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DayZ Mod 1.7.6.1 Hotfix

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regarding the lastet update.. dear Mr. Rocket:

the zombie-spawn-rate is horrible. If you come in a gun-fight - you will go out of ammo, because there are horrible masses of zombies spawning! In the early versions it was possible to clear places for a while.. - now its impossible.

sounds like the best thing ever. roll in with sd weapons.

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What about this machete and arrow quiver? I haven't seen either.

And crossbows technically use bolts, why are we using arrows?

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Cool man, I suppose you know about the broken Ai by now spotting you while lying down?

Isn't really anything we can fix wait for SA for improved systems. Any real attempt to fix this sort of issue results in big cpu cost.

What about this machete and arrow quiver? I haven't seen either.

And crossbows technically use bolts, why are we using arrows?

Technically they can use both however the wooden arrow will more then likely be destroyed. However it did allow us to start the crafting system and look at ways we can use the land to aid players.

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regarding the lastet update.. dear Mr. Rocket:

the zombie-spawn-rate is horrible. If you come in a gun-fight - you will go out of ammo, because there are horrible masses of zombies spawning! In the early versions it was possible to clear places for a while.. - now its impossible.

It was never possible to clear an area of zombies, they've always kept respawning. Have we been playing the same mod? Lol.

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“Souvenirs” (taken off of a corpse with hatchet / knife, decreases humanity?)

Toe

Infected Toe

Finger

Infected Finger

Ear

Infected Ear

Hand

Infected Hand

Foot

Infected Foot

Crafted

Nailed Bat

  • Hammer + Nails + Bat

Can Noise Trap

  • 2 Empty Cans / Sodas + String

Nailed Branch

  • Hammer + Nails + Thick Branch

Makeshift Splint

  • 2 Wood Planks / 2 Scrap Metal + Gauze / Bandage / Duct Tape

Wooden Spear

  • Thick Branch / Pool Cue + Knife / Multitool / Machete / Hatchet

Makeshift Spear

  • Thick Branch / Pool Cue / Plastic Broom Handle + Knife / Kitchen Knife / Scrap Metal

Molotov

  • Full Alcohol Bottle + Matchbox / Large Matchbox / Near Fire + Rag / Toilet Paper

Exploding Bear Trap

  • Bear Trap + Hand Grenade + Rope / String

Smoke (Cig / Joint)

  • Matchbox / Large Matchbox / Near Fire + Cigarettes / Marijuana

Notepad

  • 10 notes + Paste / String

Book / Journal

  • 10 Paper Sheets + Paste / String

Shortwave Radio

  • Broken Radio + Phillips Head Screwdriver + 2 D Batteries + Duct Tape / Paste
  • Shortwave Radio (Dead) + 2 D Batteries

Flashlight

  • Broken Flashlight + Duct Tape + AA Batteries
  • Flashlight (Dead) + 2 AA Batteries

Walkie Talkie

  • Broken Walkie Talkie + 2 AA Batteries + Phillips head screwdriver + Duct Tape / Paste
  • Walkie Talkie (Dead) + 2 AA Batteries

Wooden Spike Barricade

  • 4 Wood + Knife / Hatchet + Rope / Duct Tape

Wooden Wall Barricade

  • Wood Pallet + Empty Barrel + Rope / Duct Tape

Reinforced Wall Barricade

  • Metal Sheet + Wood Pallet + Empty Barrel + Rope / Duct Tape

Wood Pallet

  • 10 planks + Nails + Hammer

Here's a quick list of ideas.

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Here's a quick list of ideas.

I'll take all of them, thanks.

EDIT:

Also, 'exploding bear trap'.

Exploding. Bear trap.

Exploding.

Edited by Max Planck
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Flippin awesome ideas :thumbsup:

Edited by philbottle

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let the McGuyver Games begin!!!

aux. "waterproof" bag

  • tarp + cord + knive
  • waterproof vest + cord + knife

aux. bag

  • cloth + cord + knive
  • "normal" clothing + cord + knife

Edited by joe_mcentire

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Hey Razor !

