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Everything posted by -Cdn-Chard
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Regarding Genders, Skins & Teleportation
-Cdn-Chard replied to Magnet (DayZ)'s topic in DayZ Mod Troubleshooting
I know it's a lot to ask, but I Friday night I lost a camo skin and was teleported to the far Northwest wilderness. After a long run I (that I only barely survived) I managed to save and play for a while longer until I disconnected to answer phones, take care of kids, etc.. Afterwards I managed to log in successfully. Then it happened again, and I think it was the result of logging in using an old Icon not tied to the beta (something I installed for the first time earlier that evening), something the original poster mentioned. It's not a big deal, but is there any way to get back the camo skin? -
After having just run back from the Northwestern spawn bug location, it's clear that the map of Chernarus is HUGE!!!, albiet only the southeastern quadrant is "built up" with forests, roads and structures. Venturing out into the deep wastelands would be a death sentance, unless you knew exactly where you were going and had the means to get there (i.e.) a vehicle. Maybe a carrier could appear FAR FAR offshore, just within max helicopter range (one way)... As a possible endgame, what would you say to having to make it to the wasteland base, obtain some form of retrovirus/cure, and then head back to chern to innoculate zombies, converting them back into normal... Imagine the karma!!! Yeah whatever... no ending require, just endless perpetual survival trying to dodge thieves and search for beans.... Like purgatory....
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How about something like a small box of cartridges that (20/50/100 whatever) that takes up one or two slots. Click on that item and if it's the same caliber, then it reloads the clip of the primary weapon (first priority) and then the secondary weapon (second priority), bullet by bullet (as opposed to a one click to fill). Swap out clips on the weapons to refill others. Another posibility could be something like the "fill water bottles" option only for clips "fill clip" and that works only when you have (or are standing infront of with the gear option open) a box of cartridges of the same caliber. Maybe there's a way to use this approach to move bullets between clips, so you can combine several clips of one shot each to one clip. Arma automatically discards used clips, so more careful player management would be required when a clip gets low. Could this work??
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[Report] Spawned in Wilderness/Debug Forest/Endless Ocean
-Cdn-Chard replied to [email protected]'s topic in DayZ Mod Troubleshooting
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I like the rain dampening effect on sound' date=' but it's been my experience that while fog [u']?may? amplify sound ( I believe it actually dampens sound), it becomes much more difficult to determine the direction of the source at any distance. It's almost as if any possible increase in sound is more than offset by a decrease in direction. The net effect would favour stealth. Will the zombies be able to home in on the sound as accurately as they do with normal visibility? I like the silence idea for fog, and stumbling across things coming out of the mist right in front of you.
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Had a strange lighting experience last night. I was playing on a daytime server, lying under a forest canopy. If I looked to the north, the lighting dimmed 50% compared to the other compass points. It was almost dusk-like. Haven't had that happen so noticeably before.
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Maybe there's a way to "trick" ARMA into treating the Axe like a second primary weapon, like a rocket launcher, currently being occupied by the backpack. There are a number of standard ARMA soldier types with a default backpack, like the US Medic I think, over which can be placed a rocket launcher. Granted you can use that backpack, that's where the tricks come in (way beyond my humble scripting capabilities). The idea would be to display the axe on you back, beside the backpack, and then when you wanted to use it, your rifle would go on your back and the axe would be in your hands. Don't know if it's even possible, but there you go. Maybe ARMA3 supports this kind of crazy idea?
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When I first started playing DayZ, I ventured up to the NW Airfield one dark night. For over an hour I heard the sound of distant gunfire as I slowly crawled into a overwatch position. Then I noticed that as a traced the horizon with my gunsights, player names would apear over figures that would have been otherwise hidden. Easy to avoid those guys, but they no doubt had seen my tags despite my best efforts to remain hidden. For that breason I don't like tags. Also, the last time I saw player tags, they indicated whether the player was a survivor or a bandit. I've been playing on veteran servers so I don't know if that's still the case, but that kind of goes against the whole "removal of bandit skins/adding heartbeat" thing Rocket's been aiming for. Another reason i don't like tags. I agree that it would be nice to have some different players types besides the vest wearing mercs, but there you go. You have the option to customize your face and your glasses. Friendly fire should be a real threat in this high stress environment, so aim carefully, and if on comms with friends, make sure everyone has good situational awareness and checks before moving/shooting.
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Sanity: Turning DayZ from a FFA shooter to a survival game.
