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Everything posted by [email protected]

  1. +1 good idea mate. I think the ACE backpack system would be better, but this will be good enough for me ;)
  2. This would make more since then "smoke grenades" you could just use white noise or feed back by turning to of them on and close proxy of each other. Are you just posting idea's that got deleted?
  3. I would like this feature, could add a bounty hunting situation, and use the ID as proof that, that player is in fact DEAD.
  4. +1 gun jamming -1 ammo quality It would be really complicated to add different types of ammo. I believe there is more impotent things to do.
  5. one of the reasons I want it to be on the back, is cause it makes them a bigger target, Risk=Rewards Like how Mg42 gunners in ww2 where main targets for Allied forces
  6. scoffield77@gmail.com

    Infected infants

    it's a pretty neat concept, a little disturbing through but isn't out of the realm of possibilities. They should add the wall monsters that where in Zelda that would be one scary effen thing to run in to ;)
  7. I suggested, Heavy mist, Mid-Infected walkers, and another idea that would greatly increase the fear factor in the game. see. http://dayzmod.com/forum/showthread.php?tid=9818
  8. They don't HAVE to play together with this this. I'm not forcing you to use a generator, or a backpack, or link up with each other. I'm giving you a choice, to carry big objects that powers lights, or brings a friend back alive or carry a backpack to increase your inv space. HELL if you want to, you can just drop your backpack and free ball it. And playing with this implemented, would be exactly like it is now for lone wolfs. lol
  9. Bump Good Idea this will promote group play! It should take up the back pack slot and be a little less rare as the NVG's In my post i suggested portable generators that take up the backpack slot. This could cause having a backpack is promoting group play. Have 1 guy being a "Field Doctor" Another guy a "electrician" and then another that carries stuff in their backpack.
  10. scoffield77@gmail.com

    whirlybirds

    I agree, they should give the ability to move camps in to the forest, unlike it is now. Will make camps harder to find. maybe change the Huey to the An2 witch will take away from the Land and dust off Blitzkrieg tactics or make the Huey harder to repair. OR both, An2 as easy as the Huey is now to repair. and make the Huey harder to repair.
  11. I think STrategos is asking for distence to be a factor (witch I agree with) Decibel + distance vs. Smell + sight.
  12. Different mechanics. And I didn't want to post in that, and Have the blood idea get lost forever in a subsection of a post.
  13. http://www.armaholic.com/page.php?id=10419 < Horse riding mod You're welcome ;)
  14. Add my idea's to the OP if you really like them =)
  15. Smart! Now' date=' do [i']silenced weapons. Lol, that's funny. If this was in place, I think suppressed weapons would have to be fix. Due to the ability to use super sonic ammo in suppressed rifles, the bullet doesn't drop dramatically at 150m. In real life: Sub sonic ammo doesn't travel as far as super sonic ammo :P but.. Player A - - - - - - - - Zed Z - - Player B if the distance from Player A to Zed Z is grater then 10m then 0/100% If the distance is less the 10m 30/70% chance They would also have to greatly increase the rarity of suppressed guns Also the cross bow would be 0/100% chance no mater the distance, due to the beaver tail that you can put on the string to completely silence a bow shot.
  16. Pistol rounds will be low % of aggro 5.56/5.45 will be med % of aggro 7.62+ will be high % of aggro to clarify Player A - - - - - - - - Zed Z - - Player B Player A is armed with 9mm/.45 cal pistol . 25/75% chance Player A - - - - - - - - Zed Z - - Player B Player A armed with 5.56/5.45 rifle. 45/55% chance Player A - - - - - - - - Zed Z - - Player B Player A armed with 7.62+ rifle. 65/35% chance and if player A has a M107 ;) woo!
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