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joikd
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Everything posted by joikd
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*************ATTENTION************** LA 5 WAS RENAMED TO US 602 DUE TO FORCED SERVER RENAMING I will start a new thread for US 602 at some point. Nothing else has changed except the name. ****************************************** Survivors, bandits, loners, & clans--you are all welcome on LA 5!!! DayZ is a brutal survival challenge. In the spirit of DayZ, LA 5 does everything possible to keep it brutal. So, all of the difficulty settings are set to "off". Have confidence in making LA 5 your home server. Pitch your tents & repair your vehicles--LA 5 is not going anywhere. I check LA 5 on a regular basis (even at work), and give a 5 minute countdown if it needs to be shut down. LA 5 will always be updated to the latest DayZ and ArmA patches ASAP along with the in-game host name. Feel free to post any questions, issues, comments, etc. in this thread, or shoot me a PM. Server Name: LA 5 Location: Los Angeles, CA Time Zone: GMT-7 Slots: 50 Host: HFB servers Difficulty: Expert 3rd Person: Diabled! Cross-hairs: Diabled! Name-tags: Disabled! Contact: Myself on here Armor=0; FriendlyTag=0; EnemyTag=0; HUD=0; HUDPerm=0; HUDWp=0; HUDWpPerm=0; WeaponCursor=0; AutoAim=0; AutoGuideAT=0; 3rdPersonView=0; ClockIndicator=0; Map=0; Tracers=0; AutoSpot=0; UltraAI=0; DeathMessages=0; NetStats=0; VonID=0;
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LA 5 - The way DayZ is meant to be played
joikd replied to joikd's topic in Mod Servers & Private Hives
FYI There was a forced named change. LA 5 is now US 602. Nothing else has changed. The easiest way to find this server is to use "joikd" in the filter. -
I despise 3rd person and will never have it on my server. But, it appears that the majority of players prefer it. So, as long as its a server option, I'm fine with it. It's not like someone can transfer the tactical advantages of a 3rd person server over to a non-3rd person server. Also, it serves one other excellent purpose that benefits me (as a player) and my server.
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LA 5 - The way DayZ is meant to be played
joikd replied to joikd's topic in Mod Servers & Private Hives
Glad you like LA 5, mikey. The server has only been up a few weeks. Hopefully, more and more people will make this their home server. I like playing when the server is maxed out at 50 since it kind of feels like cheating when there is just a handful of players. If at some point the server is maxed out on a consistent basis, I might consider upping the slots to 60 or 70 if it doesn't cost too much (and if the server regulars are okay with it). I would love to have multiple clans battling (I'm a loner by the way). I recently registered with Gametracker, which allows me to see which players are playing the most (click on the "Status Page" in my sig). By the way, I'm not sure what factors make up the scores. Also, the server will soon be switching to GMT-8, which should give an extra hour of daylight in the evening. I am pushing for UTC-11, which should give an extra 4 hours of daylight in the evening, but that isn't available right now. Hopefully, most players would like that, too. -
My server is good-to-go now. It was an LA and/or hive issue.
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Mine is still not working. I submitted a ticket yesterday. Anyone get their LA server working?
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ArmA 2 RCon 1.8.3 (1.8.4 never worked for me--kept crashing) As far as I know, you can add only one password to the server.cfg file--multiple admins can log in, but all have the same password.
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With RCon at least, players communicate with me using direct chat (typing, of course). When I can't be in-game, I'll sometimes ask in a global message if loot/zombie spawns are okay, and ask for a typed response in direct chat.
