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miket
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Everything posted by miket
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DayZ Gun Awareness Part 1: Realistic Damage Tables Based on Ballistic Trauma
miket replied to bazbake's topic in DayZ Mod Suggestions
The logic used in this thread is equivalent to throwing a bullet at someone and coming to the conclusion that they are bullet proof when it bounces off. -
Do You Play DayZ in the Nude?
miket replied to PricelineNegotiator (DayZ)'s topic in DayZ Mod General Discussion
Wait... you mean people wear clothes when playing DayZ? -
So someone kills me, and they pick up my stuff. Later, I find them and kill them. Can I then pick up my stuff? If someone finds him and kills him first, can I pick my stuff off the third person? What about the fourth person an item is possessed by? I personally know the story of an AK-74 which transferred hands about 6 times before being returned to the person who originally found it at a barracks. Would this person not have been able to retrieve his original AK-74 because he owned it several hours ago? And finally, if two allies own the same gun, and one dies, won't those people just swap guns? This effectively means there will be no penalty for groups of players, but individual players will still be penalised. Idea simply doesn't work.
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DayZ Gun Awareness Part 1: Realistic Damage Tables Based on Ballistic Trauma
miket replied to bazbake's topic in DayZ Mod Suggestions
Fixed. -
DayZ Gun Awareness Part 1: Realistic Damage Tables Based on Ballistic Trauma
miket replied to bazbake's topic in DayZ Mod Suggestions
So you're saying that the velocity of a bullet has no impact on how much damage it does? Does the same apply to a bus? Why don't you go stand in front of a bus doing 5 km/h and see how much damage it does to you, then go stand infront of a bus doing 100 km/h to prove to us that velocity has nothing to do with how much damage a moving object will do to a person. -
DayZ Gun Awareness Part 1: Realistic Damage Tables Based on Ballistic Trauma
miket replied to bazbake's topic in DayZ Mod Suggestions
I don't think you're considering velocity when deciding on these new damage values. Just because two weapons have similiar calibre doesn't mean they'll do the same damage. Would you rather get hit by someone with an .50 cal M2 at 100 m or someone with a 0.50 AE at 100 m? I know which one I'd rather get hit by. Consider things like the .223 (5.56x45 mm NATO) vs the .22 round. Its not the extra 0.003 of an inch that does the extra damage - its the fact that its muzzle velocity is nearly 3 times faster. -
Arma 3 engine does not support windows xp
miket replied to badger05's topic in DayZ Mod General Discussion
Windows 7 upgrade is pretty cheap and probably won't impact your general performance much if at all. Windows 7 will also give you direct x 11 support. Windows 8 will be out by the end of 2012 from what I hear so you could always make the jump from xp to 8. -
Turning shadows from off to high only loses me around 10 fps, but I leave them off regardless as I know it puts me at a disadvantage against those who leave them off regardless of performance.
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Just make your little bro fork out $30 for a new copy of ARMA II. Failing that. Sit on his head and fart every day until you get unbanned. He'll learn his lesson.
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Banned from US 1485 for no reason?
miket replied to Darksyde (DayZ)'s topic in Mod Servers & Private Hives
Good on you for resolving the issue and unbanning people who were collateral damage in your fight against hackers. Sucks you have to result to such extreme measures to get rid of hackers. I'm sure things will improve soon. -
Allow switching to flashlight and hatchet from scroll wheel menu
miket posted a topic in DayZ Mod Suggestions
So tonight I was out of ammo and behind an invisible guy who was gunning down my team-mates. I could only see the smoke puffs from his gun, nothing else. So I tried to drop my primary and switch to my hatchet. To do this: G to open inventory. Click on gun. Click Drop Right click on Hatchet Click "Remove from toolbelt" Reload hatchet. He had finished gunning me down and killed me by the time I reached the "Right click on hatchet" part. So why not allow switching to hatchet from the scroll wheel menu? You have a hatchet on your toolbelt, your secondary in your holster on your hip, and your primary in your hands. When you switch to primary, it goes on your back. In other words, you've got a space for everything. So why not just allow players to switch directly to hatchet/flashlight without having to drop their primary/secondary first? Perhaps its a limitation of the ARMA 2 engine, but this seriously needs to change. -
Admin Banned from US 1033 [Public CC of PM to Admin]
miket replied to neverm1nd's topic in Mod Servers & Private Hives
In other words, the admins banned three people on the suspicion of hacking, with no actual proof. Can you imagine the number of people who we be banned if every server admin took this approach? It would be ridiculous. One of the guys I play with gets a 9 ms ping top the server, so I'm sure he sometimes to be aim botting vs people with 100 ms ping. Under this server admins logic, he'd probably be banned too. IMO, either produce some evidence of actual hacking, unban them, our prepare for a black listing. -
No. You shouldn't've Alt+F4 anywhere near combat. Even '50 meters' away. You can hit someone with a crossbow at 50 m! If you want to leave the game, try something more along the lines of 500 m from last contact. If you're being persued, be prepared to fight to the death or "Abort" once in cover. Sometimes you've got to leave, and there's nothing wrong with that. But yes, the server admins definitely did something wrong by kicking non-friendlies off the server to recover and move their chopper.
