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
[email protected]
Members-
Content Count
2774 -
Joined
-
Last visited
Everything posted by [email protected]
-
What if we removed the crosshair?
[email protected] replied to rocket's topic in DayZ Mod Suggestions
I feel bad for the guy that bulk-bought all those crosshairs.Dreygar made a point, melee combat is a real pain in the ass. There's no optics on an axe. IMO Ideally we would have a melee system based on swinging a weapon from side to side/top to bottom, so you don't have to aim for the penny-sized hit area to use a hatchet. Don't get me wrong, I totally understand the restrictions in adding close combat to a mod based on a gun-only game. I just hope functional melee mechanics are as high priority for SA as adding more weapons. -
Any addition along these lines gets a thumbs up from me. :thumbsup: DayZ needs more states of injury than just "fine" or "dead".
-
Should also be able to crawl down a hole. Maybe find some fox eggs.
-
friendly fire should be an option on servers
[email protected] replied to whatsmynameagain's topic in DayZ Mod Suggestions
Friendly Fire is always optional. As it is IRL. Most people just choose NOT to shoot their own team. :thumbsup: EDIT: SA will have more clothing customisation too, so just get every one of your pals a Hi-Vis vest. No more excuses. If you still keep shooting your own guys, someone should take your guns off you. You can be the pack mule instead. -
I'm looking forward to seeing what this will be like in SA. From what I gathered, it sounds like magazines, while working effectively as attachments for guns (combine gun + mag to reload) will be their own entities. Hopefully this means they will take damage and fall into disrepair if not handled properly. Of course, there will probably be a "rush-job" way of reloading, but that should cause equipment to degrade faster. As an example, (off the top of my head.) IIRC, StanAg 5.56 mags are prone to malfunctions. With a manual reloading mechanic, you could take more care and perhaps load only 25 rounds instead of 30 to prevent damage to the springs.
-
Everyone's a pundit. I'm just glad that the boys can finally get home to their families. The entire scenario was a farce from day 1.
-
Dual wielding, smoke grenades, and flashbangs
[email protected] replied to whatsmynameagain's topic in DayZ Mod Suggestions
I don't think being a cowboy(cow-person) is necessarily what gives the ability to wield a gun in each hand accurately.But what do I know. ^_^ Maybe dual pistols should be an option, just not a particularly useful one. See HERE for discussion of "not useful" decisions. If I'm trapped in a house, whether by a horde of Zeds or a squad of banditos, I don't care that my accurate range is less than my height, 2x damage, 2x rate of fire, 2x ammo capacity? I'll take it! -
I agree,IMO if a mic is detected, local VoIP should always be on. Even though people would probably switch off their mics to avoid being heard. More to the point though, telecoms need attention. The best the devs can do is try to encourage use of in-game communication systems. Just because everyone is dead, doesn't mean everything is going to be broken. Maybe not mobiles, but definitely radios/landlines would still be available and mostly functional. It truly surprises me that more people don't consider "Skype telepathy" a form of cheating.
-
The Zed-flesh idea would be cool if there was a "meals" system, whereby you can create better nourishing meals by combining ingredients.IRL stew just looks like stew, for the most part. So it could have any number of things in it. Just swap out your cut of beef with Rotten-Zombie-Ass, and you've got yourself a recipe for gastric discomfort, for a "just in case" scenario. :thumbsup: Until they add a sense of smell, that little booby-trap is going to be a tough one to spot.
-
Wait. You openly use 3rd-party software to give yourself and your teammates an in-game advantage?HAX! Seriously though, the fact that most players are on 3rd-party chat all the time is a MAJOR pisser. The in-game VoIP could add great depth to the experience, but it doesn't get a look in.
-
What if we removed the crosshair?
