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[email protected]
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Everything posted by [email protected]
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Every single one of those ideas will have its own thread already, I guarantee it. Search bar is your friend. Even necro some old topics, there are some good ideas hidden in the suggestion section, they're just buried under a mountain of crap.
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I honestly thought we were going to be invited to test out a new peripheral. :| I am dissapoint.
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Zombies aggro each other
[email protected] replied to bad_mojo (DayZ)'s topic in DayZ Mod Suggestions
Hiding and waiting to watch people troll themselves? Love it. All your rage-tears are pure profit. Never cost ye a penny. -
Invaluable addition, :rolleyes: I'm usually relegated to pilot (since I can fly the thing) so gunner seats ain't my area of expertise, but I would still rather have a 5.56 if it meant having 200 rounds per box instead of 100 7.62s then you wouldn't have to reload so often anywayz. Seems to me, you have to be an admin if you want to find a chopper more than once in a blue moon anyway, for all I know they could have mounted a trebuchet since the last patch. @Seddrik - if you jump on a side seat an don't instantly start blasting at everything, you're too boring to be a gunner. Fire control is for pussies. :P
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And with your suggestion, people would suicide because they had the wrong gear.Giving players another reason to kill themselves is not a solution that will go down well with the community.
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I think if a heli has a M249 box in the hold, gunners should be able to reload. It's amazing how fast you can empty those two cannons when you're pissing about.
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Die as a Bandit.. Be a Bandit again
[email protected] replied to Turbobayer's topic in DayZ Mod Suggestions
The humanity system IS flawed, but what you're suggesting is the way it already works. The bandit/hero skins should be removed, but (in my opinion) not until there's a way to recognise individual players better. So we can build a good reputation without dressing like a hero. As it stands, heroes aren't even necessarily good guys. People should have to decide what their own reaction to you will be based on what they've experienced, or heard about you. Shouldn't judge a man by his skin. ;) -
Chloroform could also be method for subduing people for surgery (if the medical stuff in standalone is going to be as in-depth as I imagine)
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Those aren't abilities, they are items. I think everybody should have an empty inventory on spawn. and NO BACKPACK. If everyone is equal on spawn, people won't be trying to get a better "starter pack" through suicides. EDIT: I also think non-combat skills should be learnable through repetition, and should be lost on death.
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For certain actions if you scroll the mousewheel, you get "cancel action" as a function (light fire and cook meat I've experienced this) It does exactly what it says on the tin. EDIT: I don't know if it works with everything, I haven't tried it. It definitely comes up for the two I mentioned. (it did with 1.7.2.6)
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If in game VoIP was the preferred method of communication, then this would be a perfect tool for going "predator" on a bandit clan. Because VoIP, like every action, is locked when you're K.O'd. Unfortunately with most players (including me) using 3rd party chat softwarez, every attempt at being sly, makes you the victim of what I like to call "Ghost Recon" (dead/unconscious players shouting your location to their team mates) To expand on one of the ideas above. I would love to take a stunned player for a spin in a chopper, then eject them at an undetermined location (with a parachute obviously) before they wake up. :thumbsup:
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Zombies aggro each other
[email protected] replied to bad_mojo (DayZ)'s topic in DayZ Mod Suggestions
I'm sure it's being worked on as we speak. Zombies need to work like a pack, for added threat. -
It's not a new idea, but it is a good one. As long as people can only be knocked out 90 seconds MAX. Plenty time to do what you like, before everyone gets bored. IF someone wants to hang around their unconscious victim, waiting for them to wake up, just so they can knock them out again. They are within their rights, though I can't see it catching on. It doesn't sound like it's all that entertaining to be honest. If the darts were pretty rare it would discourage infinite trolling.
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If little treehouses could be brought in sort of like "Tents+ : The Next Generation" and consist of a very simple platform/rope-ladder combo with semi-rare components, I think it would fit very nicely. :beans:
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Dude, if you want stats and scores to rub one out to, why not try one of the other bazillion games on the market? If all else fails, type "YOU WIN" in notepad, in as big a font as you can. Then just read that every day. EDIT: The above quote may not be entirely verbatim ^_^
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People overreacting about Namalsk?