-Cdn-Chard replied to IIBloodXLustII's topic in DayZ Mod Suggestions
In my view we don't need any mechanics in the game to force or incent people to work together. Players should be able to do it or don't do it as they see fit. Effective communication is the key. In other types of ARMA2 gamemodes, like my personal favorite, Advance-And-Secure (AAS), teammates not on comms (ie. Teamspeak) although well meaning, usually just go at it alone. Once you can talk to your temmates, then groups naturally form; coordinated attacks and defence becomes much easier and productive and more complex tasks can be contemplated. If players want to work together, they should get on comms together. Simple. Teamspeak has public servers that can be used. Trying to coordinate a group of players not on comms is like trying to herd cats. -
Hotfix Build 1.7.1.5 Rolling Update
-Cdn-Chard replied to rocket's topic in Mod Announcements & Info
Thoughts on this? I can easily do this. HOWEVER. There may be a small performance impact from it. EDIT: Actually' date=' it would keep spamming your position. Would have a major performance impact. I could probably write something on this later. But for now, might not be possible. [/quote'] I like this idea... Is there a way to leverage the bottle/empty can sound mechanics? Without knowing how that's accomplished, I was wondering whether something like as a player moves, he/she "drops" a static marker for an invisible/inaudible can/bottle sound that the zombies can key in on set at the players volume level (kind of like a sound trail akin to trampling grass while crawling). When the player moves a set distance (eg. 1 metre) the old marker is replaced with a new marker unless that earlier marker was detected by a zombie... Don't know what kind of server/client performance issues you'd get though, with every player literally dragging an invisible can behind them. But I do like the idea of a sound reduction when out of LOS. I really thing you're dialing in you mod now... Some tweaks here and there, but it's looking good. -
Well with this thought in mind, I've been thinking of something Rocket, maybe allow these tool belt items to be used without unequipping / removing your primary or secondary weapons, like allow tool belt items to be used via the mouse wheel or the "F" menu like how you switch to flares / chemlights / cans & bottles to throw / grenades etc. so you can use those tool items without dropping / unequipping your primary & secondary. That sound any better? Or is this even possible? unsure of engine capabilities.. *shrug* This is a mod, not a game. If you want to use the flashlight, or a melee weapon (which doesnt even EXIST in the base game...) they must be in the primary/secondary slot. Melee weapons can't be in secondary because animation is too limited. Hi Rocket!! I believe I've mentioned the Rifle Butt animation in Arma before. (I'm sure you know this already) Could this be a working option for allowing melee without losing/replacing you primary weapon?? I'd be interested to know if this was considered and prevented by a technical issue? Tying the riflebutt attack as a "F" key option might be the best of all worlds, allowing for a stealth attack while still retaining the capability of use your main weapon....
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IMPORTANT: Tents will be wiped in update 1.7.1.5
-Cdn-Chard replied to rocket's topic in Mod Announcements & Info
What's stopping players from just returning to the wastelands and saving all of their masses of tents.. It would circumvent the whole purpose of Rocket's plan... -
IMPORTANT: Tents will be wiped in update 1.7.1.5
-Cdn-Chard replied to rocket's topic in Mod Announcements & Info
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IMPORTANT: Tents will be wiped in update 1.7.1.5
-Cdn-Chard replied to rocket's topic in Mod Announcements & Info
Glad to see this move... Those refugee camps are a blight and a den for dupers!!! Is there a plan to regularly purge the wastelands beyond the borders of all saved tents, vehicles, wires and other items??? It's too easy to get a vehicle and drive for ten minutes into the rolling desert and set up a camp beyond all reach... Question regarding tents... Are there plans to eventually make tents "rain free" zones where we can preserve/recover body temperature when it's raining similar to other enterable buildings/deerstands? Put up a tent, crawl inside and as long as your completely covered, you are protected... This could players a realistic, albiet dangerous, alternative way of riding out a rain storm in the wilderness. As it stands we either have to build a fire (giving away our position), use a heatpack or find a building to hide out in... -
28 days later and im 2 days from Retirement
-Cdn-Chard replied to darklynx's topic in DayZ Mod General Discussion
22 days and still going strong.. Have played as a determined survivor with only one unfortunate murder in my black book (but it was in self defence).. I mostly play solo and sneak around at night a lot, logging a few hours each night with much longer time on weekends. I've criss-crossed the map at least five times and survived multiple runs to the northern arifields. I own most of my longevity to the fact that I've stayed clear of downtown Electro and Cherno for obvious reasons.. I'd also like to see a full month... Old boys club!!! -
Character wipes with patch releases
-Cdn-Chard replied to Fiddlesticks's topic in DayZ Mod Suggestions
