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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.
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Your DayZ Team
[email protected]
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Everything posted by [email protected]
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Perma-identity. Nickname is permanent. Nickname as face. Cover face - conceal nickname.
[email protected] replied to DZR_Mikhail's topic in DayZ Mod Suggestions
Well then you'll just have to be Mustfield.EDIT: You've got me worried now. What happens if we miss the first batch of Keycodes? i don't want to be Ch4b0wsk1. :( -
Perma-identity. Nickname is permanent. Nickname as face. Cover face - conceal nickname.
[email protected] replied to DZR_Mikhail's topic in DayZ Mod Suggestions
I see what you're getting at. Still, I think the benefits of unique ID outweigh any potential drawbacks. What makes it necessary to change your screen name? I'm always me. -
SA: Server difficulty locks first person
[email protected] replied to Xianyu's topic in DayZ Mod Suggestions
Look in "server.armaprofile" config , 3dp is set to 0 (off) for "Mercenary"(Expert) and can't be changed. (at least AFAIK it can't) What OP suggests is basically making "Veteran" and "Expert" mean the same thing. That doesn't make sense. Why make two options both the same? If you don't want to have folks using 3dp, play on an Expert/Merc server. @Enforcer. RE: "Why would you give up your advantage?" In SA there's not going to be a crosshair on ANY server, so nobody will be fighting in 3dp. Or, if they are, they're going to get their shit pushed in because they won't be able to aim. -
Standalone Idea: More Immersion.
[email protected] replied to Pvt. James Duke's topic in DayZ Mod Suggestions
@liquidmind. Don't feed the troll. He's basically a living, breathing spambot. On-topic. I'd like to see little flourishes as suggested in the OP, to add (un)life to the world. It already looks like the SA is getting dressed-up to suit the apocalypse, with the blood decals etc. in buildings. With the comments in the latest devblog regarding making Cherno feel more like a real city, I hope that means there will be more little details added, to give the lived-in feel. -
Guys, leave Slappy alone. I dislike the idea due to my experiences with "Holy fuck, another person" moments. For better or worse, everything in DayZ is fueled by contact with, or avoidance of, real, living people. It's part of the charm which I feel would be lost/cheapened by including NPCs. Origins is fine for a change. And I'm sure there are other examples of NPC characters working well in-game, but to my mind, it's just not DayZ.
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SA Hive wipes - Extenuating circumstances (duping)
[email protected] replied to Xianyu's topic in DayZ Mod Suggestions
In the context of this thread, the choice of engine is totally irrelevant.And before you start; It was YOU who brought it up. Just as an example. Batman: Arkham Asylum/City, Fable: The Journey, Mortal Kombat 9, Gears of War 3 All on the unreal3 engine, and the engine is about the ONLY thing they have in common. (some may share developers/publishers, but that's also irrelevant) If you're really discussing dupe-bugs, you have to realise that client/server interaction is the culprit. And that is being reworked entirely, from the ground up for SA. That's what Ingasmeeg has been trying to tell you, in case you hadn't noticed. Trying to insult people who correct you only makes you look more foolish. To me it looks like you're just arguing for the sake of arguing. Quit it. I have a radical idea.If you have a point to make, do so. Don't engage in flame wars or attack other members. It doesn't reflect well on you. Back to the matter at hand. I agree with you. IF there should happen to be duping, then we SHOULD get a hive wipe. See? That wasn't so hard now, was it? -
I seem to remember Rocket briefly mentioning different stages of visual destruction (purely superficial) as being likely to become part of SA.Whether it's in progress or not I don't know. But it would be cool to be able to smash up a car like you can in GTA and the like. (doors/panels dented/falling off etc.)
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NPC? No, please. Cheers.
