DayZ, Arma2, Arma3

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Plaid_sl

shitlord
230
0
New favorite DayZ story is headshotting a guy at 400 meters with an enfield and getting the kid's M107, DMR, full kit including rangefinder, coyote backpack, night vision, etc. etc. etc. Kid was threatening rape, murder, ban for supposed aimbotting and a call to the FBI. Still haven't figured out what the charges would be.
One of my favorites is a long shot too.

This took place outside of the SE section of the airfield on Fallujah. I am at the outer southern section. I was running to meet some friends that were already inside. I happen to come across some guys coming in from the southeast-east. I do have a DMR but they are about 800 meters away. I'm spotting for my team, telling my guys that we have two armed guys coming in. The enemy on point took out one of ours before he got taken out. I started approaching trying to spot the remaining guy.

I get close enough to see him prone on the south side of the sandbags at the entrance, completely protected from my team. He has no idea I have him flanked. I figure at this point I'm about 1k meters from him and have a ton of DMR ammo. As I'm shooting I keep re-adjusting my scope. Before long, my target is so far away any mildot I'm just guessing the area of the scope to compensate with. He cannot hear my gun due to the extreme distance. I hit him four times before he dies. Once it was safe I confirmed the distance, it was 1,200 meters, barely within render distance.
 
W

Wrathcaster

Where are you playing these days wrath?
192.31.185.212:3102

RoadWarriors US Epoch Server. It's the Cherno map with a ton of mods. Most notably, the roving AI squads and NPC traders that sell vehicles, so the clans can't maintain an absolute monopoly on transportation. The vehicles you buy with money you make from selling various loot are locked when you're not with them, so if you haven't tagged someone as friendly they can't steal your shit. Also added a shitton of armed vehicles, including armored SUV's with cannons (!!). 50 person server that's normally pretty high pop, but on a private hive with decent admins. Groups of 3 or more people can actually talk to the admins to get a custom base, though I'm not sure how exactly it works. Bunch of random stuff added besides, mainly barracks added to NEAF, extra hangers at balota, and markets/fire stations at some of the smaller towns not on the coast.

It's a great server, and the roving AI's mean you're not forced to hit up stary/fire stations/airfields for military loot- they can carry anything from winchesters to SVD's and coyote backpacks, but still provide a decent challenge. Really gives new spawns a better chance. Nowadays we've been spending a lot of our time just wandering the map, hunting enemy AI squads that can spawn anywhere, and looking for vehicles. Let me know if you wanna get in.

One of my favorites is a long shot too.

This took place outside of the SE section of the airfield on Fallujah. I am at the outer southern section. I was running to meet some friends that were already inside. I happen to come across some guys coming in from the southeast-east. I do have a DMR but they are about 800 meters away. I'm spotting for my team, telling my guys that we have two armed guys coming in. The enemy on point took out one of ours before he got taken out. I started approaching trying to spot the remaining guy.

I get close enough to see him prone on the south side of the sandbags at the entrance, completely protected from my team. He has no idea I have him flanked. I figure at this point I'm about 1k meters from him and have a ton of DMR ammo. As I'm shooting I keep re-adjusting my scope. Before long, my target is so far away any mildot I'm just guessing the area of the scope to compensate with. He cannot hear my gun due to the extreme distance. I hit him four times before he dies. Once it was safe I confirmed the distance, it was 1,200 meters, barely within render distance.
This is pretty fucking impressive. The DMR's a great rifle and probably my favorite all-around, but it can be an absolute bitch at distance, especially without zeroing or on moving targets. 1200 meters is the farthest shot I've ever heard of with that rifle... Best I've ever made was barely 800, and dude was just standing out in a field.
 
W

Wrathcaster

How does the PKP compare to the DMR at longer range?

**PKP might be origins only? Can't remember.
I *believe* the PKP is in epoch, but not 100% as I haven't found one yet. Apparently everything is in, even the nerfed and removed guns ala the thermal rifles. As far as I know, they've added in most of the shit you'd find in a hacker crate, although I have yet to stumble across any outside of tents/bases. Luckily the clan bases are ridiculously easy to find and there's a decent chance of picking up even 50 cal rifles from NPC's.

Wouldn't know about the PKP though, I've never played origins and never used that weapon in game before. The DMR seems to me a very skill-dependent rifle, and one that works best if you have a firm grasp on its ranging and milldot system, but the rate of fire along makes it very attractive. Then again, you probably already knew that.

I will say that AS50's are fairly common, but most of the people you'll find carrying them can't shoot for shit. Like, missing 300 meter stationary shots multiple times. All my sniper deaths to date have come from DMR shots at 400 meters or less on epoch servers. Pretty sure the thermal rifles will be removed again after the server updates to the new DayZ and epoch patches.

For those of you considering a return, I submit to you this as evidence. Start at 11:33.

http://www.youtube.com/watch?v=87YIH...ailpage#t=693sbecause I'm too much of a fucktard to bother with embedding.
 

