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Your DayZ Team
[email protected]
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Everything posted by [email protected]
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Standalone in graphical terms.
[email protected] replied to flygamer1's topic in DayZ Mod General Discussion
I've never had any bother with negative/positive acceleration. If the mouse doesn't respond as quickly as your input, it sounds like your graphics cards waiting to render whole frames. Turning V-sync off in video options stops any apparent mouse lag in my experience, but I'm not an expert and I don't know your hardware. No harm in trying though! -
EuroGamer - Sep 2012 - DayZ Developer Presentation / Article
[email protected] replied to J.D's topic in Mod Announcements & Info
Hmmm...I guess my wife wouldn´t tolerate that for long. I´m quite happy with my real-life, mate. I just have a problem with too much kiddies playing my favourite game. Ha, bumped. When's the next CoD out? Don't worry if you missed it, you'll be waiting 6 months TOPS for the next next one. Most fans of the long term idea of DayZ have been waiting forever. In all seriousness, I hope to fuck Black Ops 2 sucks some of the idiots out of DayZ, for a while at least. EDIT: If the last line offends you, you are indeed one of those idiots. -
Instead of making zombies stronger, why not make them use tactics?
[email protected] replied to colekern's topic in DayZ Mod Suggestions
I personally like the infectedZ as they are now for the most part. Just the speed of animations makes dealing with them crazy. Even looking down the sights tracking them running around fucks with my head(especially monkeys). I reckon once the animations are tidied up, any behaviour they're given wont appear so daft. Ducking faster than humanly possible, without any way for me to know whether it was my bad timing or he saw it coming somehow manages to be both immersion breaking and immersive simultaneously. I trust Rocket has a plan, and I'd rather wait and see what he comes up with than try and suggest what he should be doing to his game. EDIT: It's the spawning that really doesn't feel right. And that's already confirmed to be getting an overhaul. -
I was having a conversation about this last night, never actually considered suggesting it, but since it's already here I'm going to back it all the way. If the project as a whole is aiming for authenticity, this makes a lot of sense, and shopping carts would be pretty common (even though the supermarkets are only like 100m2). I wouldn't go so far as to add the requirement of an A-frame for lifting engine blocks or anything, but no way I'd be running about with one strapped to my back! We have to remember, it's a computer game. Some things will always be a little unrealistic, but implementation of new features/devices/mechanics is what pre-alpha and alpha stage builds are for.
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More items with status changing effects need to be implemented, ever snipe on Metal Gear Solid? Gets a lot easier when you look cool. If it was a balanced addition, and not necessary to gameplay, then why shouldn't smoking be added? For example, Smoking a cigarette might ease pain and stop hunger being depleted for 10 minutes in game, to stop "shakes" and halt starvation. But at the cost of stamina (when implemented) and hydration. If nobody HAS to use the feature, nobody HAS to bitch about it being included. It's a Sandbox, minimum rules, maximum options.
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Limited Zombie Spawns in City per player
[email protected] replied to #Sleepy's topic in DayZ Mod Suggestions
I like the idea of a tick counter for the town population (probably a fair bit less than 200K , depending on memory allocation) but a respawn timer would have to be something less than 10 minutes (not long at all in game) I think the problem most people have is, when you get cornered, in cherno flats for example, 1 entrance/exit. Any zeds you kill simply spawn again outside within seconds giving you an endless stream of them. If you look out the window, down onto the street, or round the corner, you will see nothing, because the Zeds just spawn at your door and come in to say "Hi". I don't want to propose any changes to make the game easier, but the current mechanic has made my palm and my face very well aquainted. -
Infected children in DayZ. Poll.
[email protected] replied to DZR_Mikhail's topic in DayZ Mod Suggestions
Is there ANY story in DayZ? No. Is there ANY atmosphere? I'll let it speak for itself. All the atmosphere is created by the reaction of your psyche to the stimulus provided. -
Get rid of Snipers completely?
[email protected] replied to [email protected]'s topic in DayZ Mod Suggestions
Civillian weapons should be the most common, but not by spawning them all over to make finding them easier, by making all high power guns the "Holy Grail" so to speak. NOTHING should be easier to find, it's already WAY too easy to get yourself armed to the teeth, an hour from spawn at most. AS50 and M107 shoud be made rare as fuck. If anything should be removed it should be the M107 , seeing as how the chopper crashes are supposed to be British, Accuracy International weapons are more likely. 12.7mm ammo (50 cal) should only be found 2 mags with a gun, no more than that is required. How often do you find yourself having to disable a truck/chopper? There should be greater variety of battle rifles and marksman rifles, most "sniper" kills I've seen were at closer than 600m or by a lucky camper. The art of mile long headshots is made to look trivially simple, actually making it a skill would really sort the men from the boys and earn a talented sniper the appropriate respect. -
Get rid of Snipers completely?
