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BlackAlpha
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Everything posted by BlackAlpha
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I just removed SixUpdater. I downloaded it from the DayZ homepage, which brought me to the official SixUpdater website. I installed it, and only SixUpdater was installed, no malware. Maybe you guys, who have the malware problem, are infected by a virus?
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Dean "Rocket" Hall playing on a password protected server with only a few people!
BlackAlpha replied to bonafide's topic in DayZ Mod General Discussion
Rocket playing on a passworded server? For justice's sake, we must blacklist this server and Rocket should be banned immediately. Even if this means the mod's development will come to a halt due to Rocket being unable to access his own game any longer! This should send a message to all those cheaters; no one who cheats the system is safe, no one! -
Zero'ing doesn't work sometimes
BlackAlpha replied to despair (DayZ)'s topic in DayZ Mod General Discussion
The DMR cannot be zeroed in. But you can estimate the range and the firing solution by using the mil-dot scope. So basically, the mil-dot scope allows you to get all the information you need to make a one shot hit. Check the Wiki. There's a link to an explanation of how to estimate the range. In the text itself is an explanation of how the mils correspond to actual range. http://dayzwiki.com/wiki/index.php?title=DMR You basically want to write down or print out that range table. :) -
There's no SCAR rifles in the loot tables. So if you find a SCAR, it's hacked.
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Mythical tower/crashed plane near NE airfield?
BlackAlpha replied to Shakakahn's topic in DayZ Mod General Discussion
It's not so hard to spawn in camps and whatnot using scripts. Hackers can execute any kind of code. So the spawned camp the OP witnessed was probably placed there by hackers. Probably by someone who felt like playing god. It is super easy to spawn objects in very precise places on the map from within the game. This could very easily have been done by someone using a debug menu. I have no idea why anyone would do it' date=' however. [/quote'] Exactly. I'm not sure what tools hackers use, but theoretically, you could get some kind of 3D editor or a generator to work, allowing you to do complex stuff quite easily. If someone creates it for them, script kiddies could do it too. -
For the millionth time magazines are NOT clips!
BlackAlpha replied to DJKhaled's topic in New Player Discussion
Haha, I think the same thing. Who cares wtf people call it, you know what they are talking about. Some people just love to bitch about the smallest insignificant little things. But... but... what if ingame you ask me to give you a clip and I actually give you a clip, you won't be able to load it into your M16 or AK! Unless... you have some spare empty mags on you, then you simply load the bullets into the empty mag! :D -
A bullet usually first goes up and then down. See this picture: http://en.wikipedia.org/wiki/File:TargetShooting3.gif If a gun is zeroed in for 400 meters, and the target is exactly at 400 meters, then the bullet will fly in a curve, as seen in the above link, and hit the target dead on. If the gun is zeroed in for 400 meters and the target is at for example 200 meters, then the bullet may fly over the target if you don't aim low enough. Note that zeroing in a gun causes the gun to physically aim higher or lower. If you zero in for a higher range, you are actually aiming the gun higher. So the parabolic trajectory of the bullet increases.
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There's no wind in vanilla ArmA2 or DayZ. The only mod that I know of that has wind is the ACE mod.
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People spawning anywhere destroys tactical play
BlackAlpha replied to betabob's topic in DayZ Mod General Discussion
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Killing zombies, just not fun.
BlackAlpha replied to zenvolta's topic in DayZ Mod General Discussion
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How often are your camps raided?
BlackAlpha replied to corruptshadow's topic in DayZ Mod General Discussion
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Killing zombies, just not fun.
BlackAlpha replied to zenvolta's topic in DayZ Mod General Discussion
Zombies are pretty badly designed in this mod, in my opinion. They are no fun to fight against. They form no challange. They are annoying. The only reason why you should use stealth is so that you don't have to bother with the annoyance of zombies chasing you, while you are running backwards and shooting them. But it should not be that way. Shooting zombies should be fun. Many games make it fun, so why can this mod not do the same? To change that, make zombies do damage while they are running, so that the players can't use backpaddle tactics, which make you invulnerable against zombies. Then we can turn the zombies into something more realistic that does not run and turn at warp speed. Zombies will be very dangerous when they get close, so to compensate, make them a bit slower. This should make it more fun to shoot them and they will actually be dangerous when they get close. -
Murder rate is dropping i.e. 1.7.1 isn't the Bandit Apocalypse you all feared
BlackAlpha replied to chickenbandit's topic in DayZ Mod General Discussion
People kill on sight because: they have no other way to defend themselves effectively; they have no easy way to teamup with strangers; mindless killers have free reign. The recent patch didn't affect any of the above, so the killings and anti-social behavior will continue. That's simple math. So whatever is changing the numbers, it's not because the people's mindset has changed, it's something else. -
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PLS! when is there bullet drop on a server?
