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Everything posted by Diz (DayZ)
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It's called Teamspeak3, Mumble, Ventrilo...or even ACRE. No need to re-invent the wheel.
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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? -
Who Else Thinks 1.7.5.1 Pushes Annoyance and Survival Too Far?
Diz (DayZ) posted a topic in DayZ Mod General Discussion
I'm not going to write a huge diatribe on the philosophy of the game, we've been through all of that before. What I will do is posit the theory that this game, which relies on a balance between different aspects(Zombie, Survival, PvP) has been pushed too far in a certain direction. Complication and annoyance simply for the sake of complication and annoyance are just plain silly. Some of us love DayZ for the sandbox that it is and for the BALANCE which existed between the different aspects of the game. This game shouldn't become CoD w/zombies anymore than it should morph into Mountain Man Simulator 2013 or Dead Island - DayZ Edition. As Rocket has stated numerous times, the player shouldn't feel "pushed" into any particular playstyle. Unfortunately this last patch "pushes" us a lot farther into Mountain Man/Dead Island territory and I for one don't like it. p.s. Why not add more A.I. and survival variables into the server difficulty settings to further differentiate Recruit/Regular/Veteran/Expert and give everyone a balance they feel satisfied with?- 263 replies
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[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.
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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
Here's another player who apparently choses to ignore the fact that the game has THREE pillars: Survival, Zombies and PvP. Balance, balance, balance. What's so hard about this concept? -
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
It's not really harder. I've run around all over the place doing the same stuff I normally do and it's just as easy, the only difference is it's *more annoying*. Challenge is fun, but adding annoyance for the sake of annoyance is not. -
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
Pretty sure from your response that you haven't read or understood anything after the title of the main post. -
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
He also specifically stated a million quintillion times that he wanted the game to remain a true sandbox and he wasn't (allegedly) going to force anyone too far in the direction of a specific playstyle. You can be brutal as hell and still maintain a balance so that players don't feel pushed too far in one direction. (p.s. the A.I in DayZ is laughably bad. The only challenge at all is the fact that zombies are bugged to shit. This makes zombies "annoying" rather than "challenging". Adding to the "annoyance" factor without fixing the A.I. to make it truly "challenging" is a terrible mistake. And defending bugged out, easy to fool A.I as "Brutal" makes your argument seem pretty hollow. Once again, it's not about the LEVEL of challenge or difficulty, it's about the fact that some people enjoy certain challenges more than others. Everyone should be able to find a metagame they love within the framework that is DayZ. -
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
This actually touches on the fact that zombies currently are not fun or satisfying to encounter. They are merely an obstacle. An annoyance. They provide a "gate" between the player and the rest of the content. It's not a question of "are they too difficult or easy" it's a question of "are they implemented correctly both thematically and technically" and the answer to both is NO. Therefore, actually fixing the bugged out zombie A.I. to make them legitimately challenging and compelling rather than just making the existing bugged zombies more "annoying" would be a better solution.(maybe this is beyond the scope of what Rocket et al care to do for the mod but I certainly hope this is addressed in SA). I'm all for challenge, I just don't like annoyance for annoyance's sake. -
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
The argument is that it's a sandbox and the gameplay was allegedly supposed to stay relatively agnostic. What part of "balance" do you not understand? I could just as easily argue that there aren't enough pink unicorns in the game. But the devs would be wrong to ram them down everyone's throats just because I want pink unicorns.(Which I don't btw p) -
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
http://www.dayzwiki....version_1.7.5.1 More complication and annoyance. A few examples: Blood bags can give you an infection now Water can make you sick unless you go through a process to boil it Lots of annoyance added like when you eat canned food it puts the empty can into your inventory Meat was split up into 5 different types (more bag slots needed as a result since diff. types don't stack) Chopping wood attracts zombies Zombie AI got a boost across the board, they hear better, (hit harder?),chase better, are harder to lose etc.(but are still bugged in so many annoying ways) Zombies can damage cars and even pull players out of their cars Ammo drops nerfed drastically Some of these sound cool, till you consider that zombie AI is bugged terribly to begin with and as a result zombie combat is far more luck/exploit than skill based. And the expansion of the infection/disease mechanic is just random punishment for punishment's sake. -
DayZ weapons analysis 1.7.5
Diz (DayZ) replied to private_joker's topic in DayZ Mod General Discussion
Not enjoying the game due to a bullshit pure annoyance patch is not his "particular issue" it's a huge issue and one that pushes the game into the realm of catering to a vocal minority. -
The fact that people have learned to adapt to shitty AI scripting and horrible mechanical flaws in the game dynamics does not in any way diminish the fact that those flaws exist. This kid's pointing out some of the most glaring problems with the mod which are only exacerbated when shit like 1.7.5.1 comes out and magnifies all of these problems rather than fixing them.