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miket
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Everything posted by miket
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Processor speed seems to be more important for Arma 2 in general. I have an i5-750, and when I upgraded from a GTS250 to a GTX560 Super Overclock, I saw almost no change in performance in Arma 2. Arma 2 will run on a 9600GT, which is what my previous system had, but its Pentium D really let the game down.What card do you have currently?
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Tonights DayZ session has really changed my mind
miket replied to miket's topic in DayZ Mod General Discussion
Bottom line: I got killed several times by unprovoked attacks from players. This isn't a reason to play more aggressively? Like I stated in my post, I'm not going to hunt down unarmed players, or go out of my way to kill someone I've seen who poses no real threat. But I am going to be the first to pull the trigger when faced with an armed opponent who has the capacity to turn and shoot me at any time. Up until now I've been quite generous to other players. Especially the armed ones. Numerous times I've given plenty of people I've just met multiple opportunities to shoot me in the back. I'm trusting like that. But with the aggression I met in this particular play session, I'm not going to give players the benefit of the doubt. Even my 'only shoot when I see them aim at me' policy failed me, as that guy who shot me in the head teleported (either by lag or by hack) 10 m and shot me dead. -
Look for MykeMichail on the AusArma Teamspeak after 8 pm most nights. Always looking for people to team up with.
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Tonights DayZ session has really changed my mind
miket replied to miket's topic in DayZ Mod General Discussion
I know right. I was surprised to. -
Balota, worth it for new spawns?
miket replied to SwitchBlayd's topic in DayZ Mod General Discussion
I found an AKM with two mags and an M9 with 2 mags there once. If you're just starting and don't have much to lose, I don't think a trip there could hurt. But don't expect to find food/water there. -
Tonights DayZ session has really changed my mind
miket replied to miket's topic in DayZ Mod General Discussion
I think that means a part of my soul has died. -
Tonights DayZ session has really changed my mind
miket replied to miket's topic in DayZ Mod General Discussion
In all instances I got killed by other players. And you're telling me that deciding to start killing other players is a bad thing to do? I think you're what people call an idiot. I did not make the decision to pull the trigger which fired the bullet which killed me. Another player made that decision. This is not a 'crying' post as you describe it. This is a post describing how my attitude has been changed by my experiences. Previously, I was probably the last person to pull the trigger in a fire fight if I could help it. -
Tonights DayZ session has really changed my mind
miket replied to miket's topic in DayZ Mod General Discussion
Really? Because it's pretty nice when someone has a bigger backpack, nicer gun, and plenty of food and ammo for me to take. That aids in my survival plenty. And there's plenty of people out there with that exact same attitude. Its really not that hard to find a water bottle, a pack of matches, a hatchet and a hunting knife, and dissappear into the wilderness somewhere near a water source and survive there indefinitely. Kill animal, gut, cook, eat. Then go to a water source and fill up your bottle. Drink. Fill it up again. Repeat. I did this for about 8 hours of gameplay whilst scouting the outskirts of large towns for people coming and going. Everyone could do this if they really wanted. But no one does. It's not the most exciting existence, and rolling around with military grade hardware, killing others for their loot and stockpiling mass amounts of weapons and ammo, whilst cruising around in a vehicle or flying around in a chopper, is much, much more fun. -
I prefer to roll with a group if I can. But at the same time, trying to make new allies can be very dangerous. One second you think they're friendly, then as soon as you have your back to them, BANG. You're dead. I tend to try to make new allies when I've just started out. But the more progress I make, the less willing I am to see if someone's friendly before pulling the trigger.
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Does DayZ create situations of scarcity? If all 50 players on a server were to work together, would they have any issues finding enough food and water for everyone? My answer is probably no. 50 water bottles and everyone can drink from the same pond indefinitely. And with animals and canned food combined, I don't think those 50 people would find themselves running out of food ever. Things seem to respawn faster than people can eat them. The question then is, should DayZ create a situation of scarcity? Should food/water be so short in supply that, even when working together, people will eventually start to die of hunger or thirst?
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Does DayZ create situations of scarcity?
