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Your DayZ Team

catface.jpg

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Everything posted by catface.jpg

  1. catface.jpg

    Dayz Tent Bugs, Items disappear on server restart

    Update on my last: tents are just broke on US 2964. Tent position saves, but contents do not. Tent position saves after tent packed, even. I discovered this because I put the same three tents down into a few experimental configurations, and now it's a tent fountain. Every tent I ever placed is there, whether packed/moved or not.
  2. catface.jpg

    Evacuation mode

    Again, bro, you're putting me and OP into a silly box without any reason. I hate CoD. I hate point-based games. I have no desire to see Day Z become one. I don't play Medal of Honor, Battlefield, any of that crap. But endgame ideas and scrimmage mode ideas can only make the game more fun. You're being closed-minded and hostile for no reason. You're telling me to "go back to" something I don't play.
  3. catface.jpg

    Evacuation mode

    For the record, I like this idea. And I hate COD. I don't play it. I hate blind mindless deathmatch. I completely fail to see where the rabid overreaction comes from here. CoD has assault rifles too, should they be removed from Day Z? There needs to be some sort of a common endgame option. Or more than one. Objectives on the map that, *optionally*, can be achieved by survivors or prevented by bandits (or vice versa) and offer reward to the victor. Say, if the bandits prevent the survivors from getting to the evac, they get all the survivors' gear plus the evac vehicle's gear. Military collapse is not obvious at all in the game. Not at all. If that's the designer's intent, they need to make it more clear. All that's obvious is that the military presence *in Chernarus* has been overrun.
  4. catface.jpg

    Evacuation mode

    This is NOT obvious at all. There are stinking piles of bodies everywhere and evidence of nearly-recent military activity. The body piles behind military some military installations would no longer be fly-infested after 1 or 2 years. Hell, they'd be sans flies in a matter of days.
  5. catface.jpg

    tips for noobs

    "up the coast" doesn't mean anything, man. Spawn points are random. Also, the vehicle you found was partially repaired and unique to the server you were on. Good advice overall, but the navigational tips aren't helping anyone.
  6. catface.jpg

    Dayz Tent Bugs, Items disappear on server restart

    This just happened to me. US 2964. Had three tents filled with stuff. Food, medical supplies, some ammo and pistols. I set them up last night, saved them, came back this morning and stuff was all still there. YAY, so I kept scavenging. This evening, as I was leaving my campsite, notice of server restart came so I saved and logged out. Came back right after server restart, all three tents empty. Still there, just empty. >:3 Is this consistently broken, or something that happens to some people sometimes?
  7. Since the 1.7.2.6 update, I can no longer tell if I'm bleeding. Or hungry. Or thirsty. The color-change and "blinky" indicators for these things stay solid green NON STOP. Only if I leave debug mode, do I get them back. Is this normal? Anyone else notice this?
  8. Hunger in this game could be more realistic, as could be starvation. Right now, you scarf food when your hunger reaches critical, and then it's not an issue for awhile. If you don't have food, you are dead in TEN MINUTES. Dealing with hunger becomes mechanical, like finding a health buff in any game. You find a can, you eat it, you're at 100% for now. Get low, eat another can, 100%. This is not realistic. Starving to death is a much slower process - both starving and fixing the situation. I propose the hunger/thirst system be revamped for realism. Food items should have caloric value, and you should have to consume a realistic number of calories (say 2000) per day in order to keep your strength up. The number of calories you need could and should be influenced by the number of calories you burn - people who run around a lot would burn more calories and need more food than people who camp. Instead of dying potentially 40 minutes after your last meal, your character should grow weaker if he/she doesn't eat enough. Damage of hatchet swings could grow lesser. Chance of bone-break by zombie attack increased. Walking/running spead decreased. Stability of aim for firearms lessened. As starvation advances, your character could randomly pass out from hunger. Eventually, your character would pass out and die. This process would take days - possibly weeks. There would be no "quick fix" by just eating a can of beans and being at 100%. You should have to consume calories and build your strength back up. Thirst and drinking could be more realistic as well, and not just another hunger meter with a canteen icon instead of knife/fork. A human can't go more than 2 or 3 days without water (not soda! water!). In a more realistic setup, water would be more valuable even than food. Water canteens should contain set volumes of water, multiple servings. Nobody just drinks an entire canteen in a sitting unless they are VERY thirsty. You drink a swig at a time, until it's empty. A canteen could contain "water ammo," say a canteen is 30 drinks. You drink periodically to keep yourself hydrated. A swig of water doesn't remove all thirst, but it hydrates you. If you hydrate enough over each day, you're healthy. If not, effects of dehydration should progress.
  9. catface.jpg