Pizoi

Golden Squire
317
22
Big DayZ patch coming out on Monday, lots of great changes and fixes coming. Sadly it'll probably be a while before the likes of Origins/BP/Taviana/etc see the changes since they use their own modified DayZ files.

Changelog:

[NEW] - Removed annoying "re-arm" option from actions menu.
[NEW] - Models and textures for mutton.
[NEW] - Separate meat for goats, same blood regen as mutton.
[NEW] - Can now combine magazines.
[NEW] - Added new loot & loot table for church.
[NEW] - Added new food and drink items (only found in supermarkets).
[NEW] - Added model for a dropped map and watch.
[NEW] - Weapon MakarovSD (Military and Military Special).
[NEW] - Weapon RPK_74 (Mi8 Helicrash).
[NEW] - Vehicle damage displayed in percent (With a Toolbox).
[NEW] - 5L Fuel can takes 1 inv slot.http://i.imgur.com/V9RYvOw.jpg
[NEW] - Added auth retry system to make sure clients are auth'ed before they spawn (should stop seagull issue).
[NEW] - Added force end mission for players joining with wrong version/failed auth. (Will replace timeout later).
[NEW] - Mi8 crash site model.
[NEW] - 2 New background tracks.
[NEW] - 6 New "Viral" zeds - They are harder to kill, they do more damage, and they have a higher chance of causing an infection... be afraid. (Headshot will kill in one shot)http://i.imgur.com/73zZlRC.jpg
[NEW] - Added optional watermark for servername (Server admins can choose to enable/disable. (See Mission prerequisites)). Shows servername in the bottom right of screen max 6 letters.
[NEW] - "Sleep" at tents changed to "Rest".
[NEW] - Remote exec security. Should prevent all major RE exploits
[NEW] - Clear Ground around loot at crash sites added but disabled by default, server admins can enable. Adds a small circle around each loot pilehttp://i.imgur.com/uVDfGym.jpg
[NEW] - Vehicles and tents now report free gear slots. Example: Old Camping Tent (weapons/others/backpacks).
[NEW] - Weapons spawns now have a chance to spawn with 0 mags up to a max of 2.
[NEW] - Melee weapons can now be dropped and picked up using the normal a2 system. (This means you can now store in backpack and tents, without swapping to toolbelt) No need to take itemslots.
[NEW] - New starting gear added. Guaranteed Start Items: ("ItemBandage","HandRoadFlare") + 1 RandomStartItem: ("ItemBandage","ItemPainkiller").
[NEW] - Servers date has been locked to give full moon nights.
[NEW] - Zeds hitting through Walls/Buildings should now be fixed.
[NEW] - Main menu Intro.
[NEW] - 2 new stash sites. (tools required = Etool or Shovel. Items required = 1 sandbag for small, 2 sandbags for medium)http://i.imgur.com/b9cRA2i.jpghttp://i.imgur.com/FkHR6xX.jpg
Small Stash = 12 object slots, 0 Weapon, 0 bags.
Medium Stash = 25 object slots, 1 Weapon, 0 bags.
[NEW] - Infected survivor camps. Three types (small).http://i.imgur.com/hfMEent.jpg
[NEW] - FPS Monitor this will dynamicly change how/total amount of zeds/loot/trash is spawning to keep the players base fps up.
[NEW] - 1 New Melee weapon (Baseball Bat).
[NEW] - Wild Spawning of zeds has been redone and readded.
[NEW] - Zed Spawning fully updated to spawn outside the players field of view. (Excludes Infected camps, due to trigger zones being tested).
[NEW] - Zeds can now tackle players to the ground when attacked.
[NEW] - Epeen UI has now been updated and renamed journal.http://i.imgur.com/yae2uWu.jpghttp://i.imgur.com/tyEEbO5.jpg
[NEW] - Blood from food and transfusions will now generate over time (no longer instant).
[NEW] - All food types now have a diminishing effect so the more you try and eat at once, the less blood you will get in return.
[NEW] - Blood UI updated to indicate the player's blood loss / gain rate and will also indicate when you're sick (infected).
[NEW] - Bloodbags will no longer transfer 12000 blood instantly, it's now done over 12 seconds (1000 blood per second). If the medic breaks away from the transfusion animation or the recipient moves out of range, the transfer stops and the remaining amount is lost along with the bloodbag in use.
[FIXED] - Vehicle repair should now work correctly.
[FIXED] - Humanity skin change can now change during gameplay in all directions. (No longer have to die/logout to change from hero to normal to bandit and vice versa)
[FIXED] - StudyBody should now work. (Describing wounds accurately)
[FIXED] - Crashsite loot should now spawn correctly for all types of Crash model.
[FIXED] - Hero Skin teleport issue.
[FIXED] - BAF Bags so they don't set on fire. :) (no moaning it was a bug)
[FIXED] - Updated timeout timer from 40 secs to 60 secs, Should allow lower end systems to keep up. (Something went wrong, please disconnect and try again!)
[FIXED] - Zeds spawning underground.
[FIXED] - Loot spawning underground.
[FIXED] - Melee weapons having no ammo on login/skin change. (Open close gear menu will always reset ammo count to 10000)
