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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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Your DayZ Team
[email protected]
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Everything posted by [email protected]
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DayZ Devblog 4th February 2013
[email protected] replied to griffinz's topic in Mod Announcements & Info
IIRC He's mentioned that running out of stamina would be one of those things that just has to stay "gamey" for the sake of pacing.I see his point, forcing people to walk because they're tired would severely slow down gameplay. But I too would like to have a little bit of cardio-management. Maybe it'll be fine to "jog" forever, but sprinting will beef your character until he just falls down? I suppose we'll have to wait and see. Fingers crossed fellas. EDIT: Oh, and who made Rocket Skywalker? I literally fell off my chair at that one. -
In DayZ, the steep learning curve is part of the charm. I seriously doubt their would ever be a tutorial, even offline. The entire premise is built around the idea of a harsh and unforgiving experience. ArmA 2 has built in campaigns and an armoury, where you can get a feel for controlling your avatar and get an idea of the functions of cover and sensible movement. The only thing that really has to be experienced first hand is Zed behaviour, and that's all going to be changed, so no biggy. EDIT: If you don't already own ArmA 2: CO, and you're just waiting for standalone to release, you can get ArmA 2 free HERE
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Night and Day, universal time
[email protected] replied to Thegoon84's topic in DayZ Mod Suggestions
I like night servers, but the way night time handles could be seriously improved. Night time can be good fun, but In my experience, those servers tend to have only 2 kinds of players. Those who like to be taken out of their comfort zone. And those with NVGs who want to exploit any advantage they can. Just to be clear, I'm not saying using the tools available is a bad thing, but 9 times out of 10, anyone without night vision is in for a world of hurt against those who do. People don't like night, there are likely many, many reasons for this. Here are a couple of my observations - Light doesn't bounce realistically in ArmA 2, that's where much of the discomfort stems from. If you shine a torch inside a room IRL, the light would brighten the entire area, Unfortunately, that isn't simulated in DayZ modIf the new shaders in SA allow for light to reflect properly during night time, at least everything won't be totally blackened for a massive chunk of the day. We would be able to see a little by moonlight, when it's available. Weather permitting, Just the very basic outlines though. The 24 hour cycle should stay. It's a major part of the "survival simulation" feel of the game. As for KoS that everyone fears, That's just a fact of the matter, there's no way to definitely avoid it. But, the more people try it out, the better they learn to handle themselves in those situations. IMO Denying yourself the opportunity to experience these sorts of things will put you at a disadvantage in the long run. -
Clothing Durability & On ground models.
[email protected] replied to m.w. vindicator's topic in DayZ Mod Suggestions
If there was the possibility to clean clothes too, it would be less a case of "definitely"/"probably" being infected, and more a case of taking the necessary precautions so as not to become infected. A boil wash would likely kill any bacteria, I'm not so sure about viruses. The only problem is moving potentially infected clothing without the risk of infecting everything else you'r carrying. Maybe the supermarket should have a supply of plastic bags? -
Clothing Durability & On ground models.
[email protected] replied to m.w. vindicator's topic in DayZ Mod Suggestions
I like the idea. Clothes lying in a heap on the floor might serve to warn a savvy player that the surrounding area has already been looted, and may be hiding other survivors nearby. The option to fold/look after clothes should be included so as not to cause damage to them. If different clothes have different properties, it makes sense to have their overall condition affect their usefulness. Combats with holes in the pockets are likely to lose small items. A hoody with a hole in it won't keep you as warm. The repercussions for weapon degradation, in the same vein, are obvious. EDIT: spelling -
Winchester 30-30 lever action rifle!
[email protected] replied to Brenny10's topic in DayZ Mod Suggestions
I'd prefer to see a lever action shotgun, like the Winchester 1887, than another rifle. But more variety is good in ANY flavour as far as I'm concerned. If the current Winchester is still going to be in the standalone, I hope they change it so it's a .44 like it's supposed to be. Having the ammo named "1866 slugs" seems to have a lot of people confused. -
Suggedtion: leave as50 and m107 alone!
[email protected] replied to gloopsgf's topic in DayZ Mod Suggestions
If the game could include a more thorough localised damage system (more differentiation than just "headshot" or "not headshot"), 1 hit to the toe would not necessarily be fatal. The medical system is totally overhauled anyway. It'd make sense for the damage/injury system to get a revamp too. At least, we can hope for that. Guns are supposed to hurt. They're designed to kill people, but people can survive some crazy shit. That's how things should be represented in DayZ. No nerfing. -
DayZ Devblog 4th February 2013
[email protected] replied to griffinz's topic in Mod Announcements & Info
:lol: -
W00rst.. admin... ever.
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With this last update...Is Day Z... dead?
[email protected] replied to delfin5's topic in DayZ Mod General Discussion
Calm down dude.The point being made is, it's fine to run away when you're under attack, but you have to stay in the game. Otherwise you're just cheating. EDIT: What if the guy trying to kill you was in desperate need of food, to feed his rag-tag group? When you log out, he's failed to achieve what he needed to do so he could survive because you cheated him out of it. Any action within the bounds of game-rules is fine. Combat logging is unfair and unsportsmanlike. (I know it's not a sport, but "fair play" rules still apply) -
FIRST QUOTE!!!!W00t!