Will it correct the vehicles spawning problem ?

What issue is that?

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Please read this topic: http://dayzmod.com/f...not-respawning/

The vehicles are not respawning on some servers.

Edit: All the crashed vehicles are "spawning" (RPT/Hivelog compare) but they don't appear at all, they keep the state "Crashed/waiting for respawn" and stay on the coords they was previously crashed, and don't come back.

Edited by Ameo

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Please read this topic: http://dayzmod.com/f...not-respawning/

The vehicles are not respawning on some servers.

No that is a hive issue. The hive isn't auto most of the system has to be done by hand and to change is a pretty big job for the amount of servers on the hive. If you send your instance id i can add vehicles that should keep re spawning the question is for how long.

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goodies...

cummon!!! what about a handloader kit so's we can start crafting our own ammo? http://cheaperthandi...ing-starter-kit

It's reasonable to assume that in a time of great crisis people would revert to doing this when ammo supplies are running low. Whereas you'd probably find just a box of ammo, you might stumble across a crate of empty casings/ lead bullets/gun powder, etc. that you can add to the other list of items you'd first need to find. Not to mention the requirement to have the necessary skill.

Ammunition is sure to become rarer and rarer, forcing people to make their own. Not only that, but for weapons like the British Lee Enfield .303 and other older weapons with odd calibers, handloading is practically the only choice as surplus ammo is hard to come by for civilians.

Also, i think it would be a good idea that if people die, they cannot use the same username as a character untile a certain time has elapsed. This forces them to invent a whole new character and not respawn immediately as the same individual to then rejoin their team. Permadeath should mean just that, with no reincarnated characters.

Edited by codestargod

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Please read this topic: http://dayzmod.com/f...not-respawning/

The vehicles are not respawning on some servers.

Edit: All the crashed vehicles are "spawning" (RPT/Hivelog compare) but they don't appear at all, they keep the state "Crashed/waiting for respawn" and stay on the coords they was previously crashed, and don't come back.

same problem here. Can please look into fixing it............

Edited by marrr

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ARe you going to fix loot not spawning when in a vehicle? You fixed zombies spawning, now how about that loot...

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Whats wrong with getting out to spawn them ?

You cannot drive up to something and loot it. You have to drive up to the town, 200m away or so, and run up on the loot spawn to get the loot. You know this already, most likely anyway. I would like to think that if the game is going to work against us correctly(i.e zombies spawning while we are in vehicles) then I would like to think that it will work for us correctly(i.e loot spawning while we are in vehicles)

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“Souvenirs” (taken off of a corpse with hatchet / knife, decreases humanity?)

Toe

Infected Toe

Finger

Infected Finger

Ear

Infected Ear

Hand

Infected Hand

Foot

Infected Foot

isn't that against the law in Germany? IE two versions of the game?

Crafted

Nailed Bat

  • Hammer + Nails + Bat

Can Noise Trap

  • 2 Empty Cans / Sodas + String

Nailed Branch

  • Hammer + Nails + Thick Branch

Makeshift Splint

  • 2 Wood Planks / 2 Scrap Metal + Gauze / Bandage / Duct Tape

Wooden Spear

  • Thick Branch / Pool Cue + Knife / Multitool / Machete / Hatchet

Makeshift Spear

  • Thick Branch / Pool Cue / Plastic Broom Handle + Knife / Kitchen Knife / Scrap Metal

All ok IMO

Molotov

  • Full Alcohol Bottle + Matchbox / Large Matchbox / Near Fire + Rag / Toilet Paper

Exploding Bear Trap

  • Bear Trap + Hand Grenade + Rope / String

No...

