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. PvP is pretty easily avoidable if you're so inclined and can make good use of your surroundings. If you're getting nailed all the time, you're doing it wrong. What happens if you try to shoot yourself with a "boomerang-bullet" ?
  2. I think people who insist on making this suggestion should be punished. Are you familliar with the movie Deliverance, by any chance?
  3. mr_chabowski@live.co.uk

    Niko Bellic easter egg

    Ummmm, unless Nico was born after 1992, he'd still be Yugoslavian.EDIT: I don't think GTA-eggs belong in DayZ anyway. Kerbal SP would be more suitable.
  4. @zedcureNPCrewards: Hellz no.Consider that a second opinion
  5. One of my main gripes with your idea is that every single player in the universe will know all the spots your base could possibly be. That means, there's absolutely zero chance of remaining hidden. In which case, you'll be forced to constantly defend against attackers, or lose your stuff. The idea of a "safe place" doesn't strike me as in-keeping with the rest of the DayZ feeling. It just sounds like an idea suited to that other game. Or WoW. On the topic of trolling, what you're saying about placing barricades everywhere is already possible in the mod, and it's only very rarely a problem. In any case, people SHOULD be able to place barricades anywhere. That's the entire point. If you want to block off a door, do it. There are enough enterable buildings in SA that it's not exactly going to break the game to have one of them blocked off until the barricade is either moved or reset. (see my earlier post for details) One of the basic principles of what I suggest is the daunting challenge of collecting and transporting materials. It's got to be hassle to build up a base, or it just becomes a petty little job you could do on a whim. It should require setting your mind to the task at hand. For example. People aren't going to be carrying sheets of corrigated iron around, just to troll folks, if they can't fight while carrying it. tl;dr Preset areas will be known to everyone. This is BAD. Your gear isn't supposed to be safe. You should be able to barricade anything you want. (new base/existing building etc.) It should be too risky to waste time trolling with it. EDIT: Since you and I aren't going to agree on the subject, I'd like to see what other folks opinons are.
  6. I'm planning on surviving. I'll give you a hand if you like. (I'm nice like that)
  7. @JS REX: Yeah, AFAIK Zeds in the mod use Arma2 soldier AI, so they're always trying to dodge your fire serpentine style while they get close enough to hit you. It kind of makes sense if you think of a zed "hit" as a short-range gun. I couldn't tell you whether that AI was used because the AI "can't" be changed, or it was just too much hassle to be worth changing. I'm just glad they're getting better for SA. :D EDIT: @Cheese Nobody here should have anything bad to say about Reddit, and vice-versa. If you don't like the banter, you're not forced to stay here. PS: Of all those "best suggestions" I guarantee you none of them came from you. If your only claim to fame is trying to ride someones coat-tails, you're in no position to presume superiority over anyone.
  8. My point was simply Experience is more valuable than Potential.Moreso if you need good results reasonably fast. I'm not a tester by trade, just a logician who understands a bit of how things work IRL. EDIT: To be honest, I don't think I'd like to have DayZ as a proper, professional, testing assignment. Once you've HAD to spend hours a day trying to break specific game-mechanics, you'd spoil the final product for yourself.
  9. I feel like you haven't understood what I'm trying to suggest here. I don't suggest building entirely out of barbed wire. We can do that already, it's been done. A lot. It sucks. Inventory items which become in-game objects are going to cause lag. It's an unavoidable fact. If all base building structures (literally any placeable object you can think of, not just barbed wire. Use your imagination) spawn already set up on the server and can be deconstructed and moved, there is no new data (load) added to the server. Other players MUST be able to move your fortifications, or we'll have immovable, invincible barricades everywhere. Any object placed by another person would take ~30 seconds or more to "deconstruct". Your base should never be immune to attack. It's not a "safe zone" for your gear. That goes against the principle idea behind DayZ: It's not safe. If you want more security, hide your stuff better. Tank traps, sandbags, barbed wire should NOT be spawned as loot. Instead, the in-game entities should be removable, placed in inventory (one at a time) and used for construction. If zeds are spawning in your base while you're there, your base is too big. If they spawn when you're away. Wipe them out. If "idiots", as you put it, want to wall-in Stary military tents, let them. It's not exactly a top-secret location, and they're not going to be able to maintain watch 24/7. Their base will be found, robbed and destroyed. Simple as. Now, no offence intended, but if you still don't understand, I don't know how else to explain. Ask some specific questions if it'll help.
  10. Good shout by the way. I think with the amount we've been going on about customisation etc. for SA, by the time I actually saw it I just took it for granted. That's not necessarily a bad thing either. It proves that it feels natural, authentic and exactly what you'd expect. Awesome.
  11. *DISCLAIMER* Hold back your tears. Since I obviously didn't make myself clear, a little prior explanation is in order methinks. The guys in the video are Reddit/forum mods, not professional testers. A professional testing assignment would really only be necessary if the devs need specific information, fast. There's no reason to assume youtubers would be any better than mods at testing, or vice-versa. I'm pretty sure those were just folks who happened to be on the server at the time. Now, with those wires uncrossed, let's continue... That's a pretty daft question.Youtubers are good at playing thier games, commentating and making videos. It's what they do. Testers, on the other hand, are experienced in reporting their findings to the devs in a way which is obvioulsy going to be to a higher standard than the average joe would manage, because they have experience of such things. It's more helpful to have people who can communicate their experiences/issues clearly and concisely, because it makes finding and solving problems that much easier.
  12. What do you mean "too much stuff"?Your base would only be as big as the sum of the parts used. That's all. As for safety. That depends entirely on whether your base is built well or not. It's not supposed to be a brief thing. Building any fortification should require a certain amount of dedication. If that means you have to cooperate with others, good. If that discourages some people from accepting a daunting challenge, also good. Zombies and loot shouldn't spawn near players anyway, so that's irrelevant to this idea. If you come back and find zeds in your camp waiting for you, you'd just have to clear them out. Simple as that. As for players going offline. Their base sections would be up for grabs, same as they would have been initially. Any placed object would be able to be moved, it would just take a while. That's the entire point. Also, including some "state of repair" (being damaged by zeds/attackers, but also being damaged over-time) requirement would allow for people to maintain a base long-term (repairing with scrap), while letting abandoned sections fall into a state of disrepair, eventually breaking, and allowing the items to respawn elsewhere. Like vehicles do (sort of). RE: gates. In this entirely hypothetical situation, why couldn't there be a placeable gate? I don't understand your point here. I actually quite like the "bus-gate" idea. But the vehicle would have to be on the inside to hinder security breaches. Of course, it'd still be accessible without having to open the gate. It would just take more time. As I've said; I think predefined "base" areas would be a poor solution.
  13. There should always be the chance of something along these lines. It's just unfortunate that such encounters would probably have to be scripted events. I support the general idea of it, yeah. Unpredictable events serve to spice things up. I like being surprised and/or terrified.
  14. mr_chabowski@live.co.uk