[FIXED] - Loot Spawns have now been fully resolved. Buildings are now tagged and will not spawn any new loot for 15 minutes.
[FIXED] - Loot Cleanup has now been fully resolved. Old loot piles will now be cleaned every 60 minutes and no players within 250 meters (WIP). (Server performance boost)
[FIXED] - Gear menu exploit to force respawn.
[FIXED] - Optimized some destruction effects for security and performance.
[FIXED] - Unconscious damage scale to only happen if hit by zeds. (reduces damage while unconscious)
[FIXED] - Dayz Date/Time public var will now end mission on failed attempt.
[FIXED] - Can no longer break legs by anything other than players/zeds/falling/getting out of moving vehicle.
[FIXED] - A lot of dupeing issues should now be resolved.
[FIXED] - Most wallhack exploits should now be resolved.
[FIXED] - M107 & AS50 Lock on system removed.
[UPDATED] - Zed sight limited to 100 meters.
[UPDATED] - Updated rabbit to drop 2 raw food items. Lowered hp gain to Raw - 200 each / Cooked - 1000 each.
[UPDATED] - Updated chicken - hp gain. Raw - 200 each / Cooked - 1000 each.
[UPDATED] - Moved anti teleport system to mission. Server admins can choose to enable/disable. (See prerequisites)
[UPDATED] - ALL loot table weights have been updated.
[UPDATED] - ALL loot table weights have been rebalanced.
[UPDATED] - Updated Czech, German, Spanish, French and Russian stringtable.
[UPDATED] - Mac and 1911 Pistol dmg updated.
[UPDATED] - CrashSite Loot should now represent each type of model more. (("MilitaryWEST","HeliCrashWEST") Two new crash site loot tables)
[UPDATED] - Re-added the "save" option to tents and vehicles. This is a fail-safe option, not required. (Due to a small amount of servers reporting issues with tents saving. With no info for us to recreate we re-added this option to save tents/vehicles)
[UPDATED] - Zed generate system. has now been fully rewrote should stop zeds spawning in view of players then being deleted.
[UPDATED] -** Zeds overall dmg has been updated per hit/per zed (Old Type: Max possible dmg = body 600, Legs 100, Hands 50, Head 1200 New Type: Body 1200, Head 2400)**
[UPDATED] - Bleed from zed attacks will now only happen if the initial dmg is above 0.7 or the zed gives a head shot. (should reduce the amount of bandages needed)
[UPDATED] - Zeds knocking players unconscious now has a 50/50 chance if damage multiplier is above > 0.8
[UPDATED] - When unconscious all damage is reduced to 50 blood for each hit zeds do no matter the part they hit. (Should allow some survivability)
[UPDATED] - Zeds sight and sound chance has been re-added so there is a chance they can ignore you.
[UPDATED] - Sight and sound rebalanced to make them a little more even from movement.
[UPDATED] - Call extension calls for vehicle damage.
[UPDATED] - Zeds will no longer spawn for air vehicles.
[UPDATED] - Hunters loot table adjusted with more weapons.
[UPDATED] - SQL files working on Linux.
[UPDATED] - Add crawl animation damage. Players will now take dmg from crawling zeds.
[UPDATED] - Updated zed speed to default.
[UPDATED] - Melee systems updated.
[UPDATED] - M107 lowered chance in loot tables.
[UPDATED] - AS50 lowered chance in loot tables.
[UPDATED] - Old Bandit skin for male characters.
[UPDATED] - Lowered action sound for refuel from 10 meters to 5.
[UPDATED] - Lowered Direct comms action sound.
[UPDATED] - Vehicle damage syncs updated to reduce call extension spam.
[UPDATED] - Lowered Transfusion infection rate.
[UPDATED] - Quiver acts as a quiver, you now have to take an arrow out of the quiver.
[UPDATED] - You can now only have 1 useable quiver in your main inventory and unlimited in your backpack.
[UPDATED] - Melee range has been updated.
[UPDATED] - HMMWV Cargo updated. (10 weapons, 50 slots and 2 backpack)
[UPDATED] - AH6 & MH6 Cargo updated. (AH6 3 weapons, 30 slots and 2 backpacks) (MH6J 3 weapons, 20 slots and 3 backpacks)
[UPDATED] - Fire Places will no longer act as storage systems.
[UPDATED] - Fireplace can now only be lit once without adding new wood inside the fireplace.
[UPDATED] - Fireplace can no longer be picked up after lighting.
[UPDATED] - Vehicles speeds HMMWV, PBX and UAZ - Faster / ATV's - Slower
[UPDATED] - Tanktraps, sandbags and razor-wires won't spawn in buildings. Tents will always spawn in a safe place.
[UPDATED] - Up to +/-2000 Humanity gain/loss according to "humanKills" counter from killed character.
[UPDATED] - Refuel now locks the player in place for the time to fill.
[UPDATED] - More lootable buildings (Iron barn, car wrecks, several non enterable buildings...)
[UPDATED] - 2 Chopper crash sites spawn on server start + 2-3 infected Camps.
[UPDATED] - Sickness(Infection) can now cause death.
[REMOVED] - Removed M107 and AS50(Banned) from all loot tables and removed all damage from bullets so they do 0 damage even if spawned in. (This means that the m107 + AS50 are still in the game)
 
