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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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Stay safe out there,
Your DayZ Team
[email protected]
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Everything posted by [email protected]
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I would have to write notes of apology on all the survivors I shot out of paranoia.
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DayZ Devblog 4th February 2013
[email protected] replied to griffinz's topic in Mod Announcements & Info
The new "secret" inventory system, whilst we've got no solid info, pretty much guarantees no more lists of goodies. It'd make sense, in a Deus Ex/Xcom/Resident Evil style system to just make containers different sizes and shapes of grids. It sounds good to me anyway. The grid style would mean container inventories will make sense, no more piles of 20 fuel tanks in 1 tent etc. And ammo crates can't be hacked in with copies of every gun in the game! :P EDIT: I hope we'll be able to fold clothes to save space, otherwise my wardrobe is going to be serverely restricted. I don't want my fancy, going-out, smoking jacket to take up most of my invetory. -
It needs more cowbell.More possible variety in spawning, condition and behaviour for vehicles, loot and Zeds would add a touch more of the unexpected. I'm sure Rocket has a trick or two up his sleeve. It's going to be really important to maintain a certain level of uncertainty, to prevent the loss of our sense of adventure. TBH I can't imagine it'd be within scope to have buildings and scenery moving around, and Groover makes a valid point about the dangers of that. But maybe more random encounters, the same rough idea as chopper crashes, would spice things up. A random evacuation centre, or overturned delivery truck could provide some variety, and good looting opportunities. And just when you think you've got it sussed, it turns out the truck was delivering a mahoosive horde of zombies.
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DayZ Mod 1.7.5.1 Update
[email protected] replied to mattlightfoot's topic in Mod Announcements & Info
You're too good to those kids. You're goin' to spoil them. -
If a 5 minute nap would serve to aid in blood recovery, recovering from infection, or just regaining energy, I don't see any real problem with it. Ideally, your character would be having a dream, and in that dream they'll be playing pac-man. Or maybe Space Invaders.
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A Third of the World Population Gone.
[email protected] replied to Wailwulf's topic in DayZ Mod General Discussion
I wonder how many of them spawned at Kamenka and jumped off a lighthouse..... Tenner bet says its about 50%. -
What if we removed the crosshair?
[email protected] replied to rocket's topic in DayZ Mod Suggestions
Well, I'm not keen to open a new topic, but it might be worth discussing ways for our characters to display hunger/thirst etc. through body language, motion and sound. Unless Rocket already has a handle on the basic idea, there's a decent chance, between all the minds on the forum, we might turn up something that'll be useful to development. Just a thought. -
What if we removed the crosshair?
[email protected] replied to rocket's topic in DayZ Mod Suggestions
Aiming deadzone enforced 10% across the board. Rocket mentioned the target of removing the HUD entirely. I want to see it happen. -
DayZ Devblog 4th February 2013
[email protected] replied to griffinz's topic in Mod Announcements & Info
We already have something quite similar to Fallout style containers with the function of tent storage. The tent is basically a static object placed in the game world, and nobody complains about lack of animated flaps etc. when accessing their inventories. I'd be more than happy if certain in-world objects became loot-spawning containers to suppliment the new loot spawn system. And if it means less work overall to achieve the goal of "authentic" feeling scavenging, it's an awesome idea. Only minimal animation would be necessary to give the impression of searching a cupboard. If underground bases and buried player stashes are going to become a feature, these kinds of containers will have to make an appearance at some point anyway. -
Who Else Thinks 1.7.5.1 Pushes Annoyance and Survival Too Far?
[email protected] replied to Diz (DayZ)'s topic in DayZ Mod General Discussion
It could be done. But it's more a matter of whether or not it's deemed a worthwhile cause. For the function of the mod, the current system works reasonably well. Or well enough. -
Just use copy and paste (Ctrl+C / Ctrl+V) I used to get problems when my router decided he wasn't going to play ball. This is how I got round it. Not a perfect solution, but better than nothing.
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Who Else Thinks 1.7.5.1 Pushes Annoyance and Survival Too Far?