[email protected] replied to rocket's topic in DayZ Mod Suggestions
I'm another vote +1 for removal of crosshairs. Chances are, in the past 12 pages someone will have already made the most important points, so I'll avoid a speil. I'll just rub some beans on a few deserving faces. :thumbsup: Basically though, people should have to aim their guns if they hope to hit anything. I'm not a PvP-seeker, but gunplay of all kinds is better without a floating icon across the screen telling you where to aim. The HUD shouldn't tell you what your rifle is ranged to, how much ammo you have, what weapon you have equipped etc. And it shouldn't aim for you! Those are jobs for the powers of observation we all should have! A decent natural feeling lens-glare would be a welcome addition. Not constant, unexplainable BF3 glare, though. Also, if setting scopes became "count the clicks + keep notes" it would feel more real, and add a bit of meta-skill. Just my 2 pennies -
Word of god says the infected are still alive, so undead rules don't apply. Zombie lore chops and changes for every iteration. There are commonalities and general expectations, but there is not one defining set of characteristics. While I personally prefer the classic Romero's on film, in games they don't provide the same challenge.Nobody can say "Zombies don't run", considering they are fictional.
-
Zed-handling up to this point in DayZ has been a see-saw of stealth or massacre. This balance will likely be mantained in SA, because it feels natural. I wouldn't instinctively aggro a horde IRL. In the case of a "shoot 'em all" scenario, fast Zeds clearly pose more of a threat. Headshots are already a quick solution to the Zed problem, so slowing them all down would be bad for gameplay. The life-cycle of Zeds is all but confirmed for SA, In terms of food-sources for Zeds, I imagine scarcity hits hordes all in the same area. With this in mind, there will likely be entire towns/cities of hungry, slow shamblers, due to lack of player activity. High player-traffic areas would be home to faster, healthier Zeds. RE: Jonsse+Co. Responses will be out of order, but it's the order of relevance in my head. For point #3. If anyone can run indoors, Zeds should too. #2. Making it more of a challenge to engage Zeds doesn't lessen the likelyhood or impact of PvP combat. In fact, it adds another element to the engagement. Zeds as weapons/distractions. Wandering hordes have to play a part, so nowhere is safe. There will be Zeds in forests too. Count on it. #1. Kiting Zeds to loot may fit in with what contemporary fiction thinks about them, but it'd make for boring gameplay.
-
In the current state of loot-spawns, I wouldn't consider bullets a rare commodity. They are literally everywhere. If bullets were used as currency, they could be massively devalued with just a 30 minute raid to any military installation. For anything to have major value it has to be in demand and rare. The bullet-money economy would crash "depression" style with the discovery of a STANAG box. In Metro, this currency only worked because of the comparatively limited exploration opportunities.
-
I don't think any spawns should be removed. Least of all the "out of town" areas. I personally prefer spawning away from the larger settlements because I'm more likely to explore a bit before I decide what to do, If anything, the spawn locations should be more random. It would increase the initial disorientation a bit, which adds to the experience. At the very least it would give us a little variety.
-
Steam Workshop for Standalone?
[email protected] replied to Dark Link's topic in DayZ Mod Suggestions
IIRC, During the forum mods Q+A sesh, SteamWorkshop potential was mentioned. I suppport it, provided any additions are limited to authentic functionality in-game. Surely the best you could hope for is more variety in the loot table? Honestly I have no idea how additions would be implemented with the structure of DayZ. You don't exactly get to pick your loadout. Basically, I support any step which leads to greater varieties of weapons/clothing etc. If the community can help, and make the job easier for the dev-team, it can't be a bad thing. -
Interview with Matthew Lightfoot
[email protected] replied to griffinz's topic in Mod Announcements & Info
I reckon Lok's going to be fending off the groupies for a while after this. Nice job Griff, Matt, and all the mods invloved. Is it just me that was waiting to hear that loot-farmers will be prone to spontaneous combustion or something? We heard about loot-spots and cupboards and all that jazz, (kick ass BTW) but not about stopping farmers+grinders. EDIT: Maybe random spawning loot IS to hinder loot-farming, I was just expecting something.... more. -
The freedom for the community to create systems for trade and barter is the most important thing. Rocket made it clear he doesn't want to have any enforced economy, or predefined systems. I would prefer the game-world to have many scattered, seemingly useless items. This would provide potential units of currency and/or crafting ingredients. @OP, Hypothetically, why wouldn't people use paper money? Does it matter that nobody is printing more? It's not exactly in high-demand when everyone is dead. If I don't want/need what you're offering, or don't regard the sames items as "valuable", your trade, whether it's in money, nuts and bolts or scrap, is worthless to me. The players themselves will decide what's worth trading for, and any trade-hubs can decide what their unit of currency will be. Nothing should be enforced by the devs, but the options should be explored.
