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n3uro
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Everything posted by n3uro
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remove nvgs (if it were for me, i'd take away all sniper rifles too as they're just used for assassinating players), boost the range of the chemlights a bit so that they can be used for more than tagging yourself in a group, but not so much that you don't need flares anymore. maybe make them scarcer, fix the flashlight and there you go.
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I think this is a great idea. It should be possible to edit their "chase" state to randomly send them to prone for one or two seconds then back up, that would balance the fact that they can run as fast as you and don't get stuck in fences that you have to circle. After all, when shambling around, they don't show that much leg coordination... ;)
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oh please not another tool that takes up the secondary weapon slot :) make it an action, or better, like flares and chemlights are right now, you get them with F key and fire it.
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I have the same problem; using manual install
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Pull up a sandbag! Its story time!
n3uro replied to RoaR (DayZ)'s topic in DayZ Mod General Discussion
Some nights ago, me and three of my friends were hanging around at our camp in the woods to the north edge of the map. It was pitch black, we had one guy with a nv telemeter keeping guard on a hill close by. We decided to go up to the NE airfield and maybe raid it for supplies, having nothing else to do, and being night it seemed a fair challenge. So we left most of our equipment at the tents, everyone lit a chemlight, and I planned the trip, about 4km on foot, in perfect darkness, with only chemlights and a tactical glock as light sources, since we didn't want to attract attention with flares. Well, let me tell you, one of the greatest feelings this game can give you, is to manage to navigate your team, at night, through woods and hills, with just chemlights, to and from your intended target, which sits 4km away from your camp. I would set up reference points on the map, like roads, peaks (barely visible against the dotted night sky), and intersections. So we set out, and after twenty minutes of fiddling around in the dark, we emerged from the woods, on the exact road I intended to reach. We then set up an observation post overlooking the airfield sitting 600m east of us. We were a ragged bunch, no night vision except for that rangefinder, which was barely usable due to the extreme zooming it provides; weapons were less than stellar too, we had a cz550, two winchesters, my ak47 and even a guy with a crossbow. As I said, we were observing the airfield, well, the dark patch where we thought it was sitting, when all of a sudden we see a flashlight turning on right on top of the control tower. We immediately shutdown all of our illumination, even if it consisted of just chemlights, and sat there waiting. The flashlight danced all over the airfield, flashing by some lone zombies, the hangars, and broken vehicles. Then it flashed rapidly toward the north side of the runway, and after a moment, darkness came back. We were puzzled, was it a signal for someone? Did he get mauled by a zombie, or shot by a bandit? Even though we didn't do anything for five minutes, it was one of the most entertaining experiences i've ever experienced in a videogame. As we were pondering our next move, we noticed flares being thrown all over the field, and the hangars. We thought a bandit group saw the flashlight and decided to attack him. We sat there watching the action unfold, holding our breath for the poor sob's fate. Six to eight survivors emerged from darkness, into the now brightly lit airfield, tinted in red by the flares. They raided the hangars, shooting with automatic rifles, killing all zombies in sight. Amazingly, the single flashlight guy was climbing down the ladder, so we realized it must have been a scout for the large group. As flares went out, they were thrown again, further south. We were amazed by the coordination that the group was showing in their raid, no shots were wasted, noone got injured, they just went through the airfield down to the city in a fell swoop, all the time lighting their path, taking down all the zeds without mercy. It was awesome to watch. Given the situation, we decided to head back to the camp and call it a night; there was surely no supplies to be found after their raid, and we definitely did not want to cross ways with these guys anytime soon. -
I don't really see the need to invest time in automating something you can simply do by hitting esc.
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you probably found the combat shotgun with built in flashlight, you can't yet attach flashlights to weapons, though i'm sure rocket has that item near the top of the to do list. For illumination you still have to go with either flares, stand-off flashlight (instead of the pistol, very cumbersome and risky), weapons with built in tactical flashlights, or night visors.
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Ban\Permaban for disconnect abusing reports
n3uro replied to enricksolt's topic in DayZ Mod Suggestions
Oh, well. I'm not a modder, but i noticed that on disconnect the players do not really pop out of play, but they play a death animation and immediately disappear, suggesting that some kind of placeholder still is in game for playing those animations (unless they're client side). If you could catch the disconnect, pass the player id to a puppet entity, and spawn it in place of the player, it could receive further damage and be treated as if it was in fact that player (after all, the player entity exists in the database, not in the game servers, so you could link it to another puppet on the fly, right?). -
The problem with camps, given the structure of the mod and the technical limitations of the engine, are that unless they introduce lockable containers, you are forced to put your camp into a very remote area to avoid being robbed. That is if you consider an undefended camp. If you consider defended camps, it naturally requires that players keep stations at all times, and since we all (unfortunately) have real lives too, it's out of the question. People want to play, not to stand guard for hours just to see nobody. You could have AI guards, that maybe have to be mantained with extra food to be stored at the camp, but then again, the ai is generally easy to outsmart, so they'd be just a bit more than practice targets for invaders. Having barbed wire and sandbags and stuff would really be just for aestethics, since if you cannot lock a gate or a container, you'll always need a way in. Then you might just as well have a bunch of tents in a forest, and it'd be less visible and more secure. Tl;dr: persistent holdings and their logistics are an impasse that exists in MMOs since they were invented. Everyone has their approach to this matter, but there doesn't seem to be an optimal solution to it. We'll have to see what the devs think about this. For me, the best would be lockable containers. Unless you can figure out a way for camps to be defendable, in other words, not easily raidable once found, there's no reason to build an impressive but easy to spot camp rather than a group of tents in a remote forest in the middle of nowhere.
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If you mean personal markers, just keep a postit with map coords.
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Ban\Permaban for disconnect abusing reports
n3uro replied to enricksolt's topic in DayZ Mod Suggestions
Seconded. If it were for me, I'd find a way to add a small delay between disconnection and when the player actually disappears, like eve online and some ultima online shards i played on do. This way you have to find a safe spot to logout and hope noone gets to you in those two minutes, and you remove the people who disconnect to avoid getting zombed or killed by players. Of course there's no way to prevent people from doing "planeswalking" to other servers to get away, but if I understood correctly, the servers at release are going to have their own DB of players so it won't be an issue anymore. Another palliative could be to add a small delay that prevents from shooting right after spawning in for some minutes, but I see more cons than pros to this. Just throwing thoughts around... edit: donp the changelog fixes people dying and immediately disconnecting to prevent the server to register their deaths. It does not do anything to prevent them from avoiding a second, lethal hit after they get wounded. They can disconnect when wounded, log to a different server, bandage, eat a cow to get blood, even scavenge some ammo, move to a vantage point then get back to the original server while the poor sobs that were fighting him are still there and looking for him. Plus, this is not about butthurt or wanting the game to be easier, it's abusing of game mechanics that are definitely not intended to be. Stealing from backpacks is a bit unrealistic given the lack of feedback to the players, but it's perfectly legitimate given the scope of the mod. Server jumping and popping out of existance by disconnecting, on the other hand, doesn't really fit into that scope, imho. -
Hello, i'm n3uro in game, usually on the EU servers with a bunch of other friends playing over teamspeak. I'm really looking forward to the development of this mod, especially regarding more content/objectives and some measure against mindless PvP (i'm _so_ butthurt right now after getting steamrolled two times in a row while trying to get out of cherno :< ) See ya on the servers.