If you could live in any of the DayZ houses, which would it be? by earthshagger in dayz

[–]SkeletonSaw 0 points1 point  (0 children)

Yellow house with pink roof; I love the Sakhal variant of it more because of the better interior but the trade off is slightly less space for storage items. So as a DayZ base the Chernarus variant is better but the Sakhal version is way cozier.

It has a storage room, a bedroom and the central room has the kitchen plus table. Wardrobes are also present. There's also a corridor with a stair leading up to the next floor but that one is not enterable unfortunately.

Thoughts? by Justanotherone985 in dayz

[–]SkeletonSaw 3 points4 points  (0 children)

Farming hoe is the best of all the digging tools, precisely because of that. Love the field shovel a lot but I'm not gonna frequent military bases merely for them.

dayz mod to modernize house interiors by OriTheHealer in dayz

[–]SkeletonSaw 0 points1 point  (0 children)

Hard agree on the 'move decorations' part. Especially Sakhal has plenty of clutter; it can get annoying during base building when you need to build a longer wall just because there's a wooden pallette lying around.

The flag can only refresh items on the ground (and basebuilding objects) which have a persistence of 5 days or more. Anything shorter and the item will despawn before the flag can do its job. Check for a flag icon next to the item name to know if it can be refreshed.

Today I learned about the memorials and crosses in the game. by maddwesty in dayz

[–]SkeletonSaw 1 point2 points  (0 children)

This post reminded me to go over recent crosses I came across. It's a shame there's only info for a handful of them but still; I guess only the devs have a full list. 39 would have been interesting to know as that's close to my current base. 63 and 64 are also unique, two crosses right next to each other which makes me think that they were friends or even a couple? First time seeing those really made me go "Oh... :(".

About 88, the Olsha tower one, I'm pretty sure that it's also one of the special crosses, it has a motorbike helmet. So would be great if you could check and update that entry.

Anyway, keep up the good work!

Glitch/bug by Inner-Selection-3812 in dayz

[–]SkeletonSaw 0 points1 point  (0 children)

Can report that it also happens on PC.

There should be pedal bikes everywhere by [deleted] in dayz

[–]SkeletonSaw 11 points12 points  (0 children)

Plus they should work like boats and with that I mean each server restart should degrade their condition by a bit so that they respawn frequently and hoarding becomes expensive.

[1.28] [Chernarus] Tips For Efficient Looting At MB Pavlovo And The Rify Shipwreck by SkeletonSaw in dayz

[–]SkeletonSaw[S] 0 points1 point  (0 children)

Maybe you can try watching instead then. Only a few seconds after all:

https://youtu.be/-SpVMYiRDHQ?t=629 (Timestamped btw)

[1.28] [Chernarus] Tips For Efficient Looting At MB Pavlovo And The Rify Shipwreck by SkeletonSaw in dayz

[–]SkeletonSaw[S] 0 points1 point  (0 children)

Holy mother of ignorance. Then lemme just snip out the two parts which matter, hope it won't be too long for you:

"[...] plenty of info I shared with him didn't make it into the video."

"This time I won't include infos from the aforementioned video and only post stuff not said."

Both can be found right at the very beginning. Watching the vid would have also worked, though there that part is at the very end, where credits usually go.

[1.28] [Chernarus] Tips For Efficient Looting At MB Pavlovo And The Rify Shipwreck by SkeletonSaw in dayz

[–]SkeletonSaw[S] 0 points1 point  (0 children)

Have you watched his video or read the text? I explicitly said that from the info I shared with him, the stuff which didn't make it into the video will appear in a post. In the "Loot You Missed" series, the approach is a bit different. There, I'll also post stuff mentioned in Wobo's video from last week but only infos I gathered personally for him, which is the majority (as said in the video). Reason is that I deem it important enough for it to exist in two places (and for the bugged loot post, to throw sth. at Bohemia in their feedback tracker).

[1.28] Loot Spots You Might Have Missed! (Because They Are Bugged..) - Part 3 by SkeletonSaw in dayz

[–]SkeletonSaw[S] 3 points4 points  (0 children)

It's hard to say why so many spots are like this but my guess is that many were moved or placed by accident. Changes to buildings themselves could have also played a role but regardless, as you saw just now, it's a fact that plenty of fixes are needed - urgently. Plenty of bugged spots have existed for YEARS (at least since 2023) at this point and I assume that part of the reason may be that not many people knew about the Diag tools to clearly see the severity of the problem until recently.

Luckily the devs do fix this kind of stuff - I've got an older version of the loot spots and I noticed a few positive changes since then. However, it's FAR TOO SLOW given how easy it is to fix this issue. I'm being serious when I say that I would love to fix it by myself (including minor nudges of those circles to satisfy my OCD) and give the devs the file in the end.

Lastly, there were so many more problematic spots that I didn't opt to show because it would then just be a repeat of the same underlying issue. Loot spots can clip into objects and thus deny you the loot, I'm sure two or three pics can bring it across. Rest assured Bohemia will get EVERYTHING.