BlackAlpha replied to stimpen's topic in New Player Discussion
It's diferent for each gun. Some guns you can zero in using the ingame controls. So for those guns you know for certain that the center of your sight is zeroed in for X amount of meters, whatever you set it on. But other guns that cannot be zeroed in using the ingame controls, for those guns there's no easy way to find out for what distance they are zeroed in. You need to figure that out by shooting at something (like a wall) at X amount of meters and see when the bullet lands directly at the center of your sight. When the bullet lands at the center of your sight and you are aiming at, for example, 200 meters, then you know the gun is zeroed in for 200 meters. You could also check the wiki or other sources. Note that most guns are zeroed in for 200 or 300 meters. For the common snipers, I suggest you check out the DayZ wiki: http://dayzwiki.com/wiki/index.php?title=CZ550 http://dayzwiki.com/wiki/index.php?title=M24 http://dayzwiki.com/wiki/index.php?title=DMR The CZ550 and M24 can be zeroed in using the ingame controls, so they are zeroed in on whatever you set it on. The DMR is a bit different, you cannot zero it in yourself. It's zeroed in for 300 meters and each dot represents a 100 meter increase. As other people have mentioned, you have to keep in mind one very important fact. A bullet that leaves the barrel will first go UP and at some point it will fall DOWN. Example, there's a guy standing at 200 meters. If you aim at his head and your gun is zeroed in for 200 meters, you will hit his head directly. If you aim at his head and you are zeroed in for 400 meters, you will shoot OVER him and miss. Zeroing in a gun for a longer range will make the gun aim higher and thus the bullet will go higher, the arc in which the bullet travels is increased. -
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DayZ has become Deathmatch / Team Deathmatch
BlackAlpha replied to underpaidorphan's topic in DayZ Mod General Discussion
It's fairly simple I'd imagine, I haven't really put much thought into the idea as of yet so there's definitely a lot more room for improvement on this, but you basically need ANY player who wants to enter or exit the area to make a sacrifice to gain entry, specifically their gun. Instead of making it a matter of trust or immediate identification we make it so the players literally CAN'T cause trouble within the zone, make it so they are not allowed at any point to have a weapon in the city until they take their leave where they can pick their stuff back up from where they left it, if they don't comply, we shoot them, simple as that. I'd imagine the security of the zone would be in layers, scouts (long range weapons) just outside the perimeter, armed guards (automatic weapons) around the loot spawns and entrances, marksmen scattered along the rooftops of the buildings in the zone and maybe armed escorts (shotguns) to guide people around the area to watch their every move. But that doesn't solve the problem of bandits posing as survivors/gaurds. You can't tell who is who. So you wouldn't be able to trust the gaurds because they could be bandits. Even the gaurds themselves would have no way of figuring that out because everyone looks the same and/or can wear the same skin. We need a way to identify people. Like how in real life you could look at someone's outfit, which would most likely be unique to that person, or look at their face. -
DayZ has become Deathmatch / Team Deathmatch
BlackAlpha replied to underpaidorphan's topic in DayZ Mod General Discussion
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DayZ has become Deathmatch / Team Deathmatch
BlackAlpha replied to underpaidorphan's topic in DayZ Mod General Discussion
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DayZ has become Deathmatch / Team Deathmatch
BlackAlpha replied to underpaidorphan's topic in DayZ Mod General Discussion
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I find that the zombie combat part of the mod is "gamey" and could easily be improved to something that is more realistic and more fun. Right now, there's too much focus on backpeddling and too little on shooting. So here's a way to fix that. But first, let's clarify how the zombie combat mechanics work right now: Outdoors 1. Player alerts a zombie. 2. Zombie runs towards the player. 3. Player backpeddles to become immune to the zombie attack. 4. Zombie performs the attack animation, but misses because the player is too quick for the attack animation. 5. Player stops for a split second, shoots at the same time. 6. Go back to 3. I think this is too gamey and not really how the devs intended the combat to be like. The player is basically exploiting faults in the game mechanics to stay alive. I find this combat boring and a bit annoying. It makes it not really fun to fight zombies because the system feels buggy, not done right. But if the player simply stands still, then the zombies will easily kill him because they are extremely quick and hitting them while they are running is extremely hard because the zombies can turn at warp speed. This forces the player to backpeddle to stay alive. Indoors 1. Player alerts a zombie. 