Forums Announcement
Read-Only Mode for Announcements & Changelogs
Dear Survivors, we'd like to inform you that this forum will transition to read-only mode. From now on, it will serve exclusively as a platform for official announcements and changelogs.
For all community discussions, debates, and engagement, we encourage you to join us on our social media platforms: Discord, Twitter/X, Facebook.
Thank you for being a valued part of our community. We look forward to connecting with you on our other channels!
Stay safe out there,
Your DayZ Team
-
Content Count
84 -
Joined
-
Last visited
Everything posted by murhis
-
Fully populated night servers / More NVGs
murhis replied to [email protected]'s topic in DayZ Mod Suggestions
-1 Rather remove them completely and I agree with Never that I would like to see more common civilian gear and less mil-grade. -
OT has a good point, but I must say I disagree with your claim that playing in a night time is more dangerous than playing on a day light server. First of all the possibility you will face somebody who actually has NVGs is very unlikely... and secondly if they are just for killing people they are located at the most common chokepoints. Like NW airfield is a death trap for sure. The map is over 200 sqkms big, so if you want to explore some less important places like NW airfield I guarantee your chances of survival are much greater in a night time server. Chemlights are very handy for night exploration, they are not illuminating much as flares, but their glow is only visible to 30 meter or so. Further away you are only able to see the small bright dot if it's not obstructed. Either way I agree with OT that NVG doesn't really belong to this game. They are giving too big comparative advantage. NVG users are basically gods in a night time server. Which actually leads to the chain of the events where the one who finds the NVGs will not play on other servers than on a night time server, because of this clear advantage mentioned before.
-
I hope that too. +1
-
-
There is a saying that when a bear have seen 1000 people only of them have seen the bear. Not to mention how many times bears have actually attacked a person? Wild bears are like ninjas, you dont see them. -1 sorry :(
-
Easy solution for every interchangeable magazines: http://www.dayzmod.com/forum/showthread.php?tid=23022
-
-
.45 ACP kills most of the time with 1 bullet. Especially when you hit the upper torso and never takes more than 2 bullets if you hit the torso. So in other words most of your bullets missed the target. Basically 7.62mm, .45 ACP and larger calibers kills with 1 and 5.56mm and smaller takes 2 or more. http://dayzwiki.com/wiki/index.php?title=Weapon_Comparison_Table You can try these in gunrange map.
-
OR you could just prevent to spawn/log off at close proximity of the loot spot and DCers would spawn from the last position where they were before they entered to a close proximity of the loot spot.
-
-
I really doubt you would be able to do a blood transfusion by yourself unless you are really practiced with the medical equipment. Besides it's good to have some incentives for co-op benefit. Though I agree the current blood system could be a different. But infact I certainly wouldn't hope either for "easier" health regeneration. Infact in my opinion you should only gain blood slowly back or by doing a blood transfusion. Like if you lose a lot of blood you could log off till you get the blood pack. That's a fair price for getting your blood pack. Think about it for a while how retarded it would be if you would have like 10 (self administered) bloodpacks in your backbag and everyone of them would give you all of your blood back in a second or two? So basically it could go like this... You get shot by 5.56mm in your chest. That caliber will not kill you with 1 bullet, so you take a cover and bandage and give blood to yourself... Voila you are back to 12000 blood. That would be just retarded. It's much more better that you actually need to occupy some other guy to give you a medical attention. OK you could survive from that by yourself... but you surely shouldn't be back in normal condition in second or two. No please no medipacks to DayZ...
-
*bump* sorz :cool: Thoughts?
