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Everything posted by [email protected]

  1. Not many games are still in development while you're playing them though.If you want to know if something complements the way you picture your game working, trial and error is the most viable way to go about it @Zarniwoop - Server hopping would be helping spread the diseases! *evil laugh*
  2. mr_chabowski@live.co.uk

    Better GPS.

    I don't know what you mean by "Maps in real life wont show you everything". Maps only show you what's on the map, but you find your own points of reference to read it. What I propose is simply to make every map a unique item, so players can mark things and keep notes on their map, which could potentially be stolen/looted or handed to a buddy to compare notes etc. Currently players tend not to mark the map, because everyone shares the same map, and markers can be seen by everyone. This is weird as hell. I would also like to see a road atlas, or some such thing. Just variation and some form of uniqueness to navigation tools. These ideas are all kicking about in other threads somewhere, I'm sure I've repeated myself already.
  3. I can understand where you're coming from, but I think if the development of certain aspects has potential to be detrimental to gameplay, the experimentation needs to go "too far" so the devs know what to dial back if necessary.
  4. If they made it so pain fades by itself over the course of 30 minutes, and a painkiller can ease the symptoms for around 2-5 minutes, it would add an authentic edge to pain management/healing. This would most likely make multiple tablets per pack a necessity, but it could fit nicely with an overdose potential, just to put a little extra thought into how you handle your situation. I look forward to seeing how the medical system develops. We've heard about disease and such, but that's a different kettle of fish.
  5. If they implement pen and paper to leave notes, I can imagine myself writing letters of apology and leaving them on corpses.
  6. mr_chabowski@live.co.uk

    Better GPS.

    I use the map more for specific locations and references (caches, vehicles, wounded buddies etc.), so even if you know where you are, it's still handy. The GPS is unnecessary, and it's overpowered enough as it is. I would be more in favour of improvements to the map system than beefing up GPS. Unless it's made exceptionally rare, I would prefer to see it removed.
  7. You don't need to simplify for my sake. It's clearly you who wants things simplified. If it doesn't hold your interest, fair do's. I can't picture the devs dumbing things down for the sake of a few more sales. It's not in keeping with the MO If it's going to be a niche game, like most other BI properties, it won't everyone's cup of tea. It doesn't have to be.
  8. What? You're telling me, you can't lift a person on your shoulders unless you're a Ghurka?Unless your muscles are atrophied to the point that you can't stand up, you can lift and carry another person. You would tire quickly, and you wouldn't be moving all that fast, but it's easily possible. I think if bodies are going to be interactable, they should stay that way until you've finished whatever you're doing. The way you describe it, I picture dragging a body away from a town, only to stop dead, because suddenly the corpse can no longer be moved. :huh: EDIT: is interactable a word? Also, I fail to see how spending time dragging a corpse across the countryside somehow amounts to abuse in your book. If you're using a 5-minute timer, it should start/restart with the last time you laid the body on the ground.
  9. All I can say in Gaelic is "thank you" and "milk". And I can't remember which is which.
  10. ^ Purpose served = none EDIT: I'm sure you think your absurd exaggeration is very clever, but it just sounds like you're crying out of fear of the uncertainty. Either man-up and embrace these new experimental features, for the good of the gaming industry, or go back to your comfort zone and stay there. EDIT AGAIN:
  11. It's supposed to be overwhelming, in a "dropped on your ass during a zombie apocalypse" kind of way. That's how I see it anyway. It will never become needlessly convoluted, the world seems to be being designed to work as your real-life experiences would lead you to expect. Complexity is good, provided it feels authentic.
  12. Meh. You should be able to carry a corpse across the whole map if you want to. Just implement a body-rot timer, so the longer the corpse spends on the ground, the closer it gets to being immovable. Also, shouldn't we be able to give player with broken legs a piggy-back or something? Crawling is slow as hell, and this way, both players could still probably use their pistols to defend themselves.
  13. mr_chabowski@live.co.uk

    Better GPS.