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DayZ Developer Blog 8th March
[email protected] replied to mattlightfoot's topic in Mod Announcements & Info
He's had it planned since even before SA was announced/confirmed.IIRC it's literally part of his contract with BI. It's not like he's dropping development just to spite folks. :P EDIT: "more worsely" ? -
DayZ Developer Blog 8th March
[email protected] replied to mattlightfoot's topic in Mod Announcements & Info
Regardless of "good sales-periods" DayZ has a MASSIVE fanbase, which will pretty much ensure its success (as a product) no matter what. We'll get it when the boss decides it's ready. -
DayZ Developer Blog 8th March
[email protected] replied to mattlightfoot's topic in Mod Announcements & Info
IN a perfect world, the next devblog will be a skillfully edited combination of Rocket filming the inside of a lens-cap and Matt filming the inside of his pocket on his phone. -
What is „The Infection“? a definition (-approach)
[email protected] replied to joe_mcentire's topic in DayZ Mod Suggestions
As I said, with it being a fictional scenario, and the development following an authentic but not necessarily realistic approach, theres nothing really which says we even have to know what the infection is. Or that it even has to be explainable. I don't say this to stall the discussion BTW, but to add another element to it. In reality, when a catastrophic event strikes, there is often a serious lack of information. There's no reason to believe this incident would be any different. (unless I missed something) Strictly speaking, from a story-telling point of view, the specifics of the infection never really have to be defined. For designing the game, of course, the devs will need to have a clear Idea of the source, nature and mechanics of infection so the zeds can follow a certain standard of behaviours and reactions. Just now the discussion is walking a fine line between gameplay and storyline. I don't think lore is something we (the community) should presume our "suggestions" can have any influence on. Like Dallas said. Doc Hall will get it sussed. Don't worry 'bout it. -
There's a lot we don't know about the Zeds. As I've said before, I'm pretty sure there wasn't much thought put into the "logic" of the infected when they were put into the mod. They might see the animals as food. They might be trying to spread their infection. They might just be REALLY pissed off. In any case, yeah, I think it would make sense for them to aggro at wildlife. I'm going to go check out that link. There seem to be a few subjects being discussed across multiple topics recently. If I'm not back soon, I'm probably lost in the suggestions section somewhere.
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DayZ Developer Blog 8th March
[email protected] replied to mattlightfoot's topic in Mod Announcements & Info
Quit the hatin', join the speculatin' -
DayZ Developer Blog 8th March
[email protected] replied to mattlightfoot's topic in Mod Announcements & Info
I think it's fair to say, it's going to be an interesting wee while for all.Most folks like to think of themselves as patient, but I shudder to think of the job you mods are going to have cleaning up QQ threads on launch day. -
Karma System for the Standalone
[email protected] replied to DeepSpaceBass's topic in DayZ Mod Suggestions
You could at least google it. -
DayZ Developer Blog 8th March
[email protected] replied to mattlightfoot's topic in Mod Announcements & Info
@soapmak3r - You mean, if you have a game that only works when your servers work, try and make it so your servers work? That's crazy talk. Rocket. Take the money and run, like a sensible person. If you hide up Everest, nobody could be arsed chasing after you. -
Karma System for the Standalone
[email protected] replied to DeepSpaceBass's topic in DayZ Mod Suggestions
I having trouble deciding whether you're a joker or a joke. -
Player decisions: Unlocking new Content
[email protected] replied to joe_mcentire's topic in DayZ Mod Suggestions
It'd be cool to have those options, but secrets can't stay secret nowadays. Wiki-wonderland ensures anything, no matter what, only stays hidden until one person finds it. That's not to say it wouldn't be worth including, just that it won't be a secret. -
On-topic there's not much to discuss. Any additions to the explorable area would obviously have to be vetted by Rocket, and after all I've read/heard from him, I trust his judgement. joe made a good point. There's still a lot of potential on the mainland. In any case, we haven't really seen Chernarus+ in action yet.
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DayZ Developer Blog 8th March
[email protected] replied to mattlightfoot's topic in Mod Announcements & Info
I don't think you want him to put anything "up". He's the SausageKing for a reason. -
Just to add. If you start typing and notice you're in the wrong channel (I do it all the time), you can use the up/down arrows to switch.
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Do you think, when it comes to expansion, further down the line, there will be extensions to Chernarus or just new maps entirely? You always see clearer in hindsight, and I'm willing to be there will be things that, in 6 months/a year, Rocket will go - "Damn, that would be cool to explore", or "We should have put this in".
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DayZ Developer Blog 8th March
[email protected] replied to mattlightfoot's topic in Mod Announcements & Info
He breaks my immersion. -
An easy way to build bases
[email protected] replied to Private Evans's topic in DayZ Mod Suggestions
Thay take watch, defend themselves and work together.As a matter of fact, they're not safe (I don't know how far you've seen. Spoilers? I'll not go further) More to the point, there will be defensible buildings in SA. I have no doubt about that. (plays right into my previous idea) It's your suggested mechanics that are trivial. (walk in, kill zeds = INDESTRUCTIBLE BASE) IRL, if you close a gate, It doesn't mean attackers have to wait for your "timer" to run out. Before this descends into petty squabbles, try and take on board what folks have been telling you.