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Your DayZ Team

RebelSchutze

(PC US EAST, Chernarus) Hardcore Mil-Sim Server, More Risk Less Grind

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Hi DayZ players,
I would like to advertise a new high performance 120-slot DayZ standalone server I have just launched. I am an old school ArmA2 DayZ player, inf vet, and realism modder and I have certain preferences that I'm sure some of you may share. I am also looking for 10-20 administrators.

RebsOldSkool
IP: 104:243:38:74
PORT: 2032
Discord: https://discord.gg/wkxE9ejwK5

The server is modded so I recommend that you connect through the launcher to auto-download the mods. Type the IP into the server search bar and refresh. If the server doesn't show, contact me via discord, it probably is in maintenance.
The server has a 20-minute automatic maintenance every day at 6 AM.

Server Features:
- 120 player cap.
- DayZ Expansion bundle.
- 500+ random lootable AI bandits.
- Realistic ballistic overhaul (see below)
- Selectable spawn points by coast so that you can play with friends.
- 3 hour days, dark nights. You spawn with flashlight and Makarov. Flashlights, flares and batteries are common loot. NOD's are rare.
- Network range set to 1500m for longer range firefights and sniping.
- 4 hour server restarts.
- 24 hour server steam update.
- Flare fix, flares last for 4 minutes and fall slowly. Flares are the bread and butter in night combat and are common loot.
- More randomized weather and colder environment to better fit an autumn Chernarus. Temperatures range from -11 C (11 F) to 20 C (68 F). You can actually die from bad exposure now.
- First-person only, no combat camera gypping like in Sniper Elite.
- 3-hour survivor corpse time.
- Harder but more dispersed zombies, zombie sound revamp. Zombie speed, attack, perception, health vary based on zombie type. Zombies are easier to stealth through, especially at night.
- Higher animal pop cap and profitable hunting.
- Realistic stamina, don't lug the Barret around for a loot run.
- Completely revamped loot spawns, no more clothes clutter everywhere.
- Trader system with revamped economy and mod items.
- MVS reworked gear & Snafu weapons. Modded gear appear on AI and in market.
- Bullet cracks.
- Inventory sound and animations
- More ghillie suit variety.
- Mrt's MRE's spawn at military bases.
- 2 minute logout time to prevent combat logging.
- Decluttered UI, no crosshair, player or group location indicator on map. You will have to use real target identification, rangefinding, and land navigation.
- Notification/killfeed system for non-firearm kills. Snipers may have to confirm their kills. This also prevents players from knowing whether or not they are fighting a human or AI.
- Vehicles and containers last 1 month, traps and mines last 6 hours.
- Players start with full energy and hydration to balance them against the living, more kitted, and more desperate for food players.
- Cheap and common explosives, but base assets are fairly cheap too. I want to push players to use stashes or hide bases rather than build massive immersion-destroying forts.
- The only rules are no cheating and no gear swiping at traders. You can do whatever you want. The economy is how I control gameplay.
- Active admins to ban cheaters, no admin abuse.
- Wrecks and garbage clutter added to cities, more to come.

Ballistics:
- Every bullet is modelled off of their common military ball/civilian FMJ equivalent - i.e., M80, M855, 57-N-323S, etc. Around 50 new ammo types from 12g birdshot to .30-06 M2 AP have been added.
- All bullet mass has been increased to enable realistic material penetration and have been made consistent to one another. It is now possible to double wallbang with full rifle cartridges such as .308 and 7.62x54mm.
- Bullet damage changed, calculated using a modified formula of the Taylor knockout factor. I felt this was appropriate since the game uses the exact same variables as the formula and bases damage on velocity. The formula is not necessarily perfect in real life because it does not account for bullet construction, but neither does damage in real life have as much to do with velocity as in the game. Pistols for example have much greater damage but lose it faster than rifles over distance.
- Bullet material accounted for, steel core bullets have 20% more penetration but 20% less damage vs. a lead bullet of their same mass and velocity.
- Bullets that are capable of penetrating NIJ level IIIA armor in real life all have varying degrees of armor penetration, not just 9x39 AP. .308 (M80) will penetrate armor better than the subsonic 9x39 AP (SP-6) as an example.
- Tracer rounds are ballistically the same but slightly less accurate compared to their ball equivalents, as in real life.
- Shotgun buck and other small projectiles can now ricochet as well.
- Buckshot modelled off of 00 buck, pellet count increased from 8 to 9.
- Shotgun slugs do serious damage due to their size, and will likely be a 1-hit kill at most ranges.
- Bullets retain velocity/damage longer since average weight is increased.
- Rifle bullets have flatter trajectories overall, however, it did not break zeroing as far as I could tell. I think there is a game algorithm governing zeroing to the bullet attributes.
- Firearm recoil modified by a calculation based on cartridge size, gun weight and bullet velocity. Pistols have noticeably higher recoil.
- Gun accuracy corrected based on real life minute-of-angle and cartridge type, a 5.56x45mm M4 is now more accurate than an 7.62x39mm AKM for instance.
- Gun sway made relative to weapon weight. The heavier the weapon, the more sway.
- Snafu weapons incorporated with the above changes.

Bandit AI:
Bandit AI can spawn and move anywhere, and fight each other. Bandit AI can spawn with any weapon or piece of gear. Some bandit AI are heavily kitted with armor, grenades, and machineguns while others have whatever can be had. Others wear ghillie suits, employ suppressed carbines and sniper rifles and stay in the woods. AI can come in varying group sizes. AI cultist and military zones are also incorporated. AI accuracy is tuned not to be impossible but pretty difficult, like fighting a veteran DayZ player. Modded items aree fully integrated in AI spawn lists.

Loot:
Loot is fairly common, with ammunition spawns increased over vanilla to better support the new weapons. Loot has a much quicker lifetime time (i.e., 1 hour) than vanilla settings (2-8 hours). Loot that is in player caches and on their person does not limit the loot spawn rate. Food is less common but can still be had. I see food as the reason to keep players moving. Modded items are fully integrated in loot lists.

Traders:
DayZ expansion traders sell modded items and have limited stock. Items are sold with currency in the form of dollars, silver and gold. Trader prices vary based on trader location and prices vary on stock. Price elasticity on all items is very high, so you can make good money by trading between traders if you know what to buy and sell. Radios now have some use as you may need to use them to contact other players for trader prices. Vehicles can be bought and sold at traders and doing vehicle recovery can turn a serious profit. Modded items are fully integrated in market lists.

Events: Currently I am putting together the player team to host events, which will consist of armored convoys or helicopter raids w/ QRF. Player events will be announced in discord.

Community: Alot of ex and current military guys who are looking for mature players. We have a freedom of speech but respect others policy in the discord. We don't roleplay ourselves but we do like to employ real life infantry and vehicle tactics into the games we play.

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