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zeru

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Everything posted by zeru

  1. Yes It's subtle, promotes greater gameplay, and unlike the bandit skins it doesn't break immersion.
  2. Or just limit the hdr precision in a similiar way that shrub density and view distance is limited. If you limit everyone to 8-bit hdr precision then any imbalance is solved.
  3. zeru

    Tents after death

    They're pretty reliable in my experience. I've had tents last weeks at a time, with top tier items such as lmgs intact. There's only 2 quirks you need to watch out for: they don't always show up on each server restart, and you sometimes lose ownership of em even if you haven't died.
  4. zeru

    "Destroy Loot Pile" -- needed

    Yeah this ain't needed. Btw you can still put loot on a zombie corpse, and then hide the corpse to delete everything that was on it.
  5. zeru

    Increase Death Penalty

    Yeah I'd like an impactful death penalty too, but the majority of the playerbase is too soft and used to high-action and low-consequence gameplay. The most we can hope for is that one day there'll be a separate set of servers with a more hardcore ruleset.
  6. zeru

    How to disable HDR ? ...

    Yeah you can't disable hdr as it's integral to any game with realistic dynamic night/day cycles. For arma2, just turn off bloom, don't stare at the sun, and increase gamma if needed, and you'll now have perfectly stable lighting.
  7. Yeah I miss the 1.5.7 numbers too. I've now stopped picking up smoke grenades, whiskey bottles, and m67 grenades as they're no longer worth the space anymore.
  8. zeru

    cant recover tent

    Also just incase there's any confusion, the 'save' option is to force-save its state to the database servers. What you want is the 'pack up tent' option. This is only available to the owner of the tent, and only if they haven't died.
  9. zeru

    I really like DayZ, but...

    Well all the non-dayz servers are still there with decent populations. I still play on the occasional domination/insurgency server, and I fully expect to do the same in arma3. Also when the arma3 community alpha shows up, it's almost guaranteed to not support dayz, so at least then it'll be a 100% military sim for a few months. They'll be announcing the dates/probable pricing of the arma3 community alpha next month, so yeah look forward to that.
  10. Ah I have been playing arma for years and had no idea the QE lean keys were what made you do prone rolls. Bad luck accidently hitting it on top of a building though. Btw I've fell through one of the 4 story apartments and surprisingly survived with around 5k blood leftover.
  11. zeru

    DayZ and Basic Human Nature

    Yeah lets not forgot that every player is a 100% self-sufficient superman that is apparently a medic, a car mechanic, a helicopter pilot, a master butcher, a solider, and a respawning jesus. Once you've got your core set of 1-10 friends for company, there is little reason to not shoot other players as having them live would bring you nothing that you don't have already. In reality you'd want to rely on as many people as possible, for their diverse skill-sets and power in numbers over zombies. If you asked the current playerbase to go outside, take a knife and some matches to the woods to kill, gut, and cook some animal meat, few here would even be capable of that. The first thing they'd want to do is find another person to help them. However in game, the first thing they would do is headshot other players for fun, and when they're bored of that, they'll mouseclick 5 times on an animal and they'll now have some cooked meat ready to eat. This game is great and there are some interesting parallels between ingame behavior and true human nature, but lets not over-glorify things.
  12. Player-run public trade zones will never happen with the current set of tools, as there is too much to gain by ruining it and too little to lose by attempting and failing to ruin it. Simply put, the CZ550 and server hopping will always beat any attempt at fortifying any publicly listed location in the game, whether it be a trading zone, a bandit camp, a militia hq, or even a fortified island. If you publicly list it, people will come and ruin it with stronger tools than you can use to defend it.
  13. zeru

    Do *NOT* Spam Connections

    Yeah the average wait time for me is around 5 seconds, and the longest I've ever seen work out is around 1 minute. Anytime I've ever waited 2mins, 5mins, 10mins, or 15mins, it has never worked out as it seems to be a server-side problem. I think giving it 3mins of wait time before moving on, is a fairly good rule of thumb. That is equivalent to around 40x the normal time it takes, which I definitely wouldn't consider to be impatient spamming.
  14. Reaching top10 on the leaderboard stats, only to accidentally click respawn instead of the options button.
  15. It's definitely a bug with the latest patch eh. Freshly restarted servers are still suffering from low spawns. I started off in one that was in the creating stage, 5mins later it's now at max player capacity, 30mins later and the zombie count is still around 150.
  16. zeru

    Something Needs Changing

    If you wanna play now without waiting on game design refinements (which I also agree are needed), I recommend rolling the dice and visiting a hospital roof. You might get killed by rooftop campers, but if you do make it you can stock up on enough supplies to last you weeks. Also try to carry additional morphine and painkillers, as they're a whole lot more useful than blood bags and epipens.
  17. Last 4 servers I played on also had about 5-20% the normal zombie count. Perhaps in the debug menu a server uptime line could be added, so that we could get a better feel of what might be causing problems.
  18. zeru

    Bandit? Spawn without a weapon!

    Yeah you've brought up some good points and I totally agree with you. It's good to see more people taking note of the current state of the game and how it's evolving, instead of the usual knee-jerk 1-sentence responses that nearly everyone else comes up with.
  19. zeru

    DayZ score-buying items with it

    Yeah right now surviving is almost meaningless, so few actually bother with it. I think being rewarded for reaching 500/1500/2000 zombie kills is a good idea, however not in the form of weapons, but other more realistic stuff. The devs have already mentioned a perk system is in the making, so you'll probably get some survival incentive+reward out of that.
  20. I'm sure I'm not the first to come up with this idea, but I think it's the best solution to the reckless-pvp 'problem' and is deserving of a thread. I'd like to see the karma/humanity rating affect your starting gear and blood. Those with neutral/positive karma can start off with the standard set of gear, while those with low karma start off with no food, no drink, no meds, high hunger, high thirst, and lowered blood depending on how low their karma/humanity is. Your pistol, ammo, flares, and pack will be unaffected. I don't want this to be seen as just another anti-pvp system, but rather: a) A reminder that the game is about apocalypse survival, and that your first desire should be getting some food, water and meds, instead of starting off with a full set and bee-lining straight to stronger guns. b) It doesn't punish killing, but rather it punishes dieing. You can still go on pvp rampages without penalty, so as long as you keep your own survival in mind. c) It doesn't feel artificial or forced, but rather it fits within the story and setting of the game. You're a survivor that has been washed ashore and some of your items just happened to get lost at sea. Lastly it should be fairly easy to implement. The beauty of it is that it should be able to be done completely on the database side of things. No mid-game arma mechanics are being changed so there shouldn't be bugs and stuff breaking like the current bandit skin system. Do you guys think such a subtle and natural solution would be worth the trouble? Or would it not have a big enough impact on the game to warrant the development time?
  21. zeru

    Karma affecting starting gear

    Well I don't want it to be taken as a direct punishment for killing, but rather forcing greater value upon your own life. Reckless pvpers don't value their life cause they know can respawn in perfect health and with a full set of gear, minus the 10minutes it takes to find a primary weapon. Thus they recklessly throw themselves into pvp, racking up as many kills as they can within their short life. Btw I'm not against pvp, and I applaud those that use pvp to out-survive others for weeks at a time, but a noticeable chunk of the player-base right now simply just want to rack up kills in cherno, get killed, respawn, rack up kills in the stary sobor, get killed, respawn, rack up kills in elektro, get killed, and so on. Something needs to be done about the current respawn system as it greatly promotes reckless play. I suppose it doesn't have to be targeted against just pvpers, but a tougher respawn for all players would still be worthwhile.
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