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Authentic loot and zombie spawns--the excellent authentic effects in DayZ
joikd posted a topic in DayZ Mod Suggestions
I posted this once before, but it was lost. Here it is again (if I can remember everything). Let me begin by saying that I love DayZ, and am very thankful for this mod. My goal with this post is to propose a couple of ideas that I think would dramatically change DayZ for the better (much more authentic) without trying force (punish/reward) anyone/anything artificially. The ideas simply change the environment to a more authentic one given the zombie/survival apocalypse that is the setting for DayZ. Loot--current system: 1. Spawns only in structures (authentic only if zero re-spawns occur) 2. Spawns in the same exact locations (authentic only if zero re-spawns occur) 3. Spawns an unlimited number of times (completely ruins the authentic scarcity of resources that would be present in this situation--combined with #1 & #2, players can actually thrive instead of struggling to survive) The real culprit of the inauthenticity with loot in the current system is the unlimited re-spawning. But, just removing #3 would not work in the current system since there are not permanent players for each server (server loot must sustain much more than the 25, 30, 50, etc. number of players that the server allows simultaneously). Even if each server did have a permanent set of players, removing #3 completely would make for a setting where, eventually, all players would be reduced to crossbows, canteens, map, compass, matches, etc. (all of the unlimited items) since the initial loot piles would not be re-spawned. While this may be an authentic scenario, I do not think that this is Rocket is trying to accomplish. Reducing loot spawns, while creating a more playable scenario than removing them altogether, still leaves that inauthentic feel of magically reappearing loot in places that have already been completely scavenged--no authentic explanation of these re-spawns can be made. So, if #3 is necessary, how can the loot system be made more authentic while keeping #3? The answer is removing all structure spawning, and replacing it with air drops (maybe have structures continue to infrequently spawn a non-weapon item (can of beans, etc.). The authentic basis for this idea comes from a man who describes his experiences during the Yugoslav Wars of the 1990's when the Balkan city where he lived was surrounded and cut-off for a year (google "Selco" & "Balkan"). He credits US air drops with saving his life. Add zombies to Selco's experience, and you have something very close to DayZ. The aircraft making the drops in DayZ could originate from the regions to the north and west (south and east is ocean) of Chernarus, and either be random (time and location), somehow authentically influenced by players, or a combination of both. The aircraft would then fly across the map to its drop zone, make the drop, and fly back across, and off of the map. These air drops would create all kinds of interesting (and authentic) scenarios. Players desperate for supplies may rush recklessly to the drop zone to grab what they can before zombies and/or bandits arrive. A large, well-supplied group might secure the drop zone to try to take everything for themselves, and engage anything that comes near. A group with a functioning Huey could become extremely powerful, since they could use radar to locate incoming aircraft, and quickly travel to drop zones all over the map (not to mention its weapons). Who is making these air drops? It could be the same group that failed in its military missions (crashed choppers). The variety of weapons/ammo/supplies that are dropped is explained by the fact that this group is just scavenging, stealing, etc. whatever it can find to include in the air drops. Zombies--current system: 4. Spawn and remain (unless giving chase) only around structures (unauthentic--zero zombie threat in the wilderness (opposite of what one would expect)) 5. Re-spawn an unlimited amount of times (combined with #4 makes for a completely unauthentic experience--even if all 50 players banded together, they cannot keep a small town clear since the zombies just keep re-spawning forever right in front of their eyes) Just like loot, it is the re-spawning that makes the current zombie system unauthentic. And, just like loot, partially or completely removing zombie re-spawns still leaves a feeling of inauthenticity (either zombies still magically re-spawn by structures even if it has been cleared, or no zombies ever threaten a cleared area again). Again, we need an authentic solution that allows re-spawning (zombies this time). The answer is moving all zombie spawns/re-spawns to the north and west edges of the map, and have the zombies migrate in packs to the south and east across the map. The packs would change their migration path if it sees/hears players, aircraft, and/or vehicles (sprint toward any of these). If the ArmA engine could view these packs as a single unit (unless they are being viewed by a player--similar to the current system), then the packs could be large (25 packs with 40 zombies each = 1000 total zombies). The combination of both the loot and zombie ideas would also give an authentic risk/reward system regarding player location. The further north/west a player is located, the earlier the player can spot an aircraft on its way to making an air drop, which is a big advantage (reward). But, the threat of zombies is also increased the further north/west a player is located (risk). Conversely, the further south and east a player is located, the less chance they have of seeing/hearing an aircraft, but the less chance they have of facing zombies (zombies killed off as they migrate south and east). -
I'm pretty sure it's the sound. This problem was solved for me when I SLOW crouched inside.
