) to update your DayZ version to 1.7.2.4. -In a desperate case you may want to open ports 2302, 2303 and 2305 as UDP to cover the main bases of connectivity. I had help with getting pointed in the right direction thanks to and a bit of forum digging. -
I saw a russian server the other day with a ping cap of 90. Surely must've been to keep the player count down without totally keeping it from the public. Must've been a pretty decent server considering I'm in the UK. I didn't manage though. I had a "godawful" ping ranging from 91-95.
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Do you think the Lee Enfield is underrated?
Cooperal replied to Genki Dama's topic in DayZ Mod General Discussion
DayZ DB tells us that there are louder weapons despite claiming the nickname of "dinner bell". A fantastic perk of the weapon that I don't often see mentioned is its great ease of ammo management. 10 rounds per magazine, in a bolt-action rifle, each being mildly difficult to aquire at best (lootable from the most silent locales). Add the fact that most wielders are discouraged from putting themselves in many ammo-consuming situations. And many will also swap out to a sidearm if their hand is forced while surrounded by unaware zombies. It's extremely easy to keep topped up. Even if you might initially hesitate to take aim and fire, knowing that you're well-armed (especially for early game) is a calming thought when crawling through that tall grass in forced-first-person.