miket replied to miket's topic in DayZ Mod General Discussion
Well obviously duping is a thing which needs to be fixed and eventually will be. Even with food/drink items respawning on server restart, it's still possible to create this scarcity situation. Firstly, the spawn rate of items should depend on how many players are currently on the server. Secondly, the total amount of resource x spawned on a day would have an absolute maximum of the server capacity times the amount of food needed to sustain that amount of players, less an amount needed to create the scarcity situation. So if you need to eat once per hour (I don't know exactly how often you need to eat), and the server supports 50 players and is up for 23 hours a day, the server would spawn a maximum of 23 hours x 50 players = 1150 food times. Maybe take 150 food items away and then you have a situation of scarcity. Obviously most servers aren't full 24/7, so the server might check how many players are online at a given time, then spawn the number of players times 0.90 food items. So if there's 50 players on the server, it would only spawn 45 food items in an hour. -
I was looting a barn when I heard gunfire a short distance away. Makarov fire. I hear multiple zombies aggro and then running footsteps coming towards the barn. Another player runs into the barn, turns and fires on the zombies following close behind. I keep my AK aimed at him as he dispatched a further 3 zombies, then say "I have my rifle aimed directly at you. If I see you aim anywhere near me I will shoot." With the zombies laying on the ground, he just stands there, doing nothing. A few awkward seconds pass then he replies: "So can I move now?" I say: "Sure go for it. I'm not gonna hold you here." I mention some supplies on the other side of the barn which he can take and he picks up what he can carry and moves on. I tell him "Good luck" as he heads out the door. Not far outside the barn, I hear him exclaim "Please don't shoot me! I don't have much of anything." Another voice asks "What have you got?" Thinking this poor guy is being held up, I sneak towards the two voices as they talk. As I get my sights on the second person, I realise that it's not his intention to rob the poor guy, infact, he offers up some supplies and asks if the first has anything to trade. I stand up and walk up to them, saying "Hey guys, coming out into the open. Not going to shoot." I let them know there's a few more supplies back in the barn they could grab, and they both tell me they have no food. Having recently slaughtered a cow and cooked myself a full 8 meat, I give them each a steak. The first says he's got to go, and heads off into the distance. The second decides to stick around for a while. We check another building and find some extra weapons. I trade him a 30 round STANAG mag for his water bottle, and he too heads off. All in all, a situation which quickly could've turned to s#*% if even one shot was fired, but on this occasion, it didn't.
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dayzmod.com - Aug 2012 - Q&A with Rocket
miket replied to Max Planck's topic in Mod Announcements & Info
What system specifications are you basing your design around for the DayZ standalone game? Will we be able to run it on any old peice-o-junk or will we all need to go out and buy new PCs? -
Does DayZ create situations of scarcity?
miket replied to miket's topic in DayZ Mod General Discussion
You hit the nail on the head. Perhaps it should be that the entire server can ONLY survive through co-operation. Like, the server can support a population of 40 players if everyone's out for themselves, but can support up to 60 if 40 people work together. I don't know how this could possibly be implemented though. Farming perhaps? -
Does DayZ create situations of scarcity?
miket replied to miket's topic in DayZ Mod General Discussion
Well either way it's a PvP match. The scarcer food is the more likely someone is to shoot you and take your food. Even if there was 'just enough' food, people would still kill each other, because its easier to find a handful of bullets and kill someone with a bag full of food, than it is to go and collect that bag full of food yourself. -
Reducing ammo count will only affect those of us that dont have all day to sit around playing video games. People who play all day will have plenty of time to collect plenty of ammo, but those of us that can only play a few hours a day will face severe limitations and probably have no chance in the world against the unemployed basement dwellers.
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I'm almost certain that the increased aggro range is a bug. I come to this conclusion from seeing that on some srvers the aggro range is normal, and that the change was only present on some servers after patch 1.7.2.4 was released.
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ARMA 2 is an awesome game by itself. ARMA2OA is also an awesome game. DayZ for free on top of all of that just makes things get even more awesome. I bought ARMA2/OA for a lot more than $30. My only regret is that vanilla ARMA2/OA servers never had a really good player base in my country (Australia) so it was hard to get a good game a lot of the time.
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Most of these ideas are either silly or can be implement by players if they really want them. For example, if people want a 'trade market', they can just arrange to meet at a pre-determined place at a certain time to trade each day. And if people want a zombie-safe zone, then they can just find a low or no zombie population area and keep it guarded. One thing I would like to see though, is the ability to get the trains which are currently just props up and running so you can travel quickly from one area to the other along the coast line. Wouldn't be much of a trip but would still be cool. But like most things in DayZ, what they can actually do is limited by ARMA 2 itself so I doubt we'd ever see features like that.
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The players capacity to carry ammunition is quite limited in this game. Sure, if you were carrying nothing but ammunition, you'd have a decent capacity, but as we all know, this is never the case. I think a great feature to enable the carrying of greater amounts of ammunition would be the ability to find 'ammo boxes'. An ammo box would take up one standard inventory slot and contain an amount of ammo dependant on its ammunition type. To compliment this, empty magazines would not be dropped, but would return to the inventory with the red cross through them much like an empty water bottle. The player would need to load their magazines from the ammo box, which would take anywhere from 2 seconds to 2 minutes depending on the type of magazine. For example, a revolver speedloader would take only 5 seconds to reload whilst a full 200 rnd M249 ammo box would take a full 2 minutes (reloading only 100 rounds from the box would take 1 minute). If would also be good if weapons like the double-barrel shotgun and M1014 could be reloaded directly from something like an ammo bag with maybe a 24 round capacity and that ammo bag would be reloaded from a box of shells. The current requirement to split 12 guage loads between 8 and 2 not only takes up a lot of space, but means you can load perfectly good shotgun shells into an M1014 because you don't have 4 lots of 2 to combine. Whether or not something like this could actually be implemented is uncertain. It may simply be that ARMA 2 is too restrictive. Ammo box sizes could include (just an idea, obviously would need balancing): 120 rounds 5.56 mm (1 inventory slot) 60 12 gauge rounds (1 inventory slot) 120 rounds 9mm (1 inventory slot) 100 rounds .45 ACP (1 inventory slot) 300 rounds 7.62 mm (2 inventory slots)
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Had just collected compass, hunting knife, binoculars, alice pack, watch, hatchet, 1911, some meat and drinks, when I got telportedand shot by hackers.