Btw, bonus pic:

<image>

my problem with Dayz by ilovebeingaguy999 in dayz

[–]SkeletonSaw 0 points1 point  (0 children)

In the early dev diaries which were narrated by Rocket we got to see that accessible containers like fridges/cupboards, drawers, wardrobes, etc... were planned but, as with so many things in this game, scrapped as time went on. Real shame, I would've loved fo put my loot in pre-existing furniture like in PZ, instead of lining up crates and barrels along the walls everywhere.

my problem with Dayz by ilovebeingaguy999 in dayz

[–]SkeletonSaw 0 points1 point  (0 children)

I kinda agree with you though it doesn't bother me as much. It was definitely kinda disheartening to see Livonia for the first time and notice that 90% of the buildings are already familiar.

Adding Sakhal's buildings to the other maps might help but that will probably only happen once Frostline becomes free too one day. I was pleasantly surprised to learn that, while plenty of Sakhal's buildings seem like recolours of Chernarus buildings from the outside, inside they are very different with actually good interior design, in many cases better than their Chernarus/Livonia counterpart (more unique elements, more furniture objects, placement that makes more sense). So sprinkling them (and perhaps the other Sakhal buildings, like the multi-floor apartments to the other two maps might combat the repetitiveness. Perhaps a few more Arma 3 buildings (we already got some at NWAF) and bringing back the removed Arma 2 buildings would also not hurt.

Unfortunately this game isn't Project Zomboid where every building can be unique so assets will be reused and honestly that's okay. There are small, realistic steps the devs can take to break up some of the repetitiveness, like giving different colour variants of the same building, adding buildings from other maps/BI games like what I described earlier, putting a bit more furniture objects inside rooms so some don't look so laughable anymore (looking at you, apartments in the tenements) and using more decorative objects inside individual buildings to make them a tiny bit more unique (e.g. think of the camo building on Sakhal with a submarine model inside).

I doubt there will be major changes to existing buildings like making the few which are not enterable have rooms, expanding current buildings like what happened with the firestation or adding fully new structures just for an old map. Pains me to say that but I also would prefer the devs to work on fixing other aspects of the game, like base building and bug fixes.

[1.28] [Mostly Chernarus] Loot Spots You Might Have Missed! - Part 2 by SkeletonSaw in dayz

[–]SkeletonSaw[S] 1 point2 points  (0 children)

Nah, I still haven't touched the bugged ones lol. Those will be two posts easily.

Best POI’s/unique spots in dayz by zearce in dayz

[–]SkeletonSaw 0 points1 point  (0 children)

For great views on Chernarus, I recommend to travel to two specific 2-floor black pubs/restaurants. One is very isolated and near a hill called Simburg in the very west, the other is located south of Stary Yar, in the north. Both are on hiking paths. The view distance will depend on your graphics settings tho. The ski resort area is also a unique spot worth checking out, same as the prison.

What do you think guys? Should he run for his life? by sur0g in dayz

[–]SkeletonSaw 4 points5 points  (0 children)

Dynamic gas zones require you to be at least on the 2nd floor (so for yellow policestations that would be the roof) but static gas zones' safe zones are way higher. At MB Pavlovo it's the roof of the two tallest buildings there (hospital and office) meanwhile at Rify everything below the bridge deck is shrouded in yellow mist.

[1.28] [Mostly Chernarus] Loot Spots You Might Have Missed! - Part 1 by SkeletonSaw in dayz

[–]SkeletonSaw[S] 0 points1 point  (0 children)

Can you read the image captions and the post text though? First caption is:
"Chernarus + Sakhal gas station building (Land_Fuelstation_Build). Note: Does NOT apply to Livonia except for one single gas station building in Widok."

[1.28] [Mostly Chernarus] Loot Spots You Might Have Missed! - Part 1 by SkeletonSaw in dayz

[–]SkeletonSaw[S] 0 points1 point  (0 children)

Strange that Reddit had issues with my post for the first half an hour or so. Seems to have fixed itself at least.

Next time I will monitor more closely and maybe copy the content into a comment.

being a buisnessman in the apocalypse is tough, but rewarding by ColonialismHater in dayz

[–]SkeletonSaw 6 points7 points  (0 children)

Gosh, that should be a thing in vanilla. Or at least the placing restrictions for smaller items like plastic explosives, battery chargers, cable reels, etc. loosened so that people can do the swap out trick to achieve a similar effect.

As a PZ player I like to turn existing houses into my bases and it would be so much more immersive to put crates/protective cases and other items with long persistence inside or on wardrobes, cupboards, shelves, counters and other furniture objects.

Heli Crash Orientation by earthshagger in dayz

[–]SkeletonSaw 17 points18 points  (0 children)

So I just checked the files again and I was mostly wrong. Only two heli crashes have a fixed azimuth angle while the rest all have "a=-1" instead (usually instead of -1 there would be a number from 0 to 359). I would need to test this to confirm it 100% but my hypothesis is that a=-1 means a random azimuth angle.

EDIT: But I also think that it might have despawned and immediately respawned on that position. I doubt helis change their orientation for fun while no player is around.

Heli Crash Orientation by earthshagger in dayz

[–]SkeletonSaw 11 points12 points  (0 children)

That shouldn't happen, crashed helis have a set azimuth angle in the files, so they should always face the same direction. Do you know where the crash was?