    More Realistic Starvation and Thirst

    Hmmm. Agreed, consideration would have to be made for players who do not play often, or take breaks. Perhaps if you log in every day, the daily "wear" of life will apply to your calories burned (breathing and pumping blood burns calories slowly). But if you don't log in for a week, maybe it only applies one day worth. This way active players are "in the game" but people can get busy with school or life or whatever and not starve to death while idle. Players who take a break can come back, and just be quite hungry. That would be pretty fair. Perhaps disposable bottled-water could be a spawn along-with or instead-of soda cans. Also perhaps the ability to drink directly from water spigots could be added. To offset the added difficulty some. There could also be more water sources added to the map.
  10. catface.jpg

    Fishing

    said*
  11. catface.jpg

    Zombies Don't Run Zig-Zag

    Suggestion for realism improvement: Remove the arbitrary zig-zag running of zombies. Zombies are stupid, and they do not run zig-zag. This is an arbitrary challenge, making them difficult to hit for the sake of difficulty, it is not a realistic challenge. Zombies would run right for you. They also would not, say, approach you from due east - then make contact, and rotate around you to the west side. Zombies should run straight for you and attack. Not be like Space Invaders. IMHO :3
  12. catface.jpg

    Are the number of hackers increasing?

    hahaha so I'm all "I've never seen a hacker." Tonight I saw my first one. US 1526, dude teleported everyone out into the ocean. We swam to shore, and he was waiting with godmode on and a sniper rifle. What a fag.
  13. Player Beejiles, turned godmode on and teleported everyone out into the ocean. Killed everyone who didn't alt-f4 as soon as they saw him. US 1526
  14. catface.jpg

    Just a little idea i thought up

    The \ key is a salute, and only works from a standing position. The ' key sits you down, and is not something that could be considered a quick gesture. I don't do this one when I meet someone, because it essentially sticks me in the sit/stand animation making me vulnerable until the animation completes. If you have a rifle, you can double-tap LEFT CTRL. If you have a pistol, LEFT CTRL x 2 doesn't work. The closest thing I have found is to hit G and bring up your inventory, then hit G again to hide it. When viewing inventory, your pistol will aim straight up in a standby stance. It will not come out of that stance until you move. So if you have a pistol and want to signal non-hostile, stop moving and tap G twice.
  15. catface.jpg

