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Cappy (DayZ)
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Everything posted by Cappy (DayZ)
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I believe a lot of the problems people are finding with starting with no weapon are mainly due to the starting spawn locations, that being on the coast. Ignoring NW airfield and stary, some of the best loot locations are along the coast, bolota, cherno, elektro, brezino etc, which are also home to some of the larger number of zeds. Also when you spawn near these locations and load up with loots it fairly pointless to hit up the smaller towns up north as your usually pretty well equipped (alice pack, main and side arm, good amount of food and ammo), so unless you specifically want to hit up NW or stary, theres not much point travel off the coast. So with the larger amount of zeds, and greater population of players due to good loots and it being the spawn in zone for new players, it can be a very hostile environment I also think that with the great loots that can be found long the coast, and with it being the home of the largest city, cherno, and some of the larger cities in game it should be a place we gravitate to, not spawn at. So many of the smaller villages are left untouched as there is simply no point to loot them once you've been in cherno and alike. I must point out though that at the early stages of the mod the coast is the best place to spawn in new players, making it easier to meet other players and then collect data on how they react with the mechanics and each other. But now there are many many servers that are highly populated all day. To sum up i think it would be better to have people start in a more central location of the map, or maby around the outskirts of the smaller towns in the center, not too close to areas of interest. Making it to a city with vast loot should be a reward, not a lottery of spawning. what do you all think? TL: DR, Spawn inland not on coast
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An Open Letter to Zombie Trainers
Cappy (DayZ) replied to z310's topic in DayZ Mod General Discussion
i prefer the term 'zombie whisperer' . Training them to follow you is just the first part, the hope is, in time, we can get them to do our bidding screaming 'kill my pretties, KILL!!!' -
Starting location: The bean coast
Cappy (DayZ) replied to Cappy (DayZ)'s topic in DayZ Mod General Discussion
I'm glad to see people are interested by the idea, and the points and suggestion you've all made have been great, i hope some dev will see this, or more that likely have the same idea already. Keep the ideas and suggestions coming guys, unless you just agree, then +1, it'd be nice to have a none complaint thread stay around. [to 'bobdole20' please stop trying to troll this thread, although you apparently can't see it you've missed to point completely, this isn't an argument about there being no inland spawn,. yes there is 1 (or 2 if your going to split hairs about an irrelevant point) Its more about how the game would be if there were no coastal spawns, and how inland spawns would effect the game play of all, new and old, while considering its effect on the current survivability with the revised start equipment and alike.] -
Starting location: The bean coast
Cappy (DayZ) replied to Cappy (DayZ)'s topic in DayZ Mod General Discussion
The more i think about the more i like Fallout10mm's idea for the parachute. Not only does it give logic to starting inland in only a few items but it also gives us dynamic spawn locations, i.e being able to steer the decent. The mechanic already exists in arma2 too, so if such a thing were to be implemented the work need to do so wouldn't be soo much Now you could argue that you could shoot vulnerable new spawns as they decent, however compared to the fixed location we already have it seems preferable to me. Add to that it will give you some sort of broad overview to where you are and what is near when you start out. It would also work well with 'I WUB PUGS' suggestion to remove the start location text. -
Starting location: The bean coast
Cappy (DayZ) replied to Cappy (DayZ)'s topic in DayZ Mod General Discussion
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Too easy to be a survival game!
Cappy (DayZ) replied to BossFi's topic in DayZ Mod General Discussion
Not really. The sarcasm with that specific form of post (the 'constructive contribution' lead in) has been pretty overused in the past few days. It's not all that funny or unexpected anymore, to be honest. Was more in reference to the OP's use of sarcasm, which was blunt and witless, whereas this is a bit more of a constructive use of sarcasm P.s I find the over use of, 'to be honest'(are you mainly dishonest?) and 'in my opinion' far more annoying -
Starting location: The bean coast
Cappy (DayZ) replied to Cappy (DayZ)'s topic in DayZ Mod General Discussion
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Too easy to be a survival game!
Cappy (DayZ) replied to BossFi's topic in DayZ Mod General Discussion
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Game breaking bugs need fixing ASAP!
Cappy (DayZ) replied to james2464's topic in DayZ Mod General Discussion
Been playing for some time, several months now, and i've never encountered the problems you've stated. And these are certainly not 'game breaking bugs' as you put it, more mild annoyances, such as this thread -
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ARMA2_OA_Build_94103's available
Cappy (DayZ) replied to twotoes's topic in DayZ Mod General Discussion
Thats awesome. any word on the same thing happening when you pick up a new tool? -
no Side chat = Community Growth will be damaged
Cappy (DayZ) replied to daish's topic in DayZ Mod General Discussion
-1 Get a mic, use direct. You can all still communicate with each other with direct, if you don't have a mic then get one, being without is like being without a mouse. Side chat circumvents the use of direct, which with it positional sound location, added with the audio method of locating a person is a great mechanic to have. Like severs that are on easy mode that give your real time location on a map, nullifying the use and need for GPS, severs that do still have side chat also take a lot away from the game. Stop this none sense, side chat must be removed in the interest of game play -
Starting location: The bean coast
Cappy (DayZ) replied to Cappy (DayZ)'s topic in DayZ Mod General Discussion
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this is getting a bit more frustrating then fun.
