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magrathea
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Everything posted by magrathea
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I wish i knew more about this issue. I understand that arma 2 was specifically designed to allow the kind of operations the so called 'hackers' are using to cheat in the game. However, i would have thought that collecting script-running information from the logs would reveal every single cheater - and the resulting bans would clear up the scripting problem in a matter of days. So to me it is odd, that i hear(i think) they are collecting cheater info from log files, but the 'hacking' goes on and on. Either the hackers aren't, on the whole, using the open nature of arma2 to cheat, or they have scripted ways to do things like modify log files. Also, although client side scripting is built into arma 2, i would have thought a server side switch to turn this functionality off would be an obvious, value-adding addition. Like i said at the start, these are only vacuous questions in my mind as i know nothing about the technicalities
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Considering buying A4 + Arrowhead for day z. Worth it? How to get the most from it?
magrathea replied to Leezeebub's topic in DayZ Mod General Discussion
Arma2 co is great game. If you are like me i would recomend arma for arma's sake - but i don't know if you are like me. If you like experimenting, trying out mods and wide-open gameplay, you may like arma. If you like plug in and go convenience, you may not -
I'm not so sure this is unrealistic In the wilder parts and times of the wild-west they had wanted posters; notorious bandits were well known. In a real breakdown of society;zombies or no zombies; i would give an average guy or gang wandering about a small town blasting innocent people a pretty short life expectancy and if they survived any time at all I would expect their faces to be plastered everywhere with 'wanted, dead or alive' in big read letters
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People who play 3rd person
magrathea replied to bad_mojo (DayZ)'s topic in DayZ Mod General Discussion
You don't think being able to see through/around walls and from a standing viewpoint while prone, makes the game easier?...umm -
People who play 3rd person
magrathea replied to bad_mojo (DayZ)'s topic in DayZ Mod General Discussion
In Dayz you can break your legs falling 10 ft and die if you don't drink enough water. Being able to see around walls clearly isn't in keeping with the same spirit -
I think they have legitimate grounds for concern How would you feel if you heard that your long awaited console title would also run on a vic 20
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The 360 has 512 mb of ram. I just can't see how a ported version is going to work and be remotely the same type of game we are seeing now
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You seem to be using a slightly different reading of the word 'sandbox' to the one i am used to. To me sandbox simply means 'open world' or 'free to go where and do what you want'. You seem to be using to term to mean 'a buildable environment'. I love sandbox games and dayz is the most sandboxy game i have encountered - i love the wy all the players are in the same environment and have all the same rules applied to them - no thirst dispensation for getting 50 zombie kills, for instance.
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On Game Theory and the Logic of Bandit Identifiers
magrathea replied to bazbake's topic in DayZ Mod General Discussion
I think your 'bandit status' should only be increased through killing a survivor. Killing a bandit should have no effect on your status. It would then be impossible to engage in real banditry (seeking out and attacking relatively defencesless or friendly players) without gaining bandit status. At the same time, it would always be possible to defend yourself against a bandit without your status changing. This would make bandits themselves tragets for survivor players; survivors would be able to hunt down and loot bandit players without becoming a bandit themselves. This would allow players to settle into two opposed factions - survivors, for whome PVP is entirely optional and bandits for whome PVP is a defining characterstic. Imo this would be realistic; people who attack innocent, defenceless people in real life tend to end up as targets for entire communities; they are hunted down and hung from trees -
WHAT IF: Region's Zombie Spawn was linked to Humanity?
magrathea replied to bbilbo1's topic in DayZ Mod Suggestions
I think this is a brilliant idea. low humaity players would perhaps inhabit the high value areas while the game gets harder and harder for them as the bodies pile higher, while high humanity players would skirt around in the low value areas perhaps raiding high value areas occasionaly - if they dare. I love the way this is left up to the players. Perhaps this idea could entirely replace placing zombie spawns specificaly in towns etc - zombies are atracted to high 'crime rates'..wherever the crimes happen -
20 words or less: Spawning without a weapon
magrathea replied to rocket's topic in DayZ Mod General Discussion
Give new players crow bars, it's not lilely that 3-feet long peices of iron are going to be in short supply -
I'm new to the game, but from watching older youtube 'lets plays', i can see the zombie behaviour has changed drastically recently. I'm having a lot of trouble doing the kinds of things now, that i can see players did some time ago in the game; ie spawning, running about a bit, seeing a zombie, crouching or giving it a bit of a wide birth, then returning to running until you hit a building - crouch, scope it out a bit, get some loot and then see another zombie as you leave. I'm more or less having to crawl from the spawn point - running at any point is almost suicide. If a zombie sees me (and they do every time), i have more or less had it. On the spawning mechanic, I'm not sure how Dayz zombie spawn works, but i think the best idea would be to have the zombies attached to a certain area (target) spawn randomly positioned some distance (1/2 mile) from it and have them amble slowly towards their designated zone. This would mean players could clear a target area for a period and could also have chance encounters with travelling zombies en-route in areas not usually populated with zombies. The problem for me is not what happens when you kill a zombie (I'm a new player, I don't kill zombies), but how they now appear in the game. Yesterday, at night I found myself in a small anonymous yard in a small village entirely surrounded by groaning zombies - none of which had detected me and none of which were there when i entered the yard; that doesn't make sense from a realism point of view and it kills key game-play mechanics (scoping areas for zombies, looking for gaps etc). Cheers