    Perfect Private Hive

    I wouldn't buy Rocket toilet paper. It wouldn't take any shit.
  16. Moderators: Forgive me if this is duplicate, I did search but didn't find anything relevant. Also, if it belongs in another forum, pls move it appropriately and accept my appreciation for your patience :) This is a basic controls guide for new players. It assumes the most fundamental familiarity with FPS controls on a PC. It is targetted at players who haven't played Arma, and are checking out Day Z due to the hub-bub in the gaming community about it. Hopefully, it will spare you some frustration. This guide assumes you're past server-selection and have your video/audio options set appropriately. You've spawned on the shore. This guide also assumes you don't want any spoilers or unsolicited advice about how to play best - only that you wish to know how to operate your character fundamentally. Basic Movement: Basic movement is the same as any FPS on PC. Your W key moves you forward, S moves you backward. A and D strafe you left or right respectively, and moving the mouse aims your line of sight. There is no jumping, your spacebar will do nothing. Sorry, your feet are stuck to the ground. This isn't TF2. You can "vault" over short obstacles (low fences and such) using the V key. This isn't really a jump, but a vault animation that will get you over low items. Stance: The Stance keys are Z, X and C. Z will send you prone (bellycrawl), X will crouch you, C will make you stand fully. These are not toggles, so if you like to be crouching just mash X and you'll be crouching. You don't have to hold the key down, nor do you have to worry about accidentally hitting it twice. Speed: The left shift key controls your speed. Pressing it and holding it will temporarily toggle between "always run" and "always walk." Tapping shift twice will toggle you between always-run and always-walk without you needing to hold it down. Looking: It is possible to run in a constant direction, while "looking" to your left, your right, or back over your shoulder. While running, hold the LEFT ALT key and move your mouse to change where you look - without changing your direction of travel. This is handy for checking over your shoulder while running away from threats. Or eyeballing your distance from a road while running parallel. Pressing the numpad enter key will toggle you between first-person and third-person view. Pressing and HOLDING the right mouse button will zoom your view, in whatever direction you're looking. Loot: Loot has five basic relative locations for you. It can be in your upper pockets, in your lower pockets, in your backpack, in your toolbelt, or on the ground in a loot pile. Items that "fit" in your upper pockets WILL NOT FIT in your lower pockets, and vice versa. Items from either pocket will always fit in a backpack, assuming sufficient item space. Inventory management is one of the more counterintuitive and frustrating game elements, but like any system it is something you can learn and become accustomed to. Press G and you will see your inventory. To the right of that inventory window, you will see what's in your pockets. At start, you have a painkillers in your upper pockets, a bandage in your lower pockets. Your toolbelt will have a flashlight. Your bag will be empty. To view it, click on it in the list (or its icon) and click "Open Bag" at the bottom. Click "Close Bag" to return. The list at left is dynamic, and will change depending on your view. When you first hit G, the items listed are in your possession, in either your pockets or toolbelt. The numbers in the RIGHT column are how many you possess in your pockets/belt (not counting backpack). The numbers on the left represent a pile in front of you that should be empty. If you move an item from right to left (or click drop) you will see the count at right drop by one, and the count at left increase by one. The item stays in the list if you drop it, until you move. If you "open bag," the right column is your pockets, and the left column is your bag (instead of a pile). This is a major point of confusion for new players, so learning the difference early on will save you from accidentally your gear. When you "close bag" the left becomes a drop pile near you again and your bag is closed. Just picture the bag as being underneath you when it's open, catching anything you drop. If you are standing over a loot pile, point at it until you get a green icon. It will either be a rifle with three spots underneath it, or a rifle with a circle-arrow loop symbol. Press G, and you will see your inventory with the items in the pile represented by numbers in the left column. You can "pick up" items by clicking the arrows to move them RIGHT, into your inventory. While looking at a loot pile, you can also open your bag. This puts the pile you're looking at on the left, and your bag on the right, with a graphical representation of what is inside and how much room is available. You ONLY will get this view of your bag when standing over a loot pile with the bag open. Here's a small table of the left-to-right shuffling: Not Over Loot Pile, Bag Closed: Number of Items Dropped < Name of Item > Number of Items in Inventory Over Loot Pile, Bag Closed: Number of Items in Pile < Name of Item > Number of Items in Inventory Not Over Loot Pile, Bag Open: Number of Items in Bag < Name of Item > Number of Items in Inventory Over Loot Pile, Bag Open: Number of Items in Pile < Name of Item > Number of Items in Bag Consumables: To eat food, take pills, use a bandage, etc press G to bring up inventory, right-click on the item (it must be in your pockets, not in your bag). Option to consume will be in the right-click menu that appears. Using Tools: Some tools can be removed from your toolbelt, and wielded. Examples you may find right away are the Flashlight and Hatchet. Press G, and right-click on either of these tools and select "remove from toolbelt." You might think this will drop the item, it will not. It removes it from the belt, and places it in your hand. The flashlight will take the pistol spot, and the hatchet will take the rifle spot. Switching Weapons: Switching weapons is done with the middle mouse-wheel. If you have more than one, you can scroll the mousewheel and change weapons with a left click. Watch the left side of your screen for the middle-mouse menu. Right-click cancels the menu (useful if your scrollwheel is jumpy like mine), left click selects whatever is highlighted. Switching weapons will stop your movement, so don't do it on the run. To select grenades or other throwables, refer to the "Firing Mode" section below. Quirks to Note: If you find a hatchet, and remove it from your toolbelt to wield it, you still cannot attack with it. First, you must "reload" it by pressing your R key. This is a game quirk, and will probably go away in later versions. You may also find that your hatchet will not swing at all, randomly. To repair this, press G to bring your inventory up. Right-click on the hatchet and put it back in your toolbelt. Then, remove it from your toolbelt again and reload it again. I have noticed this affect rifles/pistols as well occasionally, and simply switching away from that weapon and selecting it again will fix it. Aiming: If you have a pistol, or rifle, aim down iron-sights by tapping the right-click. Tapping again drops the sights. Bringing your sights up, and then holding right-click will zoom in a bit down the sights and steady your weapon at the cost of fatigue. Left-click will fire. Firing Mode: If you have a rifle that supports multiple fire modes (semi, burst, full-auto) you cycle these by pressing the F key. The mode will be displayed upper right. The F key will also switch you to any throwables you have. Once selected, left-click will throw the item. Throwable items include empty bottles, empty cans, chemlights, road flares, grenades, etc. There's certainly a lot more in the game, but knowing these basic controls should get you started.
  17. catface.jpg