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Title says it all. Duct-tape has dozens of uses. I'm sure we can all think of one as it applies to DayZ. 1. Temporary bandage. Reduces the rate of bleeding but falls off after a few minutes. 2. Make a splint for broken leg. Wood Pile + Duct Tape = A few minutes of slow walking with broken leg. 3. Temporary hull repairs to vehicles without a toolbox. 4. Tape two magazines to each each-other facing opposite directions for quick reloading. 5. Tie a gate closed. To enter you need to choose a "Remove Duct-Tape" option, which takes time. 6. Gag another player. Stops them from using direct chat. 7. Bind another player. Stops them from walking/running. Need to struggle free to escape. 8. Tie someone to a tree. 9. Improvised tripwire. 10. Make a sling around a tire to carry it on your back (with speed penalty). 11. Twist around itself for improvised rope. And so on. Post your duct tape uses here. Update: 15 and 16. 17.
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http://youtu.be/xkkR7bd3Bw0
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http://youtu.be/xkkR7bd3Bw0
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Some people have suggested in the past that eating a can of food should leave an empty tin can behind. This would enable players to track other players around the map by following the trail of cans left behind, unless they're carefully hidden. Well I think it would be nice to take this kind of idea one step further by adding the ability to analyse a placed fireplace. An option in the scroll-wheel menu to analyse it would appear when looking at it, and it would give you a variety of outcomes. For a fire that has just been put out in the last few minutes, it would say "The embers are still glowing." For one that's been out for half an hour, it would say "This fire has gone completely cold." There would be varying messages between these, perhaps for each 5 minute interval since the fire was put out. So if you went up to a fireplace and it said "The embers are still glowing", you would have decent evidence that someone is somewhere within 5 minutes travel of you. Of course if they landed in their chopper, cooked some meat, then took off again, this could be just about anywhere.
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Oh really.
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I was thinking something along the lines of this, but increase the max blood to 15,000. 15,000 to 3,000 would be as it is now. At 3000 and below, it would go: 3000 - Respiratory failure (Revivable by bloodbagging, then mouth-to-mouth) 1500 - Heart stops beating (Revivable with CPR/Defibrillator + mouth to mouth) 0 - Brain death (Unrevivable) Someone with with no heartbeat or breathing might remain revivable for about 90 seconds (the player would still have the option to respawn in this time - no sense waiting around 3 minutes when you're pretty certain no one's going to show up to save you). Someone with no breathing might remain revivable for around 3 minutes. Four new options would become available: Check Breathing (returns the state of the players breathing) Perform CPR Perform Mouth-to-Mouth Check Pupil Dilation Checking pupil dilation would involve taking your flashlight out and shining it in their eyes to see if their pupils dilate. So if a team-mate went down you would: Check for breathing. If their breathing is good, you know they're over 3k blood and you can treat them normally (bandage, bloodbag, epipen). If breathing is not present then check for pulse. If pulse is good, begin mouth to mouth. If pulse is not present, check for pupil dilation. If pupil dilation is good, then commence CPR + Mouth-to-Mouth, and possibly hit them with a defibrillator. If pupil dilation is not present, then your team-mate is definitely dead. With this system you could have up to 3 people working to revive one guy. At the start, one could check breathing, the second checks pulse and the third checks pupil dilation. If the person is still alive you could have one commence chest compressions whilst another gives mouth to mouth, and the third stands by with the defibrillator. Of course you don't want to be touching the casualty when the defib goes off so you would have an option to instantly stop the CPR/Mouth-to-mouth at any time. That way we all get to yell "CLEAR!" in a video game. And that's fricken awesome. :-)
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You make a great point there.
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Water bottle is much more attractive then a can of drink. Firstly, you can stop at any lake to refil your water bottle, and have a drink whilst you're there. So you don't have to wait until you're flashing red for maximum efficiency. Secondly, you can share a water bottle between multiple people if someone in your group hasn't managed to find one yet. One water bottle can refresh an entire groups drink meter at one water hole. Then thirdly, you always know how much inventory space your bottles are taking up. If you have 2 backpack slots set aside for water bottles, you always know that you've got say 22 spaces left in your Coyote backpack for other things. As for finding water sources, you can draw a line between just about any two towns on the map and there will be a water source somewhere between them with only a minor detour. When there isn't a water source between those two towns, there's a fair chance that one of those towns will have a well where you can refill. I generally find that if I come across a can of soda, and I've got full water bottles, I will simply drink the can on the spot before I move on. In this way, even if I manage to travel somewhere that there's no water sources nearby, I will always have my drink meter fairly close to full. As for the OP, I think it's a great idea. Would also be nice to be able to carry those water cans in your backpack like you can a jerry can. It would take up 3 spaces just like a jerry can but have 20 drinks in it, and be able to fill up a water bottle. You could also place it on the ground for people to refill from, and refill it from a lake as normal.
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There a difference between a pair of magical shock paddles which take someone from 'dead' to full health even after they've been shot in the head multiple times, and a device which gives you a small chance of bringing a player back to a severely injured state after you have bandaged them, given them blood and hit them with an epi-pen.
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The more I think about this the more I agree. When I thought about the uses that have been listed, I figured being able to bind someone's hands and feet, gag them, and blind fold them, as many times are you wanted, with one roll of duct tape, would be a little overpowered. Not to mention having an unlimited to supply of temporary bandages (even if it only reduces bleeding rate instead of stopping it).
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How long does grass stay down after people have crawled over it? It would be nice if you could tell where someone had crawled or sat by the depressions in the grass.
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13. BLINDFOLD a player. In this way, you can take them to a secret location. If they're also bound, they wouldn't be able to take off the blindfold. When someone is bound, gagged and blindfolder, you could drag them around like you can with a passed out player.