While I can see the point of character equipment resets (and I wince because I've been carefully surviving for three weeks and have most of the stuff I need to stay out of people's way but fight back effectively if I'm forced to (except the legendary NVG))... I thnk that the bigger problems are the hidden tents and vehicles loaded with gear that a newly wiped character can rearm at. Those should be periodically reset... But then that takes away from the other aspect of the game which is long term survival and the pursuit of the means to achieve it (ie. cars, a fortified camp, etc...) There'll always be tons of fresh spawners testing the game, but isn't there also value in seeing how the "high-end" players fare... The axe, for example, might interest newly spawned, but when face with chosing between an axe and a rifle as a primary weapon, most veteran players will likely opt for the rifle, especially if you have a small pack that can't hold a second primary weapon. Just my 2 cents... -
Hotfix Build 1.7.1.2 Rolling Update
-Cdn-Chard replied to rocket's topic in Mod Announcements & Info
Forest Panda? Damn straight.. And my comments about Axes and hatchets still stands... I really like the lone survivor dimension of this game.. -
Hotfix Build 1.7.1.2 Rolling Update
-Cdn-Chard replied to rocket's topic in Mod Announcements & Info
Rocket....Dev Team... Amazing work and commitment.. I really like the idea of using a melee weapon against zombies but the idea of giving up 10 slots and my primary weapon to hold one seems extreme, particularly if I don't plan to do much combat and only really want to build small fires to cook steaks. Is it possible for you gentlemen to consider keeping the larger "Axe" used for melee (primary/secondary weapon), and but at the same time reintroducng the small boy scout hatchet (belt item like compass) that could be used for chopping firewood and other camp chores only??? Right now it looks like I'll need 10 slots and matches to start a fire. Is that the difficultly level you intended??? Another option would be to roll back the use of firewood, but I kind of liked the deliberate process of making a fire with harvested wood in 1.7. Anyways, keep up the great work but get some rest... We'll all still be here when you get back... -
Can someone explain to me how the game works, because I'm failing miserably
-Cdn-Chard replied to Enfrozt's topic in New Player Discussion
I'd also suggest you go into single player > editor > Chernarus map and put in a single soldier to play around with, get used to the controls etc... It's hard to learn when walkers are all around... When you're reasonably comfortable with the controls, hop back in game and sneak... always crouch walk/run and go prone when within 50 yards of a zombie.. Get used to crawling around towns. Keep an eye on the eye and ear symbols on the right side of the screen. They give you an idea of how noticable you are. Try to keep them as low as possible... Finally, stay clear of all other players... Too many will shoot on sight... Some are likely helpful, but I've learned not to trust anyone that's not on some 3rd party comms (eg Teamspeak) Finally, don't get too used to your character.. They'll die off quickly at the start... Keep on going... And if you see an old bald guy with a beard, camo clothing and a DMR, don't shoot... I'm friendly!!! -
Hatchet= You don't have enough room to store this item
-Cdn-Chard replied to Ingway's topic in DayZ Mod General Discussion
Same problem.. I also had a hatchet on me.. New object, remove old one. Tried up to six of the primary slots empty, then tried 5 backpack slots empty... No luck..... Didn't try dropping my pistol, as I really like my g17 and didn't want the building to eat it. Figured 5 pack slots is enough to take a pistol so.... Would be nice if we could still keep that small hatchet for campfires and no attacking though... I'd hate to have to decide between a hatchet and a pistol...or worse yet, a primary weapon and a hatchet... Melee's fun, but survival depends on being able to start a fire to cook food!!!!! -
Hatchets, crowbars are awesome... nice work and I can hardly wait to try them out. BUT Arma2 has a rifle butt attack that at least one scripter has turned into a melee attack. Can you consider integrating the rifle butt attack so when we run out of ammo or opt for stealth, we can still club our way to safety. It would also mean we don't have to switch away from our main weapon to attack... Now that would be AWESOME
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Dying of thirst in a rainstorm next to a well
-Cdn-Chard replied to Slamz's topic in DayZ Mod Suggestions
First of all, loot spawning in 1.7.1 is messed up so things should spawn correctly pretty soon. That being said... Drinking from a well.. I like that idea. (If the water's safe) Drinking from the ocean.. Good luck with that... nix Needing a cup.. Don't like it.. There should be tons of household implements that don't need to be found (cups, forks, can openers, etc...) I don't want to search for crap that should be lying around everywhere. (Even knives are a stretch.. Seriously, broken glass is enough to butcher a kill, kitchen knives should be everywhere) Whisky Bottles are said to be broken Boiling water/Cooking food: Disinfect your water/food to make sure you don't catch the infection. Boiling could be done with the canteen. (no pot required) Not disinfecting your food should give a chance of getting infected. -
Two Ghillie Suits - What do i do?
-Cdn-Chard replied to IMFlaiR's topic in DayZ Mod General Discussion
Go to Dallas 37 tonight and I will happily take it off your hands.. No tricks or anything...... We could arrange a trade, but I don't have too much out of the ordinary. Guaranteed I won't try to harm/rob you... Hopefully you're able to say the same? -
list of 1.7.1.1 problems REALLY IMPORTANT
-Cdn-Chard replied to thegiver's topic in DayZ Mod Troubleshooting
Sounds like you spawned as Commander Data!!!