W

Wrathcaster

Big DayZ patch coming out on Monday, lots of great changes and fixes coming. Sadly it'll probably be a while before the likes of Origins/BP/Taviana/etc see the changes since they use their own modified DayZ files.

Changelog:

[NEW] - Removed annoying "re-arm" option from actions menu.
[NEW] - Models and textures for mutton.
[NEW] - Separate meat for goats, same blood regen as mutton.
[NEW] - Can now combine magazines.
[NEW] - Added new loot & loot table for church.
[NEW] - Added new food and drink items (only found in supermarkets).
[NEW] - Added model for a dropped map and watch.
[NEW] - Weapon MakarovSD (Military and Military Special).
[NEW] - Weapon RPK_74 (Mi8 Helicrash).
[NEW] - Vehicle damage displayed in percent (With a Toolbox).
[NEW] - 5L Fuel can takes 1 inv slot.http://i.imgur.com/V9RYvOw.jpg
[NEW] - Added auth retry system to make sure clients are auth'ed before they spawn (should stop seagull issue).
[NEW] - Added force end mission for players joining with wrong version/failed auth. (Will replace timeout later).
[NEW] - Mi8 crash site model.
[NEW] - 2 New background tracks.
[NEW] - 6 New "Viral" zeds - They are harder to kill, they do more damage, and they have a higher chance of causing an infection... be afraid. (Headshot will kill in one shot)http://i.imgur.com/73zZlRC.jpg
[NEW] - Added optional watermark for servername (Server admins can choose to enable/disable. (See Mission prerequisites)). Shows servername in the bottom right of screen max 6 letters.
[NEW] - "Sleep" at tents changed to "Rest".
[NEW] - Remote exec security. Should prevent all major RE exploits
[NEW] - Clear Ground around loot at crash sites added but disabled by default, server admins can enable. Adds a small circle around each loot pilehttp://i.imgur.com/uVDfGym.jpg
[NEW] - Vehicles and tents now report free gear slots. Example: Old Camping Tent (weapons/others/backpacks).
[NEW] - Weapons spawns now have a chance to spawn with 0 mags up to a max of 2.
[NEW] - Melee weapons can now be dropped and picked up using the normal a2 system. (This means you can now store in backpack and tents, without swapping to toolbelt) No need to take itemslots.
[NEW] - New starting gear added. Guaranteed Start Items: ("ItemBandage","HandRoadFlare") + 1 RandomStartItem: ("ItemBandage","ItemPainkiller").
[NEW] - Servers date has been locked to give full moon nights.
[NEW] - Zeds hitting through Walls/Buildings should now be fixed.
[NEW] - Main menu Intro.
[NEW] - 2 new stash sites. (tools required = Etool or Shovel. Items required = 1 sandbag for small, 2 sandbags for medium)http://i.imgur.com/b9cRA2i.jpghttp://i.imgur.com/FkHR6xX.jpg
Small Stash = 12 object slots, 0 Weapon, 0 bags.
Medium Stash = 25 object slots, 1 Weapon, 0 bags.
[NEW] - Infected survivor camps. Three types (small).http://i.imgur.com/hfMEent.jpg
[NEW] - FPS Monitor this will dynamicly change how/total amount of zeds/loot/trash is spawning to keep the players base fps up.
[NEW] - 1 New Melee weapon (Baseball Bat).
[NEW] - Wild Spawning of zeds has been redone and readded.
[NEW] - Zed Spawning fully updated to spawn outside the players field of view. (Excludes Infected camps, due to trigger zones being tested).
[NEW] - Zeds can now tackle players to the ground when attacked.
[NEW] - Epeen UI has now been updated and renamed journal.http://i.imgur.com/yae2uWu.jpghttp://i.imgur.com/tyEEbO5.jpg
[NEW] - Blood from food and transfusions will now generate over time (no longer instant).
[NEW] - All food types now have a diminishing effect so the more you try and eat at once, the less blood you will get in return.
[NEW] - Blood UI updated to indicate the player's blood loss / gain rate and will also indicate when you're sick (infected).
[NEW] - Bloodbags will no longer transfer 12000 blood instantly, it's now done over 12 seconds (1000 blood per second). If the medic breaks away from the transfusion animation or the recipient moves out of range, the transfer stops and the remaining amount is lost along with the bloodbag in use.
[FIXED] - Vehicle repair should now work correctly.
[FIXED] - Humanity skin change can now change during gameplay in all directions. (No longer have to die/logout to change from hero to normal to bandit and vice versa)
[FIXED] - StudyBody should now work. (Describing wounds accurately)
[FIXED] - Crashsite loot should now spawn correctly for all types of Crash model.
[FIXED] - Hero Skin teleport issue.
[FIXED] - BAF Bags so they don't set on fire. :) (no moaning it was a bug)
[FIXED] - Updated timeout timer from 40 secs to 60 secs, Should allow lower end systems to keep up. (Something went wrong, please disconnect and try again!)
[FIXED] - Zeds spawning underground.
[FIXED] - Loot spawning underground.
[FIXED] - Melee weapons having no ammo on login/skin change. (Open close gear menu will always reset ammo count to 10000)
[FIXED] - Loot Spawns have now been fully resolved. Buildings are now tagged and will not spawn any new loot for 15 minutes.