    Flare Gun

    Variety is the spice of life. The flare-gun would be filling a unique(ish) role, too. So as opposed to being "just another gun", it serves a purpose.
  15. The way it's described in the OP sounds very "arcade". DayZ tends to try and give us an organic feeling environment, without creating excessively unlikely scenarios. (zombies not included) As the guys have suggested, it'd be cool to have a chance of this, for a "WTF?!" moment once in a while. The loot-spawns definitely shouldn't be more valuable. The fact that there's a chance to find anything at all is enough.
  16. mr_chabowski@live.co.uk

    Flare Gun

    I think, if they are implemented (I don't see why not), flare-guns should be pretty damn rare. Not as rare as NVGs are, but rare enough that you would take notice if you found one. As Jimmy pointed out, boats would be about the only place you'd find them. That, or a camping/hiking supply shop. Just to put it in perspective. In reality, how many times have you even seen a flare-gun? It's reasonable to assume that most households would have, say, a box of matches, or something that could potentially be used as a weapon. First-aid kits would be common. Knives would be common. The same cannot be said for flare-guns.
  17. mr_chabowski@live.co.uk

    Flare Gun

    The whole point of "Origins" is that military and high-value loot is only available from the NPC island, so that's about the worst example you could've given.
  18. After using the same magazine for a while you'd be able to guess roughly by the weight of it. It'd be easy enough to show that with the nonspecific "About half" or "nearly empty". You should also be able to chamber a round and check your mag every shot, just to be sure. Better safe than sorry.
  19. As well as crafting items, I want absolutely useless stuff.I guarantee you you'd struggle to think of a use for half the stuff in the room I'm sitting in right now. You certainly wouldn't spend time collecting it. I picture digging through cupboards full of bits and pieces looking for anything useful. I'd like "This might come in handy." to be quite a rare phrase. Of course, you could throw objects to distract zeds. But that could be literally ANYTHING so it's a moot point. EDIT: As an example. Right this very second I opened the drawer in my desk. I've found the outside of a Zippo (without the lighter) and a GameBoy game case. Both could be thrown, but besides that they are both utterly useless. EDIT 2: Also found a shoelace. That might come in handy, so I'll keep a hold of that.
  20. Ach, yer a bunch o clatty hoors. It's your own fault if you can't catch the mess. Practice with M&Ms or Skittles. :thumbsup:
  21. @Sodesa If you right click the post number on the right hand side (this will be #35) that link will be to the specific post within a topic. EDIT: If you already knew that, I just made myself look like a fudd. ^_^
  22. That's not what I was getting at. The way I see it, you don't need predefined areas if the structures are able to be moved around. Presetting "base" areas severely restricts the options and pretty much defeats the entire purpose of custom bases IMO.
  23. mr_chabowski@live.co.uk

    Laser Dot

    I wouldn't consider any room with zeds in it a cleanroom. I've got a front mount laser on my M9 bb gun. It's only visible for a couple of inches before it diffuses away. But it's visible, even at daytime. I did have a green laser. Could literally see it for miles, and it was only a fiver. Hardly mil-spec, but that's besides the point. Zombies should react to light, even if their eyes are nackered. Torches and fires should at least intrigue them a little. Maybe lasers are too hard to see for a zed though.
  24. Well, I'm glad to be of some use for a change. Depending on what sort of things are going to be possible after you have a base, there will still need to be a small amount of "new" objects. (for example: farm plots) But limits on the number of inventory items that can become in-game entities (the way current sandbags, barbed wire, tank traps and tents do) will reduce the impact of above-ground bases on the server overall. I see what you mean with the sound not passing between instances. I hadn't thought of that. You could walk out your front door into a warzone without the slightest indication of trouble. That's a pretty serious downside.
  25. I see, I added to the spinoff discussion, but I obviously didn't have a thorough enough read-through. :P I could do with an amalgamation thread for all these structure topics. This browser doesn't like links, or mutiple tabs. Think I'll just boot the PC later and have a proper read.
×