    @ Rivy - Right Ctrl + M It brings up the GPS map on the right side of your screen. I don't like having GPS in game. It makes navigation too easy and spoils a lot of the "I'm lost" fun you can have. I would rather see, unique maps per player, no markers shared etc, but your scribbles and markers are on YOUR map, even after it's stolen. And varying styles of maps, so they're not all military maps, maybe local authority OS maps? In Cyrillic?
  14. @Psylnz - All the examples you gave are well within your control.If you die from an infectious disease, it's no less your own fault than if you'd been eaten by zombies.
  15. ? I think this needs a bit more explaining. I nearly choked when I read it. I'm against hoarding shit, but also against deleting tents on player death, mostly because car parts are a bitch to find when you know you need something specific. If the server structure in SA is more MMO style, servers won't get reset all the time, so tents will probably have a required "time to reset" like vehicles do. Might this, along with smart loot spawning(keeping a record + limit how many of each item are stored in one server, so, for example, not everyone can have an AS-50), urge people to hunt out "farmers" camps, instead of moaning about them? I'm just thinking out loud now, feel free to ignore this post. EDIT: In my view, the people who re-gear at tents all the time are only cheating themselves out of most of the game. And then they have the cheek to say they PvP because they're bored. <_< Message to these people - "It's a sandbox environment. Your lack of imagination is the reason you're bored."
  16. mr_chabowski@live.co.uk

    Toolbox spawn rates

    Joke? Toolboxes are all over the place.
  17. I agree with the sentiment. This kind of "death" will prevent folk from looting their own corpses, or instantly gearing up at tents* on respawn. (*and they wonder why they're bored?) Even just an hour or so would be enough to traumatise most players. Any more than that risks anyone with seriously shit luck, NEVER getting a decent game with buddies. :P
  18. Cars really shouldn't be burning up quite as often as they do though. A heavy impact form a car crash would be more likely to wreck a gun than a tin of beans or a jacket. Fire, on the other hand, would probably wreck your clothes and guns, but food would be fine.
  19. There should be a good chance of destruction of loot, but not everything should be wrecked. With weapon/item degradation hinted at for standalone, I imagine there will be a lot of broken toys kicking about.
  20. @badbenson This is probably where "learnable skills" per life could play a part. If you don't want to have to learn all your survival skills again, you REALLY don't want to die. Suiciders/dead-all-the-timers should be lacking in knowledge that is necessary. If they only PvP they put themselves at a disadvantage. They will (predictably) be near spawn, so they can be avoided if KoS is their whole game. EDIT: also, global casuality
  21. This project sounds more and more ambitious every day. I look forward to seeing how I fare as a diagnostician/taxi driver. Are we going to have an overdose or resistance mechanic, so some smartass doesn't just munch all the antibiotics under the sun "to be on the safe side"? I imagine all the "balance" issues will come out in the wash. The first wave will be a doozy. EDIT: So excited I had to correct my spelling!! :D
  22. All that's being exercised is the flexibility of the ArmA customisation. Besides muddying the water a fair bit it doesn't do any harm. When SA hits, it's a different story. There has to be a foot put down. DayZ as its own title, shouldn't be made so every facet of gameplay can be modified. The only choice should be from pre-set difficulty options. There's a fine line between "variation" and "abomination".
  23. I don't think there's any need to worry as much as certain people seem to. Rocket seems like a well grounded guy, and he's made it pretty clear what he's setting out to achieve. Any "die hard fans" should appreciate that the devs, whether they get everything exactly perfect or not, have only the best of intentions for DayZ. Regarding difficulty, I believe it's a subject that will have to be addressed over the course of alpha/beta as more people get access to the game. It doesn't sound like rocket plans to cave in to floods of n00b tears, that's for damn sure. ;)
  24. ^ I'm setting up a LOT of bear-traps for this very reason.
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