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Stay safe out there,
Your DayZ Team

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  1. But we SHOULD want to see a chainsaw in game, precisely because of how loud, heavy and useless it would be. It would make an effective tool, for felling trees. But you'll know a nub is near when you hear them rev-rev-revving through Cherno, moving at a snail's pace.
  2. mr_chabowski@live.co.uk

    Morse code?

    Getting a bit sidetracked here, fellas. The suggestion is essentially "make the flashlight turn on and off when I tell it to". Contemporary maritime morse-code usage doesn't really matter. :P Code-sheets wouldn't be laying around. But they shouldn't need to be. Much like there are no navigation guides or Russian/English dictionaries in game. (though a library could have all these things) (hint, hint, Rocket) It's up to players if they want to use and learn certain techniques, it's just that they'll only be possible if game-mechanics allow it. Slightly off-topic, but along the same lines. The absolute best thing that could come out of DayZ development, in terms of balls-to-the-wall survival and improvisation, is for players to be able to use the available functions in handy ways that the devs didn't specifically intend or that they didn't anticipate.
  3. I agree. What we could really use is a fleshed-out location-dependent injury system, like an expansion on the old Unreal Tournament and Deus Ex systems, or the crippled-limb system from the Bethesda Fallout games. Basically anything to take away from the overly simplistic "hitpoints" we're used to. As of right now we don't really know what DayZ has in store for us. Wait and see, I suppose.
  4. In all of the damage/injury discussions, this tends to be overlooked. The actual degree of damage from a gunshot is not measured in "blood" or "hitpoints", nor is it as simple as "headshot or not?". Ruptured organs, broken/fragmented bones and wound contamination are not easily dealt with. In a DayZ-like situation, you're highly unlikely to last very long after being shot at all, unless it's a glancing shot. It's a balancing act between realism and gameplay, based on a lot of assumption. Though the current system is, IMO, far too forgiving, making the injury system 100% accurate would lead to players' experiences suffering without adding anything to gameplay. You'd spend more of your time injured and dying than anything else. Player characters have to remain somewhat functional up to the point of death, and death (when you're past the point of no return) has to come reasonably quickly. Otherwise folks will lose interest. No matter how much gritty-realism and hardcore simulation you throw at it, it's still a game.
  5. mr_chabowski@live.co.uk

    Morse code?

    You can do that anyway. Speaking or sending messages in code is a player-centric thing. Not a game mechanic. Eg. My group's secret code is an indecipherable doric dialect and thick Scottish accent. English speakers might be able to pick out a word or two, but it's rare. :lol: Written in-game notes would be handy, but that's got nothing to do with morse code. AFAIK we'll be getting that sort of stuff in SA, definitely.
  6. I thought the top picture was a response to Sabre05's post. :lol:
  7. mr_chabowski@live.co.uk

    Morse code?

    Some folks would be encouraged to learn it. Probably not many, but some. And lots of folks already know morse-code, so it'd be useful anyway. All it takes is a properly reactive control over switching lights on and off. I know people who have learned navigation by the sun and stars, purely because of DayZ. I know guys who couldn't read a map properly and learned because of DayZ. There are folks on the forum who learned to read Cyrillic, just for the sake of it. All because of DayZ. @Statik People may use skype/vent or whatever. But they're not necessarily going to be talking to the same group all the time, are they? 3rd party programs are a REALLY poor excuse for not implementing a feature, regardless of what it is. They are, by definition, not a part of the game.
  8. mr_chabowski@live.co.uk

    Recipes

    Really? After weeks eating nothing but cold beans and things you found on the ground, I think a nice home-cooked meal is going to perk you up a fair bit TBH. Emotional well-being isn't exactly easy to express as a function of a game, but it's a very real factor in keeping yourself healthy. Which is a vital part of "survival".
  9. mr_chabowski@live.co.uk

    Recipes

    Making a big pot of stew for the fellas at the camp? Sounds good.
  10. mr_chabowski@live.co.uk

    Super Bloodsuckers

    Vital fluid drinker. At your service.
  11. If you believe you were falsely banned, you'd have to contact BattlEye themselves to do anything about it. http://www.battleye.com/support.html
  12. It's sort of like a force-field. Used mostly to stop dentists from getting their genitals all covered in your saliva.
  13. ^^ Yup. It's "AN" infection. NOT "THE" infection. Maybe that should be in the thread description, on the main page? Players can already run indefinitely. What other "features" would you like to gain? A bad temper? The inability (or unwillingness) to use tools? A beret? ^_^ EDIT: Also, Sausage, tell your dentist to wear gloves. I've seen him, scratching his balls, thinking nobody would notice.
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