[FIXED] - Loot Cleanup has now been fully resolved. Old loot piles will now be cleaned every 60 minutes and no players within 250 meters (WIP). (Server performance boost)
[FIXED] - Gear menu exploit to force respawn.
[FIXED] - Optimized some destruction effects for security and performance.
[FIXED] - Unconscious damage scale to only happen if hit by zeds. (reduces damage while unconscious)
[FIXED] - Dayz Date/Time public var will now end mission on failed attempt.
[FIXED] - Can no longer break legs by anything other than players/zeds/falling/getting out of moving vehicle.
[FIXED] - A lot of dupeing issues should now be resolved.
[FIXED] - Most wallhack exploits should now be resolved.
[FIXED] - M107 & AS50 Lock on system removed.
[UPDATED] - Zed sight limited to 100 meters.
[UPDATED] - Updated rabbit to drop 2 raw food items. Lowered hp gain to Raw - 200 each / Cooked - 1000 each.
[UPDATED] - Updated chicken - hp gain. Raw - 200 each / Cooked - 1000 each.
[UPDATED] - Moved anti teleport system to mission. Server admins can choose to enable/disable. (See prerequisites)
[UPDATED] - ALL loot table weights have been updated.
[UPDATED] - ALL loot table weights have been rebalanced.
[UPDATED] - Updated Czech, German, Spanish, French and Russian stringtable.
[UPDATED] - Mac and 1911 Pistol dmg updated.
[UPDATED] - CrashSite Loot should now represent each type of model more. (("MilitaryWEST","HeliCrashWEST") Two new crash site loot tables)
[UPDATED] - Re-added the "save" option to tents and vehicles. This is a fail-safe option, not required. (Due to a small amount of servers reporting issues with tents saving. With no info for us to recreate we re-added this option to save tents/vehicles)
[UPDATED] - Zed generate system. has now been fully rewrote should stop zeds spawning in view of players then being deleted.
[UPDATED] -** Zeds overall dmg has been updated per hit/per zed (Old Type: Max possible dmg = body 600, Legs 100, Hands 50, Head 1200 New Type: Body 1200, Head 2400)**
[UPDATED] - Bleed from zed attacks will now only happen if the initial dmg is above 0.7 or the zed gives a head shot. (should reduce the amount of bandages needed)
[UPDATED] - Zeds knocking players unconscious now has a 50/50 chance if damage multiplier is above > 0.8
[UPDATED] - When unconscious all damage is reduced to 50 blood for each hit zeds do no matter the part they hit. (Should allow some survivability)
[UPDATED] - Zeds sight and sound chance has been re-added so there is a chance they can ignore you.
[UPDATED] - Sight and sound rebalanced to make them a little more even from movement.
[UPDATED] - Call extension calls for vehicle damage.
[UPDATED] - Zeds will no longer spawn for air vehicles.
[UPDATED] - Hunters loot table adjusted with more weapons.
[UPDATED] - SQL files working on Linux.
[UPDATED] - Add crawl animation damage. Players will now take dmg from crawling zeds.
[UPDATED] - Updated zed speed to default.
[UPDATED] - Melee systems updated.
[UPDATED] - M107 lowered chance in loot tables.
[UPDATED] - AS50 lowered chance in loot tables.
[UPDATED] - Old Bandit skin for male characters.
[UPDATED] - Lowered action sound for refuel from 10 meters to 5.
[UPDATED] - Lowered Direct comms action sound.
[UPDATED] - Vehicle damage syncs updated to reduce call extension spam.
[UPDATED] - Lowered Transfusion infection rate.
[UPDATED] - Quiver acts as a quiver, you now have to take an arrow out of the quiver.
[UPDATED] - You can now only have 1 useable quiver in your main inventory and unlimited in your backpack.
[UPDATED] - Melee range has been updated.
[UPDATED] - HMMWV Cargo updated. (10 weapons, 50 slots and 2 backpack)
[UPDATED] - AH6 & MH6 Cargo updated. (AH6 3 weapons, 30 slots and 2 backpacks) (MH6J 3 weapons, 20 slots and 3 backpacks)
[UPDATED] - Fire Places will no longer act as storage systems.
[UPDATED] - Fireplace can now only be lit once without adding new wood inside the fireplace.
[UPDATED] - Fireplace can no longer be picked up after lighting.
[UPDATED] - Vehicles speeds HMMWV, PBX and UAZ - Faster / ATV's - Slower
[UPDATED] - Tanktraps, sandbags and razor-wires won't spawn in buildings. Tents will always spawn in a safe place.
[UPDATED] - Up to +/-2000 Humanity gain/loss according to "humanKills" counter from killed character.
[UPDATED] - Refuel now locks the player in place for the time to fill.
[UPDATED] - More lootable buildings (Iron barn, car wrecks, several non enterable buildings...)
[UPDATED] - 2 Chopper crash sites spawn on server start + 2-3 infected Camps.
[UPDATED] - Sickness(Infection) can now cause death.
[REMOVED] - Removed M107 and AS50(Banned) from all loot tables and removed all damage from bullets so they do 0 damage even if spawned in. (This means that the m107 + AS50 are still in the game)
What exactly are they talking about with the m107 and as50 removal? seems like they're trying to say they will no longer spawn but currently existing weapons will remain in and functional? and spawned in m107/as50 will do no damage?