-
I don't really know if this would fix this "immortality". Because ok if you can't join to the server and reclaim your stuff, but your buddies are surely able to grab your stuff to somewhere. Besides you are never "immortal". I'm personally moving in a group and yes most of the time we have survived and even if we have died, some of us have managed to reclaim the gear from the dead bodies. Except one day all of us got wiped out and it happened like a lighting from a clear sky. It was my 29th day and 66 hours+ of game time when that happened(figured out that I end up to top survivor list). Also I wouldn't say that reclaiming bodies is so effortless like the OT is saying. Ok if you have a car it doesn't take that long, but what will happen if this car will go on a crash course with a hostile survivor with an assault rifle? Shit will hit the fan will happen. That false feeling of security will kill you eventually trust me. Also I like to say for those who are moaning about pvp and saying that there's no reason to teamwork it's completely bullshit. The more numbers you have and the more organized you are the better you survive / gain better loot. Very simple math.
-
Dynamic loot drop rates dependent on Humanity
murhis replied to Sonblade (DayZ)'s topic in DayZ Mod Suggestions
In other words play as easy mode or hard mode... That's just plain stupid. Besides you don't have to kill for food. There are forests full of game and ponds full of water... There is not really any "bandit issue" in the first place. It's just an issue in the peoples head who are shocked about the fact that they could get shot because of no good reason. Long as there is possibility to shoot others this will happen and some artifiicial punishments for doing so doesn't really solve the problem... Because first of all you never could know the motive for the murder and comon where you draw a line? Killing once a day is ok? once a week? ... IT JUST WOULDN'T WORK. When PvP exists and there is no fixed factions to fight against each other you can get shot and it's completely irrelevant why you got shot. That's the price of the trust. -
Dynamic loot drop rates dependent on Humanity
murhis replied to Sonblade (DayZ)'s topic in DayZ Mod Suggestions
You could have just wrote "*UCK YOU BANDITS!"... These punish the bad guys and give goodies for the good guys suggestions are really getting old. Please stop. -
Well I'd rather see some Takistani or NAPA guerrilla clothes than bringing back the german KSK commando units clothing aka. the "bandit skin". Like this or this
-
Hatchets takes shitload of space in 1.7.1.4
murhis replied to patem's topic in DayZ Mod General Discussion
Yep no hatchet... plus we couldn't even use them. Everytime we tried to "take" them or move them from backbag to primary weapon slot it disappeared. We have gdamn 33 raw meats waiting for cooking... :dodgy: Though OT who is actually playing in our group managed to get one of those working. Too bad when he logged off we couldn't get another one working. Back to the topic. I really don't think this is really balanced either making any sense for melee weapon to take such an enormous amount of slots. That is equal amount of slots which M249 requires. Though at other hand wheels, engine parts or even helicopter rotor taking less space. So please some consistency with those slot requirements. Hatchet is just a melee weapon which you wouldn't want to use unless it is absolutely must or you want to chop other player in half like a bawz. It is definately not that effective like somebody has suggested. Besides when we are speaking about those slot requirements, how much it makes sense when a pile of wood taking 5 times less space than a hatchet? Also like somebody already mentioned you dont have to stuff axe or your weapons in your backbag. You can attach them with slings and strings. I dunno about the engine limitations, but why hatchets could not work like flares? Like pressing "F" to use it. It would be much better for usability. -
First of all I don't think it's very genuine to hide dead bodies in a second or two. Especially when you don't have a shovel. Secondly it's just a lame feature for those who want to kill just for shit and giggles and then hiding the bodies with all of the precious stuff they might possess(haha I didn't had the room for that gear, but I hid them so nobody else can't get them either). The most ironic thing is you can actually hear the flys flying under the ground, but you can't access the gear of the body under the ground. I actually figured out this(hearing flys) today when we tried to reclaim our bodies possible leftovers and it was indeed a really ironic find to figure out this after the hour or so hiking from the coast. IMO the whole feature should be removed or you should at least need to do some effort for it. Like A) finding a shovel for it and B) digging the hole and burying the body there => which should require more time than 1 second. But even then I'd think you should be still able to dig the body out from there afterwards. Though it would be just easier to remove the whole function and I doubt many would miss it. Sorry for a little personal frustration in between the lines, but I hope you got the point. Discuss, dig, hate... :D PS. day 29 R.I.P :(
-
The point isn't whether you are supposed to lose the gear or not. Because obviously you are able to loot other bodies, so the question was that is it really necessary to have such a "troll" function in the game? In other words hiding bodies just because you don't want to give goodies for others. I think if you really would like to grief like that you should physically move the stuff from the body to place B.
