Jump to content

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

    2774
  • Joined

  • Last visited

Everything posted by [email protected]

  1. @Shakis If there's no difference then there's absolutely no reason to select this over the current system. The way I see it, current loot-farming is abuse of the system (moving piles or server-hoppping). The suggested system would essentially be making loot-farming an intended feature. AFAIK vanilla servers haven't changed loot-spawn rules.
  2. I know we all like to disregard ideas for being unrealistic, but I feel this case lands somewhere amidst balance, authenticity and practicality.I mean it wouldn't necessarily be the first thing you'd think to do in that situation IRL, but it would certainly be an option.
  3. John Wyndham's Triffid banter would be a feckin' swish license to base a survival game around, but if it starts messing with my Zeds I'm going to be mighty pissed. If SA gets moddability, a "survival vs. lethal vegetation" mod could be on the cards. Or maybe get one for ArmA3. A re-skin would be shoddy. Nobody wants haggard-ass green Zeds running around all over the shop. Get some decent models and animations though, you might be on to a winner. ;)
  4. The idea of storing them in a "secondary" slot makes sense in terms of space taken up and suitability for certain situations. It adds choice based purely on preference with the decision between a shotty and a pistol/machinepistol; It's not a "sidearm" in the strictest sense, but the shorter barrel means it takes up less space, so you'd be able to stick it in a belt on your back/across your chest or just hook it under your shoulder (crafting holsters, maybe?) and even possibly strap it to your leg (if it was chopped RIDICULOUSLY short). Choosing a sawed-off double-barrel over a glock, for example, would mean you have a decently large spread and greater chance of damage, but only 2 shots MAX, lower effective range and it would take a fair bit longer to draw. It wouldn't be used one-handed (broken wrist ahoy), but it would be small(ish), accessible, and a decent backup weapon (PDW) for someone who primarily uses mid-long range rifles. Alternatively, it'd be VERY useful for fighting indoors, if weapon handling ever gets adjusted. Also, it'd make single-shot and double-barrelled shotguns more useful.
  5. The new loot system has objects hidden and stashed in out of the way areas. (under and behind furniture, for example)This is a better method of preventing loot-farming because of the unpredictability of item placement, as opposed to definitely knowing where loot-piles are (but not knowing what's spawned). Currently, players could jump server or force a loot-respawn and know exactly where to look when they come back. In SA it's aimed towards making players scavenge. Actually searching an entire building in the hopes for finding something useful. The sentiment is appreciated. I'm sure we all want to add more of a challenge to looting and gearing up, it's just that a "random-chance" of a certain object appearing in a certain place is preferable to any situation where you can wait for a particular spot to "grow" something more worthwhile. It would literally become a loot-farming minigame of folks camping spots, acting as scarecrows, waiting for some low value gear to have a better yield.
  6. In terms of communication, the way I see it, there's not any reason we have to be kept in the loop. Any chat directly from the devs is done as a favour to us. I'd still prefer to be informed of things more often and more directly (through the forum), but in the strictest sense Rocket isn't failing in his responsibilites by not keeping in touch. It's not really his job to share all the info that he does. He does a better job of maintaining contact with the community than I would in the same position. Even the small number of unappreciative folks would be enough to put me off, never mind all the ragers and haters. :P The candid, informal banter that we do get is far preferable to a "once in a blue moon" press-release, that's for sure.
  7. Sorry, it's going to be 7:30, not 8:30. Is there a live-stream I should be aware of, or are we just waiting to see if it shows up on Youtube? EDIT: I must've thought too hard about that timezone thing. I need to go for a lie down.
  8. If its 3:30 in Boston, I think that's about 8:30 PM GMT. (off the top of my head)
  9. Sawing through a tube-fed shotgun is going to make it useless, but you should still be able to do it. It'd be funny. You really should be able to make a sawed-off though, but only from a double-barrel. I remember going on about it when the crafting idea was first brought up. Sawn-offs and Molotovs are the first 2 things I think of when "crafting" gets mentioned. EDIT: Sidearm slot +1 They should add a 1901 as a rare spawn.Lever-action is badass. B)
  10. But you can only control it if you've got all your trainer-badges.@OP. If the loot were to work as you suggest, it would be broken pretty much instantly. There will be many more loot-spots in SA. A hell of a lot of them will go unnoticed for days. In the case of your suggestion, every shed north of Cherno will have an AS50 in it within a very short space of time. It's a bad idea.
  11. Anyone who complains about the non-release in December and the fact that it's a work in progress has clearly made no effort to understand the process or follow the development of the game. There's not a "window of opportunity" or bandwagon that they're going to miss. Honestly, if your interest in the title is waning it'll be no geat loss to the community if you leave. EDIT: @OP Your poll is flawed. There are no "problems" to understand. They're building the game. You can move in to a house while it's still being worked on, but you can't live there before it's built. :P
  12. mr_chabowski@live.co.uk

