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liquidje
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Everything posted by liquidje
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Account deleted? Posts missing? Read this!
liquidje replied to Wüstenfuchs (DayZ)'s topic in DayZ Mod General Discussion
Unfortunate, but inevitable. -
"Going to sleep" - addressing Serverhopping and other problems
liquidje replied to GodOfGrain's topic in DayZ Mod Suggestions
It's a nice start. However, I have two issues with it: 1. What to do with server crashes when you are at the airport? Also you get 15% death? 2. My general point with assigning area's as "forbidden area's" (in this case, an area where you can't log off without risk) is that people just going to walk out of that area and log off there. However, it does limit server hopping to some extent and people would not have enemies popping up in their backs. All in all a very nice mechanic, I don't see any major issues with it, except maybe the 15% death penalty. Point is that setting it too high can be very frustrating for non-exploiters, while setting it too low makes it too easy for groups. Let's say I am with three friends, the chance of getting killed all three would be 0,3375% (with four it would be 0,050625), rendering the system less effective (not ineffective tho'), as if someone dies (all players in the party would be highly unlikely) he can just respawn and return. But still, it makes the whole thing a lot more complex and burdersome, so aside balancing issues this seems to be a system which could work. -
Would this not be entirely out of the scope of DayZ and better suit a new mod or something?
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Player "The Scrub" - Debug forrest killing.
liquidje replied to ephemeralkap's topic in Mod Servers & Private Hives
@TS: I don't know if you saw any other messages about murders, but unless people massively kill spawning players, it is safe to assume that most of those people are there by error and are just confused. -
Player "The Scrub" - Debug forrest killing.
liquidje replied to ephemeralkap's topic in Mod Servers & Private Hives
I don't want to get to mixed up in your argument, but there have been other players spawning in Debug Forest with a gun as far as I know. -
Electric and Natural lighting's V 4.0
liquidje replied to [email protected]'s topic in DayZ Mod Suggestions
Nothing would be cooler than crawling through the woods, when you run into a road and want to cross it as silently as possible, until the lights turn on and you find yourself crowded by zombies. Yes please -
Way to go appreciating people who want to help. However, I'm fairly sure FPS is not THE number 1 priority, but it will get fixed eventually, maybe in one of the next builds.
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The guy was probably not so bright and actually meant buying ArmA2. Maybe the guy also sends him instructions and sells it as a DayZ package? Anyhow, if it is true, the seller is a douchebag for lying, but I don't really care if anyone would be so stupid for buying something free.
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Strange graphical artifacts... (VIDEO)
liquidje replied to Oddball_E8's topic in DayZ Mod Troubleshooting
Have had it as well. Flushing should help, restarting the game as well. Must say, I have not had it since I did some re-configuration. -
Need Help, I only own Operation Arrowhead.
liquidje replied to Corpsy's topic in DayZ Mod Troubleshooting
Have you looked at any of the guides? There are enough guides about using a free ArmA2 version w/ OA. -
If you install ArmA2 beta, you can find some servers which are less full. But believe me that the PvE aspects are not that great.
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Just, no. In real life, you don't have some sort of marker showing exactly what your friends are wanting to point out. When Direct Communication is fixed, you can just tell the location right?
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Confused Newbie - chat problems, bleeding for no reason, etc.
liquidje replied to tinyone's topic in New Player Discussion
Okay to answer most of you questions: 1. if you spawn into a forest and you can't move, you have probably been waiting for 10~15 minutes and entered debug forest. That is your cue to reconnect. DON'T reconnect if you don't enter a game within a few minutes tho', as it stresses the Hive server (central server). It is quite normal that "waiting for server response" takes a few minutes! Don't reconnect immediately. 2. You don't spawn bleeding. What happened I don't know, but I'm fairly sure respawning will solve the problem. Oh and beans give you 200 blood back, but it is hardly noticable as it is one digit which changes and well, since you are bleeding it does not work. What can be another thing: are you not confusing your health with the "thirst" indicator? Because I have a few times :P If you spawn and log off, and log on next day you are usually very thristy and hungry, and the waterdrop flashes red. 3. Not being able to chat is weird, maybe its because of your German keyboard. Have you tried just rebinding the key on your keyboard? 4. It is true that the red symbol only shows up when clicking on the server! It usually means they use the Arma2 beta patch. For best navigation, just type "dayz" in the host-field in your filter, because there should not be too many beta servers. -
Implement a currency item such as gold coins.