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With this last update...Is Day Z... dead?
[email protected] replied to delfin5's topic in DayZ Mod General Discussion
You can't be a good survivor if you're such a pacifist that you get yourself killed. EDIT: Dale wouldn't have tried to quit out of the fight. There's plenty room for peaceful cohabitation. But you'll always have to be able to defend yourself. -
Might be quicker to just post that HD to whatever bunker they keep the Tube in.
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With this last update...Is Day Z... dead?
[email protected] replied to delfin5's topic in DayZ Mod General Discussion
Sorry to jump in, but... In a word, yes.I'm not keen on the banditry side of things, but everybody has to accept that it's a part of the game. Trying alt+F4 to quit out of a battle is a bitch move, and should be considered cheating by EVERYONE. I understand what you're saying. The last couple of updates seem to be gearing some changes towards PvP gameplay. It doesn't mean you can QQ about getting outplayed (by someone who aparently can't aim for shit) If you don't like getting shot, stop putting yourself in vulnerable positions. -
Ok...So it looks like I'm a bandit now...
[email protected] replied to bfisher's topic in DayZ Mod General Discussion
If thinking that will make you feel better, go right ahead. Whatever floats your boat, kiddo. ;) Shooting at everyone you see is easy mode. That's not my opinion, it's a fact. -
Ok...So it looks like I'm a bandit now...
[email protected] replied to bfisher's topic in DayZ Mod General Discussion
The title should've been : Ok...So it looks like I'm playing on easy mode now... -
It's a ploy to make everyone break their F5 button?!!Guys, I think I just figured out what button "Tetsu-shoryuken" is in SA.
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Suggedtion: leave as50 and m107 alone!
[email protected] replied to gloopsgf's topic in DayZ Mod Suggestions
I can understand why people like the ability to survive improbable injuries, but to me it goes against the authenticity that most of DayZ manages to capture quite well. Kryah made probably the most important point, but it kinda faded into the background. <_< We've had discussions along those lines before, and from what I can see, the only way to allow the game to calculate weapon rarity per-server would be to lock characters into 1 "home" server. Otherwise, no-matter what you try and balance it with, server-migration will fuck up loot-balance. Personally, I'd welcome the idea. Players are going to have to settle down at some point if the end-game is "vehicles and bases". No harm in seeing if it works before the full end-game is implemented. It's pretty much like this when you play unique private hives, and IMO, as well as allowing some control over loot-cycle%, it would be better for familiarity and player reputations. (good OR bad) -
Removing M107/AS50 in favor of increased sniper damage?
[email protected] replied to Dark Terror's topic in DayZ Mod Suggestions
My thoughts on the suggestions above. 1. Making it so the anti-materiel rifles require a rest or bipod to be accurate would be an authentic, well balanced solution IMO. 2. Apparently zeds spawn entirely differently in SA, so we'll just have to wait and see how log-aggro is handled in future. 3. Destroying vehicles is what anti-materiel rifles are supposed to do. Nerfing damage would be a bad move. 4. Anyone can get killed at any time. Bambi will have to learn to fend for himself. -
Removing M107/AS50 in favor of increased sniper damage?
[email protected] replied to Dark Terror's topic in DayZ Mod Suggestions
It doesn't matter how long it takes you to get your gear. That's not relevant to the point I was making. It's way too easy to take a half-dozen rounds to the chest and just walk away. If you want to survive an attack, work harder at not getting shot. :lol: EDIT: Player's powers of observation provide them with their chances to survive attacks. Giving everybody uber healths defeats the purpose of the unforgiving survival challenge. -
Then I disagree with the OP. If misfire/jamming is to occur without rhyme or reason, it wouldn't be in keeping with everything else the devs are trying to achieve. If the condition of a particular item affects its performance, then it makes perfect sense to include it. In any case, it's likely that something along these lines is already in the works. I'm willing to bet it won't be "random" though.
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Don't they have punctuation in Finland? Until we start getting reports in form the closed testing, we have no idea what the full DayZ medical system has in store for us. I think it goes without saying, it's going to be more advanced than the system we've seen in the mod.
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@Frosti - It's not supposed to be "cool and fun" it's supposed to encourage you maintain your belongings instead of just assuming that everything will be fine. The general idea of DayZ is overcoming the challenge of surviving the apocalypse. Part of that challenge is taking responsibility for the condition of your gear. EDIT: If you don't want to spend time maintaining your weapons, don't. But there's nobody else to blame when it gets you killed.
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Removing M107/AS50 in favor of increased sniper damage?
[email protected] replied to Dark Terror's topic in DayZ Mod Suggestions
THIS. x10I don't think all the folks who believe shooting to be so easy have ever tried it. Too much "Hollywood education" methinks. On a side note. In my opinion, players shouldn't be any harder to kill than Zeds are. Everyone has WAY too much health. It's ridiculous. -
Suggedtion: leave as50 and m107 alone!
[email protected] replied to gloopsgf's topic in DayZ Mod Suggestions
You could have a rifle in absolutely pristine condition and it won't make a lick of difference if you're a shitty marksman. From what I can gather, weapon maintenance will eventually be a factor in SA. So if you're seriously hoping to "keep real life away from this" brace for a shock. Ideally we'll have a game mechanic to replicate setting optics (horizontal) if we're going to be swapping them around, too.