Cappy (DayZ) replied to jackdstripper's topic in DayZ Mod General Discussion
Then don't play, simple This is like saying 'every time i hit my hand with a hammer it hurts, how do i stop this?' -
with the 1.7.1.5 patch all tents that were put up before the patch were removed. it was in the patch notes
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Clearly you caught a scab on something and started to bleed again.
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As a old player, this mod is now too easy it un-playable
Cappy (DayZ) posted a topic in DayZ Mod General Discussion
1.7.1: Sneeking was a great skill to master, aggro was not lost, the tension was high, the fear was great. You knew that if you got aggro you would have to find a building and open fire. This would increase the aggro from the Zeds and reveal your position to others, not a situation you want to be in, but if you had enough ammo it was survivable, however it would eat into your resources such as ammo and medical supplies. You had choices to make, and situations that could arise that warranted carrying a lot of supplies. 1.7.1.1: post hotfix Now you don't need to sneek, simply run into a building with multiple exits, turn and corner and your home free, aggro is lost. Unless your out in the open with no buildings there is no reason to fire your weapon at all and subsequently no reason to carry alot of ammo,. or even have the need for it. People say its too hard starting without a weapon?? I say now you simply do not need a weapon, its only purpose now is to serve as a defense tool against other players. How anyone could think the game is harder now is beyond me. Anyone who has given 1.7.1.1 a fair try with no preconceptions derived from the several rant threads that are about will come to the same conclusion. For me DayZ has become dull and easy, shame on you all, and the dev team for listening to anyone but yourselves. -
As a old player, this mod is now too easy it un-playable
Cappy (DayZ) replied to Cappy (DayZ)'s topic in DayZ Mod General Discussion
The recent hot fix made the game easier' date=' and imho a step backwards, and yes this is an alpha and not perfect we all know this, however if no one was to provide feedback then there would be no progress and players and testers would be failing to do their duty/purpose. [/quote'] Thats why i posted my thoughts and dont think the zombie agro sould be changed until the basics are done right first, even though the zombies got easier ive had more fun with this than the zombies that see me when im prone on the other side of a wall or they see me before i can even hear or see them, yes i think the zombies need to be worked on and 1.7.1 was a bit to far if the zombie heads moved slower around then maybe it could work because then you can sort of work around it and move when they arent loooking. but yeah loot and other things need to be fixed before it gets harder. Please go back to top of thread and read past the title. And i haven't use 'real' or 'simulator' once' date='. you sure you have the right thread? [/quote'] i read it in this thread and many others im not reading this thread again to find it but its there. and btw stop trolling forums its not cool. No you did not find it in this thread, or at the very least any of my posts. Also one last point to make, I'm not trolling, I am the OP, Surely the posting in this thread would be about the points made by the OP, which you clearly haven't read, you are just picking out posts, and arguing,.. in a word, Trolling. -
As a old player, this mod is now too easy it un-playable
Cappy (DayZ) replied to Cappy (DayZ)'s topic in DayZ Mod General Discussion
Please go back to top of thread and read past the title. And i haven't use 'real' or 'simulator' once,. you sure you have the right thread? -
Hands up if the game is too Easy.
Cappy (DayZ) replied to DangerosoDavo's topic in DayZ Mod General Discussion
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As a old player, this mod is now too easy it un-playable
Cappy (DayZ) replied to Cappy (DayZ)'s topic in DayZ Mod General Discussion
Yeah seems your right mate. -
As a old player, this mod is now too easy it un-playable
Cappy (DayZ) replied to Cappy (DayZ)'s topic in DayZ Mod General Discussion
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Hands up if the game is too Easy.
Cappy (DayZ) replied to DangerosoDavo's topic in DayZ Mod General Discussion
So rather than have a debate or put why you think 'x' mechanic its better than 'z' mechanic' date=' put type some mellow-dramatic dribble that's totally irrelevant. did the OP say he wants there to be an actual physical effect from playing the game? i don't think so. What are you trying to say here while trying to be humorous? because your failing at both. [/quote'] ouch man!....that really hurt. is that what you are trying to do here? hurt me? why u so violent man? I'm sorry i still have no idea what point, if there is one, you're trying to make. I'll just assume you agree with the OP, as do i -
Hands up if the game is too Easy.
Cappy (DayZ) replied to DangerosoDavo's topic in DayZ Mod General Discussion
So rather than have a debate or put why you think 'x' mechanic its better than 'z' mechanic, You type some mellow-dramatic dribble that's totally irrelevant. did the OP say he wants there to be an actual physical effect from playing the game? i don't think so. What are you trying to say here while trying to be humorous? because your failing at both.