nice to know the gigantic m107 stash i've got is going to finally pay off.

oh yeah, and Epoch already released a giant patch, just waiting for my home server to update. it's supposed to fix a ton of bugs and issues with NPC trading. Epoch is by far my favorite mod now, if for no other reason than being able to gear up off NPC's and buy amazing vehicles.
 

Pizoi

Golden Squire
317
22
Yes, all M107's and AS50's will stop spawning, and those that still exist or are spawned in by script kiddies will do 0 damage. I think it's a good change. A zombie survival mod doesn't need anti-material rifles, just like it didn't need the L85 and its IR scope.
 

Azziane_sl

shitlord
541
1
Anyone ever seen a server with monthly or semi-annual or w/e database/gear wipes? I don't know if I would like to see that done across all servers/hives but I sure would enjoy playing on a clean server once in a while.

At this point anyone in a decent clan or well hidden camp is basically getting insta re-geared after death. I like the scavenging part of DayZ best of all, even though I do spend a ton of time trying to hide stashes everywhere so I don't have to spend hours looking for a freaking toolbox. Bit ambivalent on the issue.
 

Adebisi

Clump of Cells
<Silver Donator>
27,713
32,825
Is Epoch a mod on top of the DayZ mod? Do you need a special patch or launcher?
 
W

Wrathcaster

Is Epoch a mod on top of the DayZ mod? Do you need a special patch or launcher?
Epoch is a mod of the vanilla DayZ Chernarus map with a ton of additions. You need to download/install it through DayZ Commander.

DayZ Commander. Google it if you don't use it already. Use it. It'll give you a central location to download all the patches for Arma, DayZ, and every mod/mod patches you'd ever need. It also provides you with a tool to roll back to older versions of mods or DayZ code without having to fuck with installers or anything, which is very helpful since servers are all over the place as far as the version they run, especially for patches. Epoch, currently, is something like a 200mb download through DayZ Commander, and most servers are running the version before the latest patch. You can access all this through the install/update feature in DayZ Commander at the top of the window, and after clicking "install" next to DayZ Epoch (or whatever other mod you want to run), you can then select from the drop down box whether you want to use the latest/older version. Commander pretty much does it all for you.

On another note, in settings there's an option to launch Arma2/DayZ through Steam. I would highly recommend you do not. You can still run Steam while playing DayZ (minus the Steam overlay ingame), and launching through Steam can cause all sorts of problems. Downloading via Steam is fine, that's what I did, but just make sure you launch through DayZ Commander, which simply runs the .exe in your Arma2 folder.

Not sure if you use DayZ Commander, but I'd really recommend it to avoid a litany of problems, and it provides very helpful tools like being able to copy/paste server IP's into a favorites list rather than having to refresh the 6000+ server list and look for the name of the server. For example, US Road Warriors Epoch Chernarus server is 192.31.185.212:3102.

Also, to anyone who hasn't played in a while, you'll occasionally (or frequently) get an error when joining in or respawning where after the loading screen you get a "Something went wrong please disconnect and try again" on a black background. Ignore it, 90% of people are getting that right now. All you have to do is hit Escape and then click on Continue in the menu that pops up. You'll have to wait a bit (minute or so at most) and you'll probably spawn in with no visuals in debug forest, but this is temporary. After a second your UI will appear and the game will run normally, placing you in your last location or spawn spot.