    Basic Controls Guide (for new players)

    Thanks DemonSlayer666, I had forgotten about that key while putting this together. I've added it. :3
  18. catface.jpg

    Perfect Private Hive

    O SURE ALL U ROCKET FANBOYS QQin BOUT TOILET PAPER @#&^@%^&%^& ARGLE BARGLE
  19. catface.jpg

    Are the number of hackers increasing?

    They are. Oh, they are.
  20. catface.jpg

    Perfect Private Hive

    Let's argue about the proper way to install a toilet-paper roll. Proper being such that it rolls underhand, not overhand.
  21. catface.jpg

    Are all the 20 minute players gone?

    Interesting thing to note: The players in last 24 hours has been going down over the last month. It was well over 200K, every day, and is now barely over 100K daily. However, the average lifespan has been going up. It was 29 minutes when I started, and is now over an hour.
  22. catface.jpg

    I Shot A Zombie And It Said It Hurts?

    I always assumed this muttering to be holdovers from Arma, perhaps something in russian. I've heard the one OP is talking about, and it does sound like "fuck that hurts" or perhaps something else in a language I don't know. There's also one that sounds like "I'm dying"
  23. catface.jpg

    Bad serial number in setup

    If you are using Steam, run steam once as administrator. Then, from it, launch Arma 2. Close it. Then launch Arma 2: OA. Close it. Then, Day Z should work.
  24. catface.jpg

    Are the number of hackers increasing?

    I've been playing for nearly a month, and have not seen a single hacker. Not one. All over public hive, and on several private hives. I've never been teleported, I've never been shot by someone who just materialized. The closest I found was some kinda goofy Troll Santa Claus, who gave me NVG and GPS that MUST have been scriped/cheated. I'm not saying I don't believe hackers are out there. I just don't believe they're out there as much as people say. The behavior you describe could also be from de-syncing, not just hacking.
  25. catface.jpg

    Perfect Private Hive

    I don't usually look for one that has a high population, but lately I have noticed a dozen or so on the servers I play. But, if you're rolling with 8 or 9 and looking for a firefight, you could easily find one on such a server. Once there are more than a handful, all you'd really need to do is go looking for a fight in some of the regular haunts. In my experience, tho, you're not going to find the loaded servers (40 or 50 players ore more) in private hive.
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