2. Zombie runs inside the building and starts walking. 3. Player shoots from a stationary position. 4. Zombie walks closer to the player. 5. Player walks backwards to get outside of the zombie attack range. 6. Go back to 3. This is better and more fun than the outdoors combat mechanics. The player is in a more realistic scenario where he simply shoots most of the time, rather than uses exploits to abuse flaws in the game mechanics to stay alive. Still, it would be better if the zombies would be able to run indoors, but I assume this can not be fixed at the "modding level" of the game, so I won't go into that. Problems The main issues seem to be that the zombies cannot hit running players and the zombies are too quick. The zombies cannot hit running players because the attack animation is too slow and/or the current attack animation is not suitable for a running attack. To compensate for the zombies' inability to hit moving players, the speed of the zombies is increased to unrealistic levels to keep the zombies challenging while the player is backpeddling. But this results in unrealistic gameplay that doesn't feel right because the player is basically exploiting a bug and the combat looks out of place, it doesn't look realistic or fun. On top of that, the player is unable to hit moving zombies because the zombies not only move extremely fast, they change directions constantly and do so at an impossible speed. Solution The way to fix the problems is to change or add another attack animation to the zombies, and reduce the maximum running speed of zombies to a more realistic level. The zombies first need a way to hit running players, like a new faster attack animation that can hit running players reliably. Then you could make it so that the attack animation is chosen by chance; one attack animation will cause a miss on a moving player because it's too slow, another attack animation will always be able to hit. Then you can reduce the zombie's maximum running speed to a more realistic value that doesn't look as buggy or as unrealistic as it is now. Then the player will be able to hit moving zombies, at the disadvantage that when the zombies do reach the player, there will be a chance that the zombies will be able to hit moving players. This means the combat mechanics will look like as follows: 1. The player alerts a zombie. 2. Zombie runs towards the player. 3. Player shoots the zombie 4. The zombie is running slower than now, so it has not arrived at the player yet. 5. The player has a bit more time to shoot, so he shoots again. 6. Zombie gets close to the player. 7. The player has a choice to stand and fire off another round, or backpeddle and hope the zombie's attack animation might miss. 8. If the player decides to backpeddle, he might or might not get hit, it's a gamble. 9. Go back to 7. The result of this will be that players will spend more time shooting and less time backpeddling. The player who decides to stand and fight has a chance to fire off one more round that could potentially finish of the zombie, or not, and then the player gets hit by the zombie for certain. The player who decides to run backwards has a chance to evade the zombie attack, allowing the player to shoot the zombie without getting hit. All in all, the combat mechanics will become more realistic and more fun because it will be less about exploiting loop holes. The combat mechanics will be more like how you'd expect the combat to be in games AND real life. But it will still be as challenging due to the zombies' ability to do certain damage when they get close, even on moving players. In other words, the game will become more fun, while still keeping things as challenging as it is now.
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I wouldn't, I would be way more cautious with approaching them or take them out from a distance and pick them off one by one, even though that will diminish my ammo a lot. But I understand you point though, that's why I said to add an offset, can be them stumbling at times which gives you a chance to shoot, them keeling over after x amount of time from exhaustion etc. Aslong as they become somewhat of a larger threat then they are now. PS; If the zeds wouldn't run faster then us it would also be broken. they will never catch you anyways (unless you think you can outrun them while running up a huge hill which makes you walk). Note that I also suggested to reduce the speed to compensate for the new attack. You could make it so they run as fast as we can sprint. This would mean you can run as fast as the zombies can for a couple of seconds, but over longer distances, you won't be able to outrun them. Also, the slower zombie speed means you get more time to shoot. So if you get swarmed by zombies, and you failed to shoot them, and there are no buildings nearby, and no teammates nearby, then you deserve to die. It means you screwed up. That's how it should work, right? It's like that in every other zombie movie/game.
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Bump. Does no one else think the same?