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CosmicOsmo
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Everything posted by CosmicOsmo
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Here's what's wrong with your mod
CosmicOsmo replied to Rgbcoaxical's topic in DayZ Mod General Discussion
Oh no guys, he's uninstalling. I guess that's it, the end of the line for DayZ. -
*fwip* Don't worry guys, it's ok, there isn't a survivor on the rooftop anymore.
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A possible way to fix people aborting from zombies.
CosmicOsmo replied to Coyote (DayZ)'s topic in DayZ Mod General Discussion
Life's tough. There's absolutely no way to make it safe to disconnect without people abusing it. We have to live with the fact that a poor internet connection results in a poor MMO experience. -
Sometimes the mag disappears entirely, sometimes it refills. It is a chance based on how full the mag is. However, there is an exploit that allows for mags to always refill and never disappear. I'm not going to explain it here, for obvious reasons. Just know that every dedicated sniper is abusing the hell out of it so that they never have to leave their perch. Just serverhop-blam-blam-serverhop-blam-repeat, racking up those kills. Please fix ammo exploits and server hopping. Signed, everyone.
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SERVER HOPPING firefights (*BIG problem*)
CosmicOsmo replied to patrik's topic in DayZ Mod General Discussion
Again, the perfect solution is the EVE one: have only 1 server! This would be impossible as an ArmA mod, but we can dream. In your example, if the rearward team member is 100 meters behind his buddies and doesn't get shot at, he can flank without ever server hopping (and spare himself two server-hop timers). The fact that server-hop timers negatively impact server hopping to find daylight is also not a drawback. Why should we be encouraging daylight-hopping? If you'll allow me to continue to dream, I'd like to see ~7 hour days, with the day/night cycle synchronized across all servers. A timer to reconnect to the same server is a terrible solution. It screws over anyone who legitimately DCs and wants to get back online with their friends. Maybe this: you can't connect to a server you've left less than 15 minutes ago if you've been on any other server in the interim? -
It's Impossible to See at Night! - Other threads will be locked/deleted!
CosmicOsmo replied to daish's topic in DayZ Mod General Discussion
It's not too dark, it makes sense that you need a light source to be able to see stuff. The issue I have is that the new blacks-crushing changes to tone mapping have resulted in really glitchy behavior at low light levels. For example, holding a chemlight while standing next to a wall and turning back and forth will cause the wall to suddenly pop back and forth between being well lit with a soft blue glow and being totally pitch black. Change tone mapping back to how it was, then lock down the client brightness/gamma settings imo. It seems the newest beta patches support this. -
SERVER HOPPING firefights (*BIG problem*)
CosmicOsmo replied to patrik's topic in DayZ Mod General Discussion
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Purely Hypothetical: A Different Approach to DayZ
CosmicOsmo replied to funky_mish's topic in DayZ Mod General Discussion
I would expect that DayZ will eventually have an encumbrance system based on weight as well as the slots limit. This is how it is done in the most popular ArmA mods (ACE) and will be a core feature in the ArmA3 engine. -
Rocket I love you: Going out of bounds - exploit or acceptable?
CosmicOsmo replied to Publik's topic in DayZ Mod General Discussion
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Rocket I love you: Going out of bounds - exploit or acceptable?
CosmicOsmo replied to Publik's topic in DayZ Mod General Discussion
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Hnnnnnnnng oh god, so good.
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By any chance, will the changes to zombie movement result in them being able to run indoors? Please, please say yes.
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15 min of playing...over 2 hours of black misery
CosmicOsmo replied to maleitch's topic in New Player Discussion
You poor, poor baby. You tried to play a hardcore game with a bit of a learning curve and weren't spoon-fed enjoyment on a platter in the first 10 minutes. -
How come some people have side chat?