Firstly crafting should be broken down into skill sets, IE

1. Base/structure Crafting - Sandbags/Wood Planks/Nails - Make fortifications like sandbag nests and fences and deerstands

2. Weapon Crafting - as you listed above basic modified melee weapons but also like 2017 IE bandage flashlight onto m4

3. Supply Crafting - TP to make bandages, tin cans to make nails, wood piles to make planks dowels, modify whisky bottles/cans for animal traps + Insurgency

4, Remedy Crafting (Harvesting should be added to the game) - Make certain plants/trees/buildings/objects harvestable, get minerals from rocks/dirt/clay plants etc... get planks, nails etc from pallets boarded windows etc (make world objects show change in the same manor as damage is currently shown progressevely)

5. Vehicle Crafting - Modify vehiciles with scrap/paint/nets (eventually make faster, handle better etc)

6. Insurgency Crafting - Frag + Cut Open Whiskey Bottle = improvised Claymore (it gets knocked over blows up 5 seconds later After glass breaking sound), 6 whiskey bottles + 6 badages + 1 jerry can = 6 malatov cocktails. Add String + Cans for early warning system, string + Rock + Twigs = Animal trap, Rope + Wood + Heavy Rock = Person booby trap.

Smoke (Cig / Joint)

  • Matchbox / Large Matchbox / Near Fire + Cigarettes / Marijuana

Notepad

  • 10 notes + Paste / String

Book / Journal

  • 10 Paper Sheets + Paste / String

Shortwave Radio

  • Broken Radio + Phillips Head Screwdriver + 2 D Batteries + Duct Tape / Paste
  • Shortwave Radio (Dead) + 2 D Batteries

Flashlight

  • Broken Flashlight + Duct Tape + AA Batteries
  • Flashlight (Dead) + 2 AA Batteries

Walkie Talkie

  • Broken Walkie Talkie + 2 AA Batteries + Phillips head screwdriver + Duct Tape / Paste
  • Walkie Talkie (Dead) + 2 AA Batteries

Wooden Spike Barricade

  • 4 Wood + Knife / Hatchet + Rope / Duct Tape

Wooden Wall Barricade

  • Wood Pallet + Empty Barrel + Rope / Duct Tape

Reinforced Wall Barricade

  • Metal Sheet + Wood Pallet + Empty Barrel + Rope / Duct Tape

Wood Pallet

  • 10 planks + Nails + Hammer

Here's a quick list of ideas.

I don't really have time to go into every suggestion here, they are mostly good but I think there needs to be more UNITY...

IE...

Hemp/Trees/grass/plants/vegetables/fruits etc etc etc should ALL be harvest-able items from the existing world... then what you do with them should build off that...

Hemp should be smokable or to make robe/fabric etc... but ONLY if you've found specific 'crafting books' out in the world... you should be able to find a 3 ring binder essentially where you can collect all this... BUT you should have to equip the correct one to access those "recipes" It should just build up a huge accessable library that "old" users can just scroll through a huge menu of options. It should be a laborious chore to get stuff done.

The whole world should become harvestable... I see you have Pallets shown there... but there are already pallets in the A2 library and in game as set pieces... you should be able to grab those or break them up to use for their parts and they should change or disappear from the world accordingly... they are already treated as objects in LOTS of cases.. so it shouldn't be much of a leap to for example instead of a shed showing damage from a gunshot or explosion, show damage from being harvested for wood/nails...

Rocks I suppose would be much harder, as would grass/dirt but you could drop objects on top of the current texture instead of modifing the exisitng one... (think dropping a can after consuming food but instead you drop a dirt patch over where there was a grass patch. or drop an object that makes a rock look like it has been chissled). But with buildings it should be cake... you just add a "damage layer" to the building that isn't due to gun damage.

Further to that I would IMMEDIATELY start working on EVERY item that is feasably included in the tool box being created as a secondary weapon and equipable... BUT you should then be able to drop it or lose it by accident...

Essentially the tool box should be a backpack for tools... that are also usable individually as melee weapons.

It's a quick logical way to add secondary melee weapons.

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I did say they where ideas :-) and thanks for the feedback on them

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I did say they where ideas :-) and thanks for the feedback on them

you didn't mention crafting ammunition!!!!! Say that this is a good idea. I command you!!

