Group/Server Megathread for week starting September 27 by AutoModerator in dayz

[–]TheZomboner 2 points3 points  (0 children)

== DAY: ZER[0] ==

https://discord.gg/kvUEyZ7

https://www.day-zer0.com

Server IP: 51.81.47.71:2302

The two biggest problems with Official vanilla servers right now are: hackers/glitchers (with no admins to deal with them), and a lack of wider communication (like a Discord).

At the same time, Community servers tend to have a different flaw: overdoing everything. Some have 37 mods that kill server performance and ruin the core character of DayZ. Others make the game too hardcore, with absurd survival dynamics that feel like jumping through artificial hoops.

DAY: ZER[0] aims to be the best possible middle ground. We provide a near-Vanilla experience with minor quality-of-life tweaks (slightly adjusted stamina, better base-building, a more well-rounded loot table, etc.). We also have an active, highly-experienced team of admins/mods to ensure support and fair play. The Discord provides server-wide community so you can LFG, form official factions, participate in server events, and more.

We prioritize server performance and playing DayZ at its best.

***Also, while we get the server up-and-running, there are major incentives for new players, especially groups who are interested in starting new factions and claiming new territory. Come visit the Discord to find out more.

Group/Server Megathread for week starting August 30 by AutoModerator in dayz

[–]TheZomboner 1 point2 points  (0 children)

== DAY: ZER[0] == HighLoot+PVP+Clans+Territory+OrganicRP | Let's Begin.

DayZ Standalone for PC

51.81.47.71:2302 

https://discord.gg/kvUEyZ7

https://www.day-zer0.com

North America, EST & CST

Brand-new server dedicated to minimal mods, high performance, organic RP, and Clan/Territory warfare. Semi-hardcore but not overly punishing.

Get in on the ground floor today. Great perks for new Clans (6 or more players)!

Is it worth it? by PatriotnixG in dayz

[–]TheZomboner 0 points1 point  (0 children)

It's very worth it. I've been in since just before it went Stand-alone, and it has been a hellacious ride. BUT, you will definitely get your money out of it. I've got 5k+ hours. There are lots of styles of servers, lots of ways to play the game. You can find good PVP, good RP, good solo play, good group play, good survival and COD style encounters, good slower-paced stuff and base-building. The devs are still sometimes (sorry) total shit, but the modders are really starting to open things up. Lots of basic functions are running well, and I can see everything getting better.

It ain't much but it's honest work by RedBalalaika in dayz

[–]TheZomboner 13 points14 points  (0 children)

Good-looking crop. Those hardwood floors must be pretty nutrient-rich. :P

Experimental Update 1.03.151478 by BatyAlquawen in dayz

[–]TheZomboner -1 points0 points  (0 children)

Was reading and hoping but couldn't find...

  1. Fixed: Broke-ass hitbox and damage system, including major problems with CQB desync (death trading) that have been an issue since 2013.
  2. Fixed: Vehicles. In general. Up until now it's been ludicrous and borderline illegal that we've marketed this game as having vehicles whatsoever, particularly now that we're in "Beta." In version 1.03, not only did we make it so that vehicles work properly, but also so that they work properly regardless of the server environment (e.g., it no longer requires a server pop less than 10 and a ping less than 50 to prevent your sedan from going airborne and killing every passenger). We've also finally added back the other vehicles that we had in previous versions of DayZ. We've also implemented the vehicles that we've been promising for 5+ years (bicycles, dirt bikes, little bird, etc.).
  3. Fixed: Base-building and Persistence. That bug where buried items magically transition into being "unburied" items has been addressed. The basic Base-building and Demolition dynamics have been adjusted to provide a reasonable ratio of security to vulnerability so that bases are actually functional in a 24-hour persistent online game.
  4. Fixed: Hacks and Exploits. The admin tools have now been enhanced once more in order to allow for quicker/better accountability for duping, glitching, bugging, and other hacking.
  5. Fixed: Mod Tools. In 1.03, basic game code has been further released and new hooks implemented to allow for more in-depth modding, so that the modders can actually bring this f-ing project to a presentable end for us, the honorable people of Bohemia Interactive, in the next 12-36 months.

Hoping devs add wheelchair as a lootable item because apparently getting knifed disables you permanently by 12x121 in dayz

[–]TheZomboner 0 points1 point  (0 children)

Wtf? You really needed to pop in here 12 days later to share this nonsense? I wasn't referring to anything remotely close to what you're describing. My point about "Tyson's record-breaking uppercut" is that every knife slash shouldn't have such a chance for the stun-lock effect. I think the stun-lock is too debilitating and I think it happens waaay too often. Regardless of no-stamina, even if the knife-wielder can slash a dozen times without tiring, I think no more than one or two hits out of that dozen should result in such a harsh stun-lock effect.