CosmicOsmo replied to eddie820's topic in DayZ Mod General Discussion
You have the ArmA beta and they don't. Eventually the ArmA beta will become release-ArmA and the discrepancy will be gone (as will "shooting in cherno, friendly??" unfortunately). -
DayZ has become Deathmatch / Team Deathmatch
CosmicOsmo replied to underpaidorphan's topic in DayZ Mod General Discussion
For the love of god' date=' [b']this is a PvP game, I can't see how anyone would see it differently. Avoiding zombies and collecting beans is not a game, it's grocery shopping. The zombies, the loot, the weather, it all exists only to give a context and drive meetings between groups of players, and those players trying to kill each other is the expected outcome. There is some merit to reducing the amount of un-ArmA-like PvP (ie. makarov kamikaze deathmatch) in favor of ArmA-like PvP (in which you value your own life), but anyone who claims there is "too much" PvP just doesn't fucking get it. -
DayZ has become Deathmatch / Team Deathmatch
CosmicOsmo replied to underpaidorphan's topic in DayZ Mod General Discussion
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DayZ has become Deathmatch / Team Deathmatch
CosmicOsmo replied to underpaidorphan's topic in DayZ Mod General Discussion
The lessons from EVE: 1. Grouping is for PvP, not PvE. 2. Make friends out of game if you can't in-game. When you're lying in the brush with 5 friends on teamspeak engaging an enemy force of similar size, laying down cover fire for shoot-and-scoot maneuvers, dragging wounded allies to cover, and checking over your shoulder for zombies while trying to ignore the nagging fact that you're starting to get low on ammo, DayZ is a pretty fucking awesome game. People shooting on sight is only a problem when you're trying to run around solo in a city completely oblivious to everything. And yet the victims still come here to whine about how it's a "deathmatch." It's a deathmatch for a large number of people that are too stupid to make the game work for them. And that is another lesson from EVE. -
DayZ has become Deathmatch / Team Deathmatch
CosmicOsmo replied to underpaidorphan's topic in DayZ Mod General Discussion
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DayZ has become Deathmatch / Team Deathmatch
CosmicOsmo replied to underpaidorphan's topic in DayZ Mod General Discussion
The reason people won't wantonly murder eachother in a real life zombie apocalypse is because (A) killing carries a risk of death' date=' and (B) people don't want to die. If we can replicate these two conditions sufficiently, deathmatching will be suppressed. A. Killing should be risky. It's already a bit risky because your target can shoot back, as can his friends. If people group up, then suddenly backstabbing your teammates will lead to a swift retribution from the teammates you failed to kill. There's an added bonus here, the other side of the coin: grouping up is safer than being alone! Adding small zombie numbers in [i']all areas, and making zombie more dangerous by fixing their indoor speed also makes killing risky because you'll draw zombies onto yourself. B. I addressed how to make people not want to die in my last post. A world where you only get 1 life is a world where people don't want to die, just like the real one. It's a very simple, realistic, and immersive mechanic. Reset the world every few weeks and the serious players will jump in to race to the wilderness, the military spawns, and the vehicles, encounter eachother, and have meaningful and emergent interactions. -
DayZ has become Deathmatch / Team Deathmatch
CosmicOsmo replied to underpaidorphan's topic in DayZ Mod General Discussion
The real issue that should be addressed, the one that breaks immersion and realism, is that people don't value their own lives. So how do we get people to value their life, as if it is their one and only life? Here's an idea. I may or may not have lifted it from Diablo... Split servers into 'ladder' and 'normal' Every 2 week 'season', you can only spawn once on ladder servers. If you die, you have to play on normal servers until the next ladder season reset. Suddenly people will value their lives on the ladder and not rush around playing Makarov Kamikaze 2012. They will still attempt to snipe eachother for laughs, and will still backstab eachother for beans, but these are essential elements of DayZ. Suicide makarov battles are not. Perhaps there can be some sort of ladder standings to show off how long (online-time) ladder players have survived, or some other incentive to try to stay alive on ladder (ladder-only vehicles? special skins for surviving X hours during a ladder season?). Or perhaps the fact that Makarov Deathmatch exists on the normal servers would be incentive enough to stay alive on the ladder. With current mechanics, it would be very easy to survive out in the middle of nowhere on the ladder, so people will do this just to top the standings. Zombie spawns in wilderness and/or tweaks to the temperature system can balance this out, to make surviving hard everywhere. I think this is a better option than an X hour respawn, because it rasises the stakes on the ladder even higher (2 week respawn) while still allowing you to at least play the game, even if you're dying. -
I'm sitting around, perfectly healthy on a sunny day, at 42 C. Let's see what wikipedia has to say about that:
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Um, your core is never colder than your skin, or any other part of your body. Skin temperature is 3-4 C colder than core temperature in warm conditions, and colder than that in cold conditions, all while the core temperature remains at 37. Or are you trying to say that the game is reporting the air temperature? If that's the case, then it should have nothing to do with my character's health.
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For the millionth time magazines are NOT clips!
CosmicOsmo replied to DJKhaled's topic in New Player Discussion
Arma2 doesn't have magazines, every weapon uses clips that look like magazines. Until you can hang onto your empty magazines and find boxes of rounds to refill them with (even more so: hang onto spent cartridges and reload those too), I'm gonna call them clips, because it's more accurate. Your move. -
People only surviving 27 minutes or is it a bug?
CosmicOsmo replied to pantsumann's topic in DayZ Mod General Discussion
When I lose a "real" character, I tend to dick around on the coast playing Makarov Deathmatch 2012 for a while before starting out for a real survival adventure. So I have a 20 hour life, then 20 5-minute lives. Lots of people only do the deathmatch part without ever figuring out that you CAN leave the coast, so it's really not surprising. -
What! When did beta start! Nobody told me!