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I like the fact that there is even talk about changing loot spawns (props to the OP for that), but it still doesn't solve my biggest issue that I have with loot and infected--the magically unending re-spawning of loot and infected in an area that was already cleared out. I only need very little to hang my hat on (I can buy into the whole idea of infected with no problem), but there is no authentic explanation for this. There just isn't. For me the OP's suggestion doesn't solve this huge issue. Switching all loot spawns to air drops (random and/or player influenced), and changing all infected spawns to the north and west edges of the map (with migration to the south and east) would solve many glaring issues: magically re-spawning loot & infected in areas that we already cleared; inability to "take" a town (or even a shed); loot farming; loot farming with server hopping; lack of infected in the wilderness; lack of need for players to scavenge across the map.
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Best solution yet that I've seen for this problem.
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In the file: BEServer_active_175c.cg add: maxping 180 Change 180 to whatever max ping you want. This is the same file where your RCon password is located.
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requiredBuild = 93825; Or whatever the five digits are for the beta you are using.
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On my server with no tags I have this: FriendlyTag=0; EnemyTag=0;
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Zombies need a big fix. (ragarding run cycle and speed)
joikd replied to BloodFreak's topic in DayZ Mod Suggestions
I think most everyone agrees that the warping and zig-zag movement should be fixed. The rest of the zombie variables are really dependent on where Rocket wants to end up with the zombies when all is said and done. There could be many "right" combination of variables depending on each player's perspective. But, from what I have read of Rocket's posts, he seems to favor the 28 Days Later infected. Maybe we should rename this "DayI" and start using "infected" instead of "zombie"? I think something that would benefit now, and no matter how zombies end up "finished" later, is increasing the time it takes for zombies to re-spawn. This would give the authentic tactical option of attempting to simply wipe them all out of an area (maybe even from a distance), and then loot (or whatever). At the least we would be able to have a few minutes to celebrate a hard-won battle. The number of initial zombies spawned might need to be increased (a single player should have a very, very difficult/impossible??? time trying to clear out a big city like Cherno). The benefits could be had right now--only have to tweak the number of zombies spawning and the re-spawn timer. -
I despise 3rd person so much that I would not play DayZ if it only had 3rd person. But, since it is a server option, I have no problem with it. That is why I rent my own server--I can set the options to whatever I want. I say leave 3rd person in.
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no Side chat = Community Growth will be damaged
joikd replied to daish's topic in DayZ Mod General Discussion
I agree with the OP that without global chat game growth will be less and new players will have a tougher time. But, I see that as a good thing. If the goal of DayZ was to maximize growth and cater to new players, it would change from Dayz into some mainstream crap. Like I have said before--no global chat = excellent culling effect. -
I made a thread about roaming zombie packs where I suggested that when packs of 10, 20, 30, etc. zombies are not "seen" by any players, the program treats the pack as just a single unit. This would prevent from having to path for all zombies. When it is "seen" it spawns the pack similar to the current system except with roaming packs it can do it anywhere. I also suggested switching the majority (or all) of loot spawns to air drops (random and/or player influenced). This would prevent groups from camping an area and sucking up the infinite, magically appearing loot spawns like a vacuum for as long as they wanted. If the packs were attracted to the air drops, it sets up the interesting possibility of survivors, bandits, and zombies all converging on an air drop at the same time--chaos.
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joikd replied to [email protected]'s topic in Mod Servers & Private Hives
Thanks for the quick 1.7.1.5 update! -
To counterbalance the decreased spawn rate, I would suggest adding more zombies per spawn.
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I have the same issue as the other admins--sometimes I just can't get a message through. Other times I can only send one message through Rcon, have to quit it, restart it, send the next message to continue the countdown, etc.
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I think a lot of us who are renting servers are waiting for the host to give us the update option. We want to update, but we are at the mercy of the host. My server is being kept down until I can update.
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YAY The fact that it would cause me discomfort is appealing. Plus, it adds to the authenticity.