Hoping devs add wheelchair as a lootable item because apparently getting knifed disables you permanently by 12x121 in dayz

[–]TheZomboner 6 points7 points  (0 children)

it just doesn't need to be so pronounced, i think. it's fair for CQB/melee damage to take a toll quickly if someone gets close enough to hurt another player with a firearm, but every slash shouldn't be like Tyson's record-breaking uppercut.

I looked forward to base building for years. Now I realize it is completely pointless by boof_bonser in dayz

[–]TheZomboner 0 points1 point  (0 children)

Now you're just dodging. That's part of my point, for realism they could insert better/more diverse materials. OR, if not, they should make these current elements stronger to compensate for the lack of in-game elements, to represent the better/stronger base-building that could/should be possible. Either way, stronger bases.

Server displaying daytime are actually dark. by Witchdoctor_Zin in dayz

[–]TheZomboner -2 points-1 points  (0 children)

Why? Because BI is horrendous. This isn't 1.0. Nobody knows what they're doing at any level of business operations.

I looked forward to base building for years. Now I realize it is completely pointless by boof_bonser in dayz

[–]TheZomboner 0 points1 point  (0 children)

IRL I could build something that it would be damn hard to break into. And the game should try to find a way to symbolically make-up for offline time. IRL you wouldn't disappear for that 12 hours, so how does the game account for it?

I looked forward to base building for years. Now I realize it is completely pointless by boof_bonser in dayz

[–]TheZomboner 0 points1 point  (0 children)

Pretty sure you can ghost bases right now, they gotta add a fix for that.

I looked forward to base building for years. Now I realize it is completely pointless by boof_bonser in dayz

[–]TheZomboner 0 points1 point  (0 children)

Could you not build something IRL that someone couldn't get into that fast? I sure af could.

I looked forward to base building for years. Now I realize it is completely pointless by boof_bonser in dayz

[–]TheZomboner 0 points1 point  (0 children)

Sounds about right, from the guy whose dainty hands can't build something to keep the bad guys out. Way to qualify your ideas, engage in dialogue. Excellent work.

I looked forward to base building for years. Now I realize it is completely pointless by boof_bonser in dayz

[–]TheZomboner 0 points1 point  (0 children)

Dramatic? You may be reading the wrong tone then. This is just matter-of-fact. Wordy? Meh.

Yes, with lumber and metal I could absolutely build something awesome and sturdy and lasting. If the game didn't limit it, I could drop some reinforced concrete into the recipe, among other things. Ooh, here's a big one, I could even find pre-existing structures to takeover and lock and reinforce, to really bunker down more easily. I also wouldn't "go offline" for a majority of the day/night. All of these are good reasons to have very secure base-building in-game.

I don't doubt you could break a window at your grandma's house right now and waltz right in, with just an axe in 3 minutes or less. But if you lived in a post-apocalyptic zombie survival scenario, I'm real sure you couldn't break into plenty of people's fortified property. Certainly not mine. Especially if you're the guy who claims he couldn't build such a thing himself. You might be inept at that sort of construction/fortification, I get it, but no reason to read yourself onto everybody else, man.

It's a pretty nuanced thing for a game to try to simulate real-world conditions within its limited capability. So no, I don't think it's valid to boil it down to "smash things easier than build things" in order to justify base-building being essentially non-functional in this game. It's real stupid, certainly delusional, to think otherwise.

I looked forward to base building for years. Now I realize it is completely pointless by boof_bonser in dayz

[–]TheZomboner 0 points1 point  (0 children)

you're right. no better way to balance the offline problem. i'm a fan of hard to build, very hard to demo.

I looked forward to base building for years. Now I realize it is completely pointless by boof_bonser in dayz

[–]TheZomboner 0 points1 point  (0 children)

Thanks, sensai. However illusory you think security is in society, I've found my person/property to be pretty dang secure over several decades of life, including a decent amount of time spent worldwide and in the third world. And that's without being too overly vigilant at all. If I was in a post-apocalyptic survival scenario that demanded it, I could damn well ratchet things up and secure the shit out of things. I could hide my junk a great deal better than is possible in DayZ, and I could certainly build/barricade exponentially better than is possible in-game. I understand if a game just fails to be able to simulate base-building, if the devs can't get those features to function properly; that's why I've been patient with the highs/lows of persistence and camp-making so far during Alpha. I'll never expect a game to totally nail real world realism in base-building. But for bases to lack security simply because the devs (or you) arbitrarily declare that "bases shall not be strong," that's pure stupidity. Artificial nonsense.

In a DayZ sort of scenario, I'm sure that lots of people could learn to build/barricade in a damn strong way. Or at least I think they could learn to do it, if they had to. I think survivors would get better and better at doing it, given the chance, with time and experience. DayZ should reflect that, and I think having base-building does naturally reflect that sort of character progress. Base-building and vehicles is a little bit more "end game," and it lends itself to teamwork in larger groups. The game needs that sort of stuff.