    Dog tags

    I don't like seafood.
  13. Thanks for that Smash. Your effort is appreciated, as always. :thumbsup:
  14. Too right. The less predictable everything is, the greater the challenge we get out of it. Lots of little things add up to one awesome experience. Even if the little things are unnoticable by themselves. Didn't mean to sound like a smart arse by the way. A tv show I was watching a while ago mentioned if you don't have a point of reference you can accidentally walk in a full cirlce within a few hundred yards. I thought "That sounds a bit fishy", so I looked it up. :lol:
  15. Wandering off-course isn't due to the length of your legs. There was an experiment conducted by a man called Jan Souman, from the Max Planck institute of biological cybernetics, where people were blindfolded and told to walk in a straght line. They discovered that the same people didn't veer-off in the same direction each time. I forget what conclusions were reached, but it pretty much proved that the length of your legs isn't what makes you wander in circles. If there's any course misalignment included, I think it should be random to some extent. If you just assume you're going in a straight line it should get you lost in the wilderness. EDIT: My spelling is crap today. I can't post links in the browser I'm using, but I'm sure you could find an article about that experiment with google.
  16. mr_chabowski@live.co.uk

    Sea Water Still

    The second version would work better somewhere hot and with larger containers. You can do something similar with 2 plastic bottles, a pipe and a shovel (or you could dig with your hands). Dig a hole big enough for one of the bottles (preferably on an incline) put an empty bottle in the hole and cover it, with the pipe attatched to it and sticking out. Fill the second bottle with sea-water and join the other end of pipe to it. Leave the full bottle out in the sun, either level to or lower than the empty one. The water will evaporate and be collected in the buried (cooler) bottle, salt-free. Any kind of distillation would take a while, even if you use the "fire" method. I don't know if that could work in-game. DayZ has some slow-paced bits, but waiting to gather fractionated water might be a bit too slow.
  17. I rekon the more advanced the better. You should be able to coast better for a start. That, working brakes and changing gears would be kick ass. Wouldn't recommend wandering Chernarus with reflectors and hi-vis jackets though. And you should be able to throw your pushbike in a hedge to hide it. And pick it up to take it up stairs/vault fences.
  18. It's worth thinking about, Im sure. There was another thread discussing things like whether zeds need to eat at all. If they get hungry, do would they do something about it? Bacterial infections should come into play at some point (I don't imagine zeds are very hygenic), but it'd be better if it came about from contact with zeds then eating without washing your hands. Or something reasonably preventable with enough care. If I find a dead piggy in a forest, I'd have to be pretty desparate before I'd eat it. I'm not risking eating something a zeds already been chewing on. You can have it.
  19. To be fair, the subject is basically "off-topic" from the entire "DayZ Suggestions" thread anyway.
  20. mr_chabowski@live.co.uk

    Guitars

    Clumzy - Jeff Jarrett of the apocalypse.I'd go to the cinema to see that.
  21. Triffids can't see, they can only hear you (or sense movement). So they'd be feckin' lethal in the dark. That'd be a good challenge actually. I don't think anyone's likely to want spawning entirely blind included. It'd be a bit of a waste of the games art-assets TBH. Plus, if blind folks end up alone vs. zombies, that's not going to last long.
  22. Steak's got too much sense to jump on your sinking ship. Lumberjacks can smell danger. It's common knowledge. Folk don't want to sit down with the intention of playing DayZ only to be told - "You're not getting to play, go do something else." Yes it would make death costly, but it would be more costly for the reputation of the game and the studio. Since you apparently have no rebuttal for the actual gripes with your suggestions and flaws pointed out in your reasoning, I'm just going to assume you used up your last ounce of brainpower frantically forming your comebacks.
  23. If you want to prevent players from regearing instantly, give them something else to do on spawn. Hunger/Thirst requirements at the start of your life would mean there are more important things to worry about than running across half of Chernarus to get your gear. Spending a while building up strength before moving on is in-keeping with the basic ideas behind the game. Simple fact time. Locking players out of the game is a lazy solution. Pay2Win games like lockouts because they're a way to make money. Does being locked, for hours at a time, out of a game that has been paid for really sound like a good idea? It would be a bad design choice for a retail game. It won't solve the problem, it will create a new one - Bad reputations for BI, DayZ and Rocket. DayZ is a survival scenario. It's designed to try and kill you. Designing it to kill you then not let you back in the game won't benefit gameplay. What would benefit gameplay is increasing the disparity between fresh spawns and those with even the most basic gear.
  24. Very clever, kid.Is that how you win arguments in the playground? I call it "unpopular" because about half of the responses are taking the piss out of you and the majority of non-pisstakes are bluntly telling you it's a stupid idea. While you were running and hiding, trying to think up your response, you could have at least put a little consideration towards the actual discussion. Idiot. I've been trying to make a decent proposal for death's concequences. You're only picking the laziest option and repeating it over and over.
  25. You have a very unusual definition of "progress". Here we have 4 pages of people trying to improve upon what can only be described as an "unpopular" suggestion, and getting nowhere. The only conclusions reached are that your idea is bad, and SA will not be exactly the same as the mod. You derailed your own thread when you decided make ignorant remarks. I hear you complain that every discussion you take part in turns to shit. You appear to be the only one who can't see the common denominator in that equation.
×