[email protected] replied to Diz (DayZ)'s topic in DayZ Mod General Discussion
@ logan - That match limit would make for a better experience, but I don't know if loot is able to spawn items less than full. (magazines are another example) It's definitely a standalone thing, if it does come to DayZ. on- topic There were quite a few new features added, so of course it'll be a little bugged ATM. but it's understandable that people don't like glitches. I just don't understand how people can complain so much about everything else. It's just the way the game is progressing. It's not going to be the same as this forever, same as we always knew it was going to change over time. It's the nature of the beast. -
New concept for Server System [DayZ Standalone]
[email protected] replied to Ernst's topic in DayZ Mod Suggestions
I don't play at the same times every day, but I tend to stick to the same servers. So whether it's night or day in my home server I'd still jump on and play. There must be more people like me, who'd rather have the same server all the time than always play in the daylight. If the servers stick to 24hour cycles, you're still able to choose a server set to a different timezone if you want to. Whatever suits you. I don't think I'd enjoy a sped up day so much. I as playing on DayZ: Origins, and the 2 hours of day/2 hours of night is weird to say the least. I'm not going to say I disagree with options, but keeping it simple (either 3dp or FPV) would still be preferable. -
Change Hatchet to a Tertiary Weapon
[email protected] replied to sp86's topic in DayZ Mod Suggestions
I'd like to see that implemented, but with the inclusion of a semi-rare item, a 3-point tactical sling. If you equip the sling on your primary weapon, you should be able to shoulder it and draw another two handed weapon. With the way the game works now it would only be useful for hatchets, because they stay in your tool belt. But ideally it would give "quickdraw" function to your main gun. -
Ideally the guys would just walk into TK Maxx with a digital camera, take photos of everything in the place, and stick it all in game. I'd rather have clothing options than "outfits". It's actually pretty disappointing in games where "customisation" means you get pre-set outfits. Feels like you've been dressed by your mother.
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What if we removed the crosshair?
[email protected] replied to rocket's topic in DayZ Mod Suggestions
That should be more important than any excuse for keeping the crosshairs, The ironsights/optics on weapons work perfectly fine. The majority of players should have been able to figure that out by now. "Why are you so opposed to having to put in a little effort?" is the real question. -
New loot spawning system + teamwork
[email protected] replied to thedoubled's topic in DayZ Mod Suggestions
The idea should never be implemented in that fashion.People understand that DayZ isn't supposed to be balanced or fair. It's about luck of the draw. But blocking individuals from certain opportunities would be a total kick in the balls for those who have no option of grouping up. Think about it for a second. Why should a group, with more eyes and ears, and more guns to boot, be given access to better weaponry? I'm not saying in this situation there shouldn't be the occasional treasure, but it should mostly be support/sustenance items. (ammo/food/bandages etc.) -
DayZ: Most Private Hives Are Not Real DayZ
[email protected] replied to DemonGroover's topic in DayZ Mod General Discussion
The main problem I find is that MOST servers have a modified version of the ruleset, but very few of them give an accurate description of what to expect.It's fine for you and your pals for a fuck about, if you all know the server and the settings, but it's a pain in the arse when the servers are open to the public and nobody has a clue what's going on. -
New concept for Server System [DayZ Standalone]
[email protected] replied to Ernst's topic in DayZ Mod Suggestions
gloops - How? If you get confused at a handful of options, with a description of features, you should take your time with things. This isn't the crosshair discussion. That's HERE -
Dude, it seems like upwards of 75% of the posts you make, are just you calling other people trolls.I, personally, would appreciate it if you'd at least try and be a little constructive. If not, it would seem you're the troll here, and you're doing a really bad job of it. @ OP, There will likely be variable weather, but nothing to the degree of different eco-systems. (biomes) There's simply not enough geographical variance to support the idea. Unless they add a mountain with snow-covered peaks, or something.
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Inventory UI concept design v2.1 (window based)
[email protected] replied to joeyslucky22's topic in DayZ Mod Suggestions
I wonder if we'll be able to rotate and fit items into the spaces in other items. For example in this image I cropped from one of the UI examples. The space is 2 x 2, but the glock only takes up 3 of the spaces. So if the gun was packed into a bag, would we be able to place a 1 x 1 item into the gap? Using up all available space as efficiently as possible, in the style of Deus Ex, would be awesome. I just want to know how you'd picture it working. -
New Update Makes DayZ Extremely Difficult
[email protected] replied to GrassyKnoll's topic in DayZ Mod General Discussion
The new patch is ace. I mean, the combat roll is a little strange, but that's entirely forgiveable. And the rabbit-meat giving more health feels a little "gamey" (see what I did there?), but the reasoning is totally understandable. Anyone who doesn't like it doesn't have to play :P I'm glad we're getting more "survivalist" as time goes on. RE: Zombie spawns. I understand there must be some limitations that the layman like me can't see. But insta-spawning Zeds is still kind of a disappointment. You can't win 'em all, eh? -
Inventory UI concept design v2.1 (window based)
[email protected] replied to joeyslucky22's topic in DayZ Mod Suggestions
I like the new design a lot. The "check-body" in particular. Just a thought, and more gameplay than UI related but, I feel like an opened inventory should generally be more obtrusive. The more it gets in the way, the more it would represent a distraction from your surroundings. But that's just my personal attitude. Do you envision the UI opacity being variable or fixed? Once again, awesome work, dude. -
Then we'll have to agree to disagree. It might be difficult to represent on a computer, but if any game should attempt to make psychosomatic responses a feature, it's DayZ. Your character already starts to hyperventilate when attacked by Zeds, which seems to cause you to dehydrate quicker. EDIT: It's all in the same boat. It's an occurrence which has an emotional/psychological impact, in turn, bringing about a physical reaction.
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HA. I like your thinking. You wouldn't see it beyond +/- 50/100 metres though. (tried this while camping)