liquidje replied to Horr1d's topic in DayZ Mod Suggestions
And you are forced to agree not to use it because Rocket says so :P The point is very simple. Let's say, I have 10 chickens and you one cow (please you farmer-people, don't bitch about the value not being correct :P). We can agree to trade, because I need a cow and you need 10 chickens. Or maybe you need 5 chickens, but the other 5 you can then trade for a pig, because the guy from the pigsty needs a few chickens. These kind of "prices" (10 chickens = 1 cow) fluctuate from supply and demand and other concepts. Easy enough! Money just introduces as a place holder. Ath the point in time described above: 1 chicken = 1/10 cow or 1/5 pig 1 pig = 5 chickens or 1/2 cow 1 cow = 10 chickens or 2 pigs Introducing money as a placeholder, we would say: 1 chicken = 100 dollars 1 pig = 500 dollars 1 cow = 1000 dollars The nice thing about money is, that it is irrelevant of need for a specific item. Let say you want a sword, but you only have 10 chickens. You don't have to go about town now to get something the swordsmith wants. BUT, getting money at that level took a LOT of time. For hundreds of years, coins were valued at their intrinsic value, thus their weight in gold multiplied by the price per gram or whatever. At that point in time, money did not have the superficial value it has now, but it was a SET value for a trading commodity as gold, but it was a sort of gold most people would want to have. So why does this not work in a game a DayZ you ask? First off, money must be FORCED in order to get working in any sense. If you can get around without money (because there are other people who think the same), money loses value. Furthermore, the current game is not heavily trade-centered, since encounters could be deadly. It is hard to come up with value of items if the value of money is so heavily cluttered, especially in a game where people hop in and out servers. It would just be another item with some perceived value, without an absolute value across all servers. Games like WoW have a central economy bound at server level, and there is a common value for specific items through NPCs, which establish base prices which increase based on supply and demand. Because of the absense of those elements, we could just as well use coke cans, whiskey bottles, and yes, even the highly collectible can of beanz! edit: The gold from that time had intrinsic value. Using cans of beans works just as well. Tin can not be counterfeited as well. And the value of money doesn't matter. Going by intrinsic value means you can use anything as placeholder. Going for a real currency approach, your reasoning is flawed. -
Implement a currency item such as gold coins.
liquidje replied to Horr1d's topic in DayZ Mod Suggestions
It's pretty much how i see it right now. There need to be some implemented trading system' date=' else you just got their word that they wont shoot you and take all your loot instead, you cant trust anyone in Day Z. What I would like to see is some safe zones where you will get shot if you open fire at someone pretty much like in S.T.A.L.K.E.R. maybe these zones could be controlled by NPCs that will see to that the place does not turn into a total warzone. It would take away a little from the sandbox-feeling of the mod though.. Players could create zones like this too but it doesn't seem that likely to happen. [/quote'] Not only this post, but this thread in general and other "idea"-topics always make me wonder why people still can not let go of their traditional viewpont of games. People need mechanics to keep other players in check, and most of the ideas usually want to nerf another players playing style, or just give in on freedom. NPCs other than zombies will probably not exist. All inteligent lifeforms are human controlled! -
It has been stated numerous times in numerous threads: Direct Communication is BROKEN. The moment it is fixed, Rocket said he will look into it to get Side/Global chat disabled entirely. No need to kick this thread (or any other thread about the GC/SC) every few days anymore.
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Incentive system for team play (discussion and possible ideas)
liquidje replied to [email protected]'s topic in DayZ Mod General Discussion
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There have been numerous of threads about similar ideas. The point is, what you are describing here are actually just several playing styles you can have in the current game, but you slap a lable on the playing style. The point is that DayZ, in the current vision it is being developed as far as I can tell, most likely will not be interested in these ideas. Removing bandit skins is proof of that.
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Nice read, great story.
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Question about weapon ballistics
liquidje replied to Suicide Mouse's topic in DayZ Mod General Discussion
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OK, I hate myself for posting this thread, but due to limited playing time this is becoming increasingly frustrating. I’ve been playing for two weeks now, generally teaming up with friends and hanging around the southern places and bigger cities for some added suspense. We looted several places like the church and the hospital. However, the last couple of days our schedules have changed and I tend to end up playing alone. Since I read a lot of people on the forums here who advise to travel north for looting and less PvP threat, so I did this. On my way there, I found several small lookout posts which were lootable. However, now I’ve run into several small towns, which I was planning to loot, but everytime I spend one hour at least to go through town dodging zombies, and I have not found ONE place to loot. My most recent experience is Pavlovo, not a single house I could enter. Sure, I maybe missed one or two houses, but this is a waste of time. Well, first of, I’m not ranting here about non-enterable houses. That’s just part of the limitations on the game. However, I would like to know: 1. Are there any cities/villages which are known to not have any loot (save for a few (empty) soda cans) in it? 2. Is it maybe so that small vilages/cities are less lootable than the small barns and other (non-military) places you find in between the cities? 3. If there are one or two houses in a city which I can loot, how do I recognize them? I read something about only specific structure models are enterable, and I heard about the see-through window trick to check if it is lootable, but this usually means I have to walk up to the house, which takes a lot of time if you need to check a whole city filled with zombies! Thanks in advance, again it really bugs me to start these kind of threads, but the desire for knowledge is just too great!
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Thanks for the replies. I will look around, maybe even fire up the editor to find those houses you are describing!
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I agree that it would be nice to check it out, but I would really like to see how it plays out first (which is of course possible with an alpha). Because I don’t know if immersion suffers with everybody cycling around, it is of course depending on number of bikes spawned.
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At this point, it changes. Some people have it working, and in another game the next day it is broken. NEVER EVER talk in Side Channel or Global. Nobody cares about what you have to say when you are several miles away. Just use TS or another program if playing with friends, else use sit/salute to indicate your intentions and group up through Steam voicecall! Not the best solution, but we're just waiting for the new Arma II patch, as it is NOT a DayZ issue.