I know it sounds confusing, but it's really not difficult once you run DayZ Commander and join a few servers to get the hang of it.
 

Azziane_sl

shitlord
541
1
Epoch is a mod of the vanilla DayZ Chernarus map with a ton of additions. You need to download/install it through DayZ Commander.

DayZ Commander. Google it if you don't use it already. Use it. It'll give you a central location to download all the patches for Arma, DayZ, and every mod/mod patches you'd ever need. It also provides you with a tool to roll back to older versions of mods or DayZ code without having to fuck with installers or anything, which is very helpful since servers are all over the place as far as the version they run, especially for patches. Epoch, currently, is something like a 200mb download through DayZ Commander, and most servers are running the version before the latest patch. You can access all this through the install/update feature in DayZ Commander at the top of the window, and after clicking "install" next to DayZ Epoch (or whatever other mod you want to run), you can then select from the drop down box whether you want to use the latest/older version. Commander pretty much does it all for you.

On another note, in settings there's an option to launch Arma2/DayZ through Steam. I would highly recommend you do not. You can still run Steam while playing DayZ (minus the Steam overlay ingame), and launching through Steam can cause all sorts of problems. Downloading via Steam is fine, that's what I did, but just make sure you launch through DayZ Commander, which simply runs the .exe in your Arma2 folder.

Not sure if you use DayZ Commander, but I'd really recommend it to avoid a litany of problems, and it provides very helpful tools like being able to copy/paste server IP's into a favorites list rather than having to refresh the 6000+ server list and look for the name of the server. For example, US Road Warriors Epoch Chernarus server is 192.31.185.212:3102.

Also, to anyone who hasn't played in a while, you'll occasionally (or frequently) get an error when joining in or respawning where after the loading screen you get a "Something went wrong please disconnect and try again" on a black background. Ignore it, 90% of people are getting that right now. All you have to do is hit Escape and then click on Continue in the menu that pops up. You'll have to wait a bit (minute or so at most) and you'll probably spawn in with no visuals in debug forest, but this is temporary. After a second your UI will appear and the game will run normally, placing you in your last location or spawn spot.

I know it sounds confusing, but it's really not difficult once you run DayZ Commander and join a few servers to get the hang of it.
Can you provide an overview / more detailed review of what epoch is? I've read their official description. But I am playing the Origins mod right now and it really does not play the way it is described. If you've played Epoch a bit I'd like to hear how it actually plays.

Also about commander - do install it. It makes life so fucking much easier - steam or no steam. Watch out for the "too many connections to refresh server list, gonna crash your router in 3, 2, 1....". Go to settings and reduce the max number of connections to 10 or so. I see no difference, but my router doesn't crash anymore.
 

Azziane_sl

shitlord
541
1


It's a series of 5-6 videos. The one embeded above is plain DayZ fun in Epoch.

The rest of the series is also a good overview of what Epoch plays like I think. The mod seems (have yet to play it) better than Origins on several points. Below are my thoughts on Origins. I am still playing it and even though I am highlighting what I think is wrong with it I still like the mod a lot. And it is still DayZ - so it's better than most things.

I have played a lot of Origins and like I mentioned before, from the description, it looked really cool. And it is, in fact, a well made mod and playing it is still enough like playing DayZ that it is a lot of fun. But it really does not play the way it is described. The end game loot "raiding", the player built camps, the morality system don't really achieve what I thought it would.

The "end game" island, for example, sounded like a good PvP centered, competitive and accessible activity. The way it actually plays though is that the top clan(s) of any server "camps" the server reset (which is when loot spawns), rushes it with helos, and swipes everything that has any value. Most of these guys must be sitting on stashes of dozens of NVGs. The loot there is static and not well distributed. You have 5 loot piles (in Urals). 3 of them contains 2 NVG each after any server restart for example. Whoever gets there first also gets a huge leg up at locking down the place. Landing anywhere near the Urals with both players and the AI firing is a big gamble.
The AI itself is not that big of a challenge. It's also mostly a gamble. They take a long time to fire once they notice you. They miss a lot if you move a lot. But then you might get one-shot through a wall while running or combat rolling.

I think I like the model of spreading out end-game gear on the map more - like vanilla DayZ does. Stary camp + airfields - that's 3 good locations you can get BiS gear. Multiple locations means the elite clans still have to work at locking the places down.

Origins also has no incentive to hero. The concept of "either die a hero or live long enough to become a bandit" is not a bad one. I've enjoyed every minute of the 200 hours I have lived by that rule. But I'd like to see a mod that gives a reason to sometimes take a risk and talk to people.

Building camps also sounded like a great feature. Grind a bit of mats, take risks going to quarries for stone, steal mats from players etc. I think many have been asking for player made cities since DayZ came out. The problem with Origins is that once you have a locked house there is no interaction with it and the rest of the world any more. It is locked and that's that. You can be in a clan with 20 of your wardog friends and see a town with a dozen houses and there is nothing to do about it. You can't raid it. The AI can't raid it. All you can do is camp your ass there and hope for someone to log on, open the door and shoot them in the doorway.

