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It's called Teamspeak3, Mumble, Ventrilo...or even ACRE. No need to re-invent the wheel.
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Diz (DayZ) started following Fion (DayZ)
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Fion (DayZ) started following Diz (DayZ)
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I'm simply stating an obvious fact. p.s. I would expect a little more professionalism out of a mod.
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* [uPDATED] - Zeds overall dmg has been updated per hit/per zed (Old Type: Max possible dmg = body 600, Legs 100, Hands 50, Head 1200 New Type: Body 1200, Head 2400) * [uPDATED] - Reset action alert of zeds, Zeds hearing from actions is now reset back to 1.7.5.1 - M107_DZ Zed pull range 450 meters (Max sight/hearing from movement forced to 80 meters) "fixed zombies" my ass. It's just the same old broken ass wallhacking, zig zagging, magic hitbox having shitty ass AI but now supercharged with double damage and returning to super sight/hearing that the community overwhelmingly rejected the first time they tried to pull it on us.
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Just because you CAN do something doesn't mean you SHOULD do something. This feature is idiotic and if implemented had better GD be optional for the server owner to toggle off/on. It adds unnecessary complication and annoyance. It's simply a backass way to nerf sniping. It's will probably not work reliably and as others have pointed out, will simply result in a poorly calculated deviation applied to accuracy at range. In other words: it doesn't require skill to overcome, it simply adds a randomized chance of failure. This is stupid and lazy game design. If you want wind sounds and swaying trees just ask for that, don't nerf all long distance engagments as a result. When you largely remove the threat of snipers, you alter the balance of tension in the game. Lowering the threat of being sniped also lowers the need for people to be careful as they travel overland and lessens the reward for careful, tactical defensive gameplay.
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DayZ.ST - $30/mo for 50 Slot US/EU Servers - FTP - DayZ 1.8.0.3 - Epoch 1.0.3.1 - Instant Setup - Custom Panel - Live Map Tool
Diz (DayZ) replied to ersan's topic in Mod Servers & Private Hives
Site down, DB down, more DDOS? -
[Six] DayZ Server..Tons of features |Active Admins| 300+ Vehicles 15 Choppers..Custom Loadout.. Debug Monitor!!!!!
Diz (DayZ) replied to zzayers's topic in Mod Servers & Private Hives
Server's been hopping lately, and we're working on even more future stuff! -
Why don't you get even angrier about the fact that some people enjoy DayZ for other reasons than you enjoy it. Also, be madder about what people do on their Private Hives. Lastly, please keep raging about how people enjoy (ahem) modding a mod. Life is just so cruel and unfair isn't it?
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rMod2 IS HERE! UPDATE NOW TO MAXIMIZE YOUR DAYZ EXPERIENCE!
Diz (DayZ) replied to oifriendlyfire's topic in Mod Servers & Private Hives
Have you talked to any server hosts about adding rMod2 support? -
How the F*** do i install Rmod to DayZ.ST Servers?
Diz (DayZ) replied to declan223@gmail.com's topic in Mod Servers & Private Hives
On the control panel page, it's the second from the bottom option in the "Control Panel / Change Settings" section. It shows "*rMod setting" - with the check box option to enable rMod. Note the message - not sure if you can manually install rMod to Namalsk on DayZ.ST or not. -
IL002 The Official Home of rMod 250 MilSpecVehicles/80 BNNDWeapons/Custom Respawn Skins
Diz (DayZ) replied to oifriendlyfire's topic in Mod Servers & Private Hives
Hows the update going? -
[Six] DayZ Server..Tons of features |Active Admins| 300+ Vehicles 15 Choppers..Custom Loadout.. Debug Monitor!!!!!
Diz (DayZ) replied to zzayers's topic in Mod Servers & Private Hives
Did anyone mention we have A-10's, bi-planes and an Apache or two? -
Who Else Thinks 1.7.5.1 Pushes Annoyance and Survival Too Far?
Diz (DayZ) replied to Diz (DayZ)'s topic in DayZ Mod General Discussion
Ok so far the biggest concern ppl have is the zeds. So this is where we are Community Notes: Affected addons: * dayz_code * dayz_sfx Community Change log: * [NEW] - Added a 2 minite delay to new zeds spawning once MaxLocal zeds fall's below the acceptable level. * [NEW] - Added new sfx for chopping wood. * [uPDATED] - loot weighted array generation fixed. * [uPDATED] - Updated logout system to check radius of zeds from 50 meters to 25 meters * [uPDATED] - Player range on logout to 6 meters. * [uPDATED] - Max Range of targats 120 meters down from 300 meters. (this should help long range agro). * [uPDATED] - AI behavour updated to try making them zigzag less. * [FIXED] - Zeds will talk to other zeds within 80 meters down from 200 meters (FIXED) * [FIXED] - CookedBeef StringTables now added. * [FIXED] - Spanish, French StringTables updated. * [FIXED] - logout timers updated from sleep 3 to sleep 1 this should now fix long logout timers. * [FIXED] - Zeds should no longer walk though objects. * [REMOVED] - Chase combat logging systems removed. Seems legit. Thanks for listening to us. -
Good balanced changes IMO. Thanks for listening to the community.
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Rabbit meat is quite nutritionally valid, but it's so low in fat that you actually need another source of fat if you are to survive exclusively on rabbit meat. You can look it up. This has little to do with the video game though. The reasoning behind the rabbit bias I believe is the fact that rabbits are arguably the hardest to kill of all the game animals.
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The ever increasing tunnel vision shown toward the Standalone (turning it into a hardcore realism based survival sim which happens to have zombies) is probably going to result in a situation where the majority of players will continue playing and evolving the mod on private hives rather than actively playing the Standalone. This may sound crazy, but most people don't want to come home tired from work and proceed to spend 5hrs running around a video game lost in the woods with only an axe and a tin can while shitting themselves to death with dysentery.