[email protected] replied to morgan32's topic in DayZ Mod General Discussion
Supposedly there's an underground area, which I never found. In all the "new" maps I've played for DayZ the military loot is even more common. I don't like it. I understand Namalsk is an awesome map to play its own campaign on, but for DayZ I just don't have the same urge to keep coming back to it as I have for Chernarus. Fallujah, Lingor, Takistan, none of them seem to be able to hold my interest. There must be a reason, I just can't quite put my finger on it. It's probably because I find constant PvP to be tedious. I need a bit more variety. -
More advanced statistics board
[email protected] replied to morgan32's topic in DayZ Mod Suggestions
The in-game statistics menu you suggest, like you might find in many other shooters, would be seriously out of place in DayZ. While the fact that this would only serve to encourage needless player killing has already been mentioned, for me, the threat of it wrecking immersion is the real deal-breaker. If you really want to keep track of your kill counts, go get a pen and paper and keep it by your side as you play. -
300 zombies in 3 weeks? Most folk will probably end up with a couple hundred kills per day, just getting from A to B. As for the random KO, it's just about the only thing causing zeds to be a threat. (that and their super fast twitchy heads) @ZORC - They need to be beefed up, everyone should realise this, but in a clever way, not just insta-kill every hit. @Henroww - Chant the DayZ mantra : "Dont get too attached to your gear." EDIT: inb4 pre-standalone mantra : "it's in alpha" :lol:
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I'm sure it's well within the scope of Rockets' plan. He's definitely not taking the standalone lightly.Added thought. I know people think the slow zombies would be totally useless, but I imagined they would be almost silent instead of screaming at you (they should be able to sneak up on players through cities/buildings/forests) and these would be the guys that would grab on to players and drag them down while the fast ones kick your teeth in. They would also fill corridors while quietly shuffling, and before you notice anything wrong, you're trapped by about 20 of the fuckers! Then you'd HAVE to kill them to escape. (headshot only ;)) EDIT: Don't forget, we're going to have to worry about stamina and overall body condition in standalone (from what I've gleaned, this is high priority) so when you tire yourself out, it won't just be the "runners" that you have to worry about. :D It'll be even more like 28 weeks later.
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Favorite Dayz vehicle?
[email protected] replied to Serious Stan's topic in DayZ Mod General Discussion
Apart from the crippling wheel injuries, the scrambler is a beast for a quick spin about. Only 5 item slots, but who needs gear when you've got the wind in your.... baseball cap? Fingers crossed the "basic ragdoll" coming in standalone will facilitate GTA style faceplants :thumbsup: I'm quietly waiting for one of them to have something useful to say.I'm a glass half full kinda guy. (it's all lies, I'm a right pisser most days) -
If they're going to add zombie dogs they better add the ability to climb up a tree and hide!!! :|
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It was an old and bad idea long before either topic. Inappropriate for the style of DayZ. It's up to you to recognise your buddies, there shouldn't be any assistance, apart from more optional customization (which Rocket has already confirmed for standalone)
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Making squad game play much more manageable and effective.
[email protected] replied to ImCptCrunch's topic in DayZ Mod Suggestions
If REALISTICALLY you should know someones name by looking at them , then you should be more observant in game. As for dressing alike, you shouldn't need to wear the exact same setup for everybody to realise you're in some way connected. Just as IRL gang colours doesn't mean uniforms. If you can't recognise your team mates, it's a failure on your part. Game mechanics shouldn't have to make it easier, it's truly authentic as-is. EDIT: I'm not having a go at you, by the way. Just bear in mind, the ability to recognise people (or not) is a major part of the realism and atmosphere of DayZ. -
I disagree. Not every zed should have the same attributes, just as not every person can run at the same speed. You definitely shouldn't be able to just outrun all of the infected, that's the single biggest downfall of them currently. Whatever the case, there should be some sort of variety. I'm not talking about having the odd "super zed" or "Boss Zombies", I mean there should be some factor to them that stops the whole situation from being entirely predictable and easily escapable. My counter-summary - The fast zombies should be able to run at least as fast as you can. (I think the fastest ones should outrun survivors) The biggest hordes should be made up mostly of Zeds which are slightly slower than players, but there should be a LOT of them. (with a couple of fast ones for added OMFG) The slowest zombies should be harder to kill and way more likely to give you an infection by biting you.All these stages of zombification should be able to appear in "walker" "monkey" and "crawler" flavours.