Between houses and the island the game becomes very segregated. Player interaction exists less because of it. And when it does happen it is not improved on vanilla DayZ.

I think I will give Epoch a shot. The "bandit cannot use traders" feature might work toward fixing that issue for me. If you've played Epoch I would like to know if you noticed players risking more interaction than in regular DayZ or not.
 
W

Wrathcaster



I think I will give Epoch a shot. The "bandit cannot use traders" feature might work toward fixing that issue for me. If you've played Epoch I would like to know if you noticed players risking more interaction than in regular DayZ or not.
Be forewarned. It is VERY difficult to up your humanity after player kills. It of course does not reset after death and doesn't reset after server resets. I'm up to something like -150,000 at the moment which pretty much means I'll never be able to use the traders until something changes dramatically. The humanity system absolutely does not work as intended and it's more of a problem with DayZ- the people who are truly bandits most of the time aren't technically bandits according to the server, so the asshole survivor who one shots you or kills on sight everyone on the server ends up giving -humanity if you end up bumping the dude off.

That leaves blood bags and morphine/painkillers as the only way to increase humanity, as well as the average bandit kill but almost all my kills end up decreasing my humanity no matter the situation. There's just way more survivors out there than bandits. Heroes are damn near nonexistent.

Maybe I can reset my humanity by exploiting blood bags by shooting my friend and continually bloodbagging him, or shooting him since he has insanely low humanity as well, but it'll take forever and won't solve the critical issue. Honestly, if you're playing solo you're better off just ambushing someone at a trader camp after they buy a vehicle and stealing it before they have a chance to lock it. You can grab it before them and lock it yourself once they're out of the way.
 
W

Wrathcaster

http://youtu.be/7DhZIe6-9v4

New 10 Minute preview of DayZ Standalone featuring some of the new animations, crafting system, clothing/inventory system, and GREEN HOUSES ARE ENTERABLE NOW OMFG!

Unfortunately, it really doesn't show much else and the fact that they're using a single player build to show off, and that the game bugs out and has to be restarted mid demo makes me very nervous. IMO there's no way they're gonna make the previously stated deadline of public alpha before the end of June. I don't even know if they'll be able to finish Standalone by the time Christmas rolls around- the new serverside architecture is apparently causing a litany of problems, including extreme lag and the interrelated issue of all the zombies being spawned server side in the thousands is causing framerates to drop to 10 or less, optimistically.

Still, Rocket has a small team and has only been working on a standalone version with massive technical changes for only a year, and has shown remarkable discipline in resisting pressure to release the standalone early and unfinished, especially when WarZ was rolling out (and before people knew what an abysmal shitstain scam disaster it was). I just hope the challenges don't prove to be too much for him and his, and the fact that it's not just a mod anymore with a lot more riding on it doesn't compromise the project.

On a side note, you can actually strip your character down to his/her skivvies in the standalone, meaning my extreme desire to run near nude through the streets of Elektro with a SAW and hand grenades can finally be realized. I cannot express the joy I feel at this prospect, and the gaming excellence such a feature may offer.
 

DMK_sl

shitlord
1,600
0
I *believe* the PKP is in epoch, but not 100% as I haven't found one yet. Apparently everything is in, even the nerfed and removed guns ala the thermal rifles. As far as I know, they've added in most of the shit you'd find in a hacker crate, although I have yet to stumble across any outside of tents/bases. Luckily the clan bases are ridiculously easy to find and there's a decent chance of picking up even 50 cal rifles from NPC's.

Wouldn't know about the PKP though, I've never played origins and never used that weapon in game before. The DMR seems to me a very skill-dependent rifle, and one that works best if you have a firm grasp on its ranging and milldot system, but the rate of fire along makes it very attractive. Then again, you probably already knew that.

I will say that AS50's are fairly common, but most of the people you'll find carrying them can't shoot for shit. Like, missing 300 meter stationary shots multiple times. All my sniper deaths to date have come from DMR shots at 400 meters or less on epoch servers. Pretty sure the thermal rifles will be removed again after the server updates to the new DayZ and epoch patches.

For those of you considering a return, I submit to you this as evidence. Start at 11:33.

http://www.youtube.com/watch?v=87YIH...ailpage#t=693sbecause I'm too much of a fucktard to bother with embedding.
Holy fuck. ahahahahhahaaha
 

Azziane_sl

shitlord
541
1
Slow zombies inside + massive horde aggro from gun fire was really fun in Early DayZ. I understand they want to make Zs more of a threat (and slow speed indoor = easy mode). But making them fast indoor is not a good solution. Especially if they zig zag and bug out as much as they do in DayZ. More hordes and less ammo, I say!