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I did say they where ideas :-) and thanks for the feedback on them

Oh believe me that was the short list, and in no way intended to be as dicky as it came off, (I love DayZ Mod so much I will host an official hive server until the server farm gets shuttered. Thank you for all your hard work)

I am working on a mod with a group of guys, with crafting and these are just SOME of the ideas we are going to be implimenting if we can get some help with coding. The guy who started the system on our mod quit due to IRL priorities. (right now there are 3 crafting books and you can build structures, fortifications, and ... dear god I don't even know (I never get time to play the game lol))

you didn't mention crafting ammunition!!!!! Say that this is a good idea. I command you!!

Totally agree, Gun powder found in cans in the world (RARE) or with toolbox you should be able to pull the lead/gunpowder/primers/brass apart and recombine to your hearts desire...

IMO there are SOO many chances sitting in the world already...

Gunsmith:

add

- Lead (found: gas stations (for tire balancing)) (salvaged: unwanted ammo)

- gun powder (found: military baracks/or military industrials (new loot class) (salvaged: unwanted ammo)

- empty brass (by caliber, nobody is going to be smelting brass in their camp) (found:military baracks/or mil. industrial, dropped by other players)(salvaged: previously emptied ammo)

- empty 12g shell (found: farms, bars, dropped by other players)(salvaged:previously emptied ammo)

- Primers - Universal (found: mil industrial/barrack)(salvaged: unwanted ammo)

With just this you could within the realm of reason (well you should "technically" have to find a bullet mold for the molten lead, and NOT be able to make shotgun pellets although you could assert that the tool box contains the bullet mold) fashion any ammo you want.

Clearly you should be able to strip scopes/handles/foregrips/ laser pointers/lights/stocks etc from other weapons to use on your current or preferred weapon.

Insurgency:

- Satchel charges (same in game and inventory images but altered damage stats)

(sandbags+Gunpowder=DIY Satchel)

- Tripwire claymores

(String+bandage+grenade=tripwire grenade)

- Primer fired drop bombs (placed on top of doorways or stairs if kicked over they blow up instantly on impact)

(Whiskey bottle + Gunpowder + Primers = Drop bomb (has to fall straight down)

- Glass jar timed explosives

(cut whiskey bottle + Grenade (pin removed) = Knock over timed explosive)

Hunter:

Add more items from gutted animals:

Sinew - Used as string but stronger more elastic/versatile

Stomach Lining - Used for quiver, collection bag for herbs/medicines

Bones/teeth/horns - Used for making arrow heads, hand tools, melee weapons

*MUST* be able to make LOTR style horn to blow as I charge into Cherno with my bone handled stone axe!!!

Glands - Used for medicines

Organs - Used to make medicines/quick healing "potions" (if you can eat cooked rabbit to get 1600 blood dear brains or eyeballs should do something similar (no clue on actual bits used by survivalists)

Gatherer:

Herbs - medicine/potions

Flowers - medicine/potions

Roots - medicine/potions

Minerals - medicine/potions

Vegetables - Food

Hemp/Marijuana - rope/Painkiller replacement

Fruit - Food

Tobacco - painkiller replacement (builds dependency (I recommend making it so you HAVE to smoke or you get "headaches" (occaisional high pitch background noise and momentarily blurred vision)

Wild Mushrooms - Found in woods (might be food, might kill you, might make you hallucinate for 10 minutes. SERIOUSLY make it 10 minutes)

Garden Mushrooms - Found in backyards farms - Food

ALL the above should just be loot that randomly spawns near logical objects/textures at negative elevation so that you can't see the objects but the gear menu is still accessible, people will have to scour the ground looking for stuff in the woods...or in a flower patch, you might find 1-4 sunflower seeds in the sunflower fields, or grapes in the vineyards, or apples in the orchards, veg in back yards/farms where it makes sense.)

And I hate the crafting system lol..

You should hear my ideas for the systems I'm interested in ;-0

Edited by NonovUrbizniz

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