-
That's not true, because we have multiple times saved one of us gears by reclaiming the body. Ofcourse on those occasions we have had the guard next to the body. :) That body have been there at least 1 hour+, though server restart ofc eats the body, but so goes the flys as well. :)
-
It works Works! :)
-
At first I want to say that I am aware of other threads about ideas of renewing zombies, but I wanted to gather my own thoughts on a new one. Zombie apocalypse is a great idea in the game, but at the current state they are mostly just annoing feature of the game and the reason is because of the few major drawbacks on the mechanism how zombies are behaving. First and the biggest drawback is the aggro system. Currently zombies are basically having just 2 mindsets 1) randomly roaming around the place and 2) running to the end of the world till they catch you or die. Aggro system really needs to have some other states than on/off. Especially this is a big problem when the game includes PVP and majority of the weapons(unless you have 9mm or a silenced weapon) are luring every zombie from couple of hundreds meter diameter. This feature basically renders every loud weapon useless if you play this game "by the book" aka. not disconnecting when you have gazillion zombies running after you. Every PVP hot spot areas are close to zombie infested areas. So what I'm suggesting is instead of zombies having just a on/off aggro they should have multiple different states on their aggro mechanism. I'm gonna give you an example of the aggro states in a numbered list: 1) Random roaming - Roaming around the place like they are currently doing. 2) Curiosity mode - Approaching at the normal speed towards the area of sound / movement source. - Only a slight sound / movement will cause this state. - After a short time turning back to a random roaming state. 3) Rage mode - Approaching at the full speed to the area of sound / movement source. - Loud sound / clearly visible movement will cause this state. - After some time turning back to a curiosity mode and et cetera. 4) Lock on mode - Chasing the target(survivor/bandit) with the full speed. - LoS(Line of sight) to the target at the close range will cause this state. - Turning back to a rage mode if loosing LoS to the target and et cetera. These 4 different states would add so much more depth to zombies behavior and they would offer different tactic options to deal with them. Like go into hiding, luring them away from their roaming areas, aggroing them by the purpose, etc. Instead of having just 2 options 1) to shoot till they die(and aggro even more zombies) or 2) sneak past them. Also this would offer nice PVP zombie tactics as well, like luring a zombie horde to other players area. :) Second problem is their path of movement when they are aggroed. I don't know is it intentional that Zeds are zigzagging when they are running at you, but that just doesn't feel right. I don't know about Zeds intelligence abilities, but I would assume them to act only with their instict. Which is basically chase the human and eat him. So I would guess they would come directly at you without any Matrix bullet dodging moves. Also one relevant point about the running is that zeds really should run faster than you. So you wouldn't be able to run all around the map without zeds catching you. Last but not the least is the zombies spawning. In my opinion the only real major problem with it is that zombies could spawn literally next to you and that I wish to be a different. Also I dunno how the zombie spawning triggers now, but it feels like when you enter the town they suddenly start spawning in the town. I think it would be better if they would start spawning earlier than you have the visual on / entered the actual town. My Zed cents.
-
Well if it is done properly Alt+F4 will only cause that the character is waiting in the game for X seconds before it is actually logging off from the game. Like it's implemented in most of the MMOs.
-
-
Me and my friend find a car and we had some parts with us like fuel tank, engine parts, scrap metal and 2 set of tires. But the problem was we couldn't find any interaction how to place these parts? There was only options Get in, Rearm at, Gear and Save. We tried to point at different places of the car but we couldn't find any other interaction options. So what we are doing wrong or are the vehicles broken at new patch? Have anybody managed to repair vehicles at the newest patch?