-
Post-apocalyptic postcards could be a nice little money spinner for ya. I like it. EDIT: Flicked through the pics on the link, The Dew has a right evil aura about it. :lol:
-
Best Place To Build a Camp|
[email protected] replied to Freshling's topic in DayZ Mod General Discussion
If you want to find a decent hiding spot, look on your map for a forested/sheltered area, and make sure it's not on a straight-line route between any two settlements. That way you can be reasonably sure (but not certain) that nobody has any reason to be travelling through that area. The other method is the "too obvious for anyone to consider looking there" method. Just set up a tent in the back garden of any random house. Your camp is never going to be "safe", but that's just the nature of the beast. -
More Environmentally Based Game / More Realism / Other Requests
[email protected] replied to carbine781 (DayZ)'s topic in DayZ Mod Suggestions
I didn't like having to decipher that "blob" of a paragraph, just to find out that you have no new ideas. Just being honest. Can anyone make a poll? That must beef forum resources. Big time. -
Don't even make third-person an option for DayZ standalone
[email protected] replied to Pomegranate's topic in DayZ Mod Suggestions
Does it matter what anyones opinion is on the situation?I have no doubt, whatever insults and arguments fly around the forum, Rocket will make the game he wants to. I had lost interest in this discussion entirely, but I'd like to point out, FPS motion sickness equates to a sensory handicap. I don't know about you, but where I'm from, attacking people who suffer ANY disability isn't cool. Has anybody who suffers from the condition given confirmation that increased FOV is the solution? Maybe I just can't find that part, but I see everyone moving on, and would like to be directed to that area of the discussion. I remember many of you backing the "head-bob" solution, until that was debunked. Forgive me for not trusting in mob-diagnosis. -
Players should definitely be made to use the in-game light sources, but it's a bit more complicated than just locking gamma. According to another member here (diazwaffle), he wouldn't think twice about using the nVidia panel, or his monitor settings, to boost gamma, even if it was locked in-game. Even going so far as to set macro keys! Some people are just too afraid of the dark aparently. ^_^ Excuses like "it's too dark to be authentic",or "gamma boost is your eyes adjusting." All crap. Where I live, when it's dark, without artificial light sources, it's really fuckin' dark. Your eyes don't adjust to the dark, they adjust to low-light. So unless it's a cloudless sky or a full moon, you literally can't see your hand in front of your face. The pitch-black darkness isn't unrealistic, maybe it just shouldn't always be so dark. The real problem is: light doesn't bounce properly in DayZ mod. (if you've ever tried to loot houses at night, by flashlight, you'll know exactly what I mean) Any night misisons I've seen in ArmA have night-vision, so light wasn't such a vital aspect. DayZ SA will no doubt have a far better lighting system, because the gameplay requires it. I wrote more than I expected to, but that's my thinking on your "gamma" suggestion. I agree, something should be done, but I don't think locking the setting does anything to solve the problem. RE: Fog, The more variable the weather, the better the survival experience. +1
-
Don't even make third-person an option for DayZ standalone
[email protected] replied to Pomegranate's topic in DayZ Mod Suggestions
LoL, voodoo, U R teh N00bz. I don't even look at the screen when I play. -
Euphoria character animation in standalone
[email protected] replied to melosense's topic in DayZ Mod Suggestions
If DayZ gets euphoria style ragdoll, we also need full bottes of Jack Daniels. Every time I see an "empty whiskey bottle", I seriously consider just laying down and letting the Zeds eat me. It's mocking me, I swear it. Back on-topic. it would be awesome to have more fluid animations, but I imagine it's a MAJOR task to implement. If we do get animation upgrades, I don't think they take high priority.