[email protected] replied to [email protected]'s topic in DayZ Mod Suggestions
Anti materiel rifles serve their purpose. They're just currently being abused, mostly because of dupes and scripts, but partly because people don't seem to realise/care that there are other far more suitable rifles available. Added to the fact that, somehow every single person on the face of Chernarus is automatically a hawkeye baddass marksman with skynet issue bionic shoulders. This makes them far too common and too easy to work. Why bother learning to use another rifle, when the AS50 can shoot the pubes off a spider at 1.5K? -
Day/Night cycle + few new things
[email protected] replied to nobody's topic in DayZ Mod Suggestions
That's with a server preference though, you're never forced to play the same server. You could potentially play a different server every day, there are thousands. And people don't always play between the same hours. Like sausageking said, server options would be the way to go if it were to change. I like the way it is now. -
Musket's and Minie' ball ammunition.
[email protected] replied to Muncywolverine's topic in DayZ Mod Suggestions
Tin cans still have a higher fire rate than a musket would, but I'm all for a bit of variety. If I spawned fresh and stumbled upon a musket or blunderbuss, I wouldn't kick her outa bed. -
Zombies: Faster and Headshot Only
[email protected] replied to catface.jpg's topic in DayZ Mod Suggestions
If your heart stops (by cardiac arrest, or being shot if your a zombie) you will suffer no permanent damage for up to 7 minutes, Mr. Basic Biology la dee da. These infected feel no pain, and are NOT going to stop because you tell them they should. Basic Zombie Psychology. Silly Quaby... EDIT: How do you think people can have a heart attack and be revived in hospital? EDIT AGAIN: Anyone who ever clutched their chest going, "I'm having a heart attack!", their heart had stopped already. -
I've always thought the soldier zeds should have kevlar helmets, and you're right, their military training would probably make them better runners than your average Joe. But their kit would weigh them down, so they would likely end up not much quicker (if at all) I'm pretty certain Rocket has stated his wish to avoid "special" zombie types in favour of an all encompassing "runlikfefuckandeatyoualive" zombie type. In my view, instead of adding any armed force, zombie, HECU (lol, Black Mesa FTW), Chernarus Militia or otherwise, there should be better zed "swarming" behaviour. Bears and wolves (and zombie hordes) will make the wilderness unsafe, and a pack instinct of zombies to crowd and swarm players will make NWAF suitably dangerous. Failing that, any GUARANTEED high power military loot spawn should be replaced with basic armaments, in favour of random sights (choppers/concoys etc.) so there will be no reason to hang around to farm loot (read : exploit spawn behaviour) thus negating any compliants you might have TC.
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It's not going to make a difference when the clothing system is implemented, everything playermodel wise is just a placeholder. (watch eurogamer expo Q+A) I'm guessing the shemagh will stay for bandits, but I'm wondering what the identifying feature of a hero will be when we can change clothes.
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So wait, there are different levels of infection, and everyone in the military just so happened to have exactly the same immune system? Whup yourself upside the head for me. The counterpoints made by Riem are entirely valid, and in any case Zombie AI will be made more formidable in future without a doubt. There is absolutely no need to add a computer controlled militia to DayZ, the entire purpose of the game is to create a world where we are the ONLY survivors. Everyone you can interact (or firefight) with is HUMAN, everyone else is a mindless (AI) zombie out to hunt and eat you, and that can't be changed without compromising the entire theme.
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NVG's, the downfall of DayZ "suspense"
[email protected] replied to Arctic33's topic in DayZ Mod Suggestions
NVGs would still be uber OP. Batteries are the way it's heading AFAIK, it would have to be more like 30 minutes per charge though, 10 minutes in DayZ just flys by. -
I like it. Rocket mentions Vehicle modding and "Battlebus" banter in the most recent eurogamer Q+A video (youtube will have it) so I'm guessing the whole lot of vehicle mechanics will be souped up, but I don't remember hearing about radios and stuff. I'm not so keen on your acronym/abbreviation code, but my accent is thick enough only the guys in my team would be able to decipher it anyway. Hopefully radio communication is high on the ToDo list for standalone, because I feel like being on teamspeak stops me from wanting to chat with strangers in game so much. And with CB I could start a taxi service.
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Get rid of Snipers completely?
[email protected] replied to [email protected]'s topic in DayZ Mod Suggestions
Honestly, I think nothing should be completely thrown out, just made rarer. And sniping should be overhauled to make it realistically difficult. The damage system Rocket was on about could make a 50.cal break your ribs if you don't have a proper rest/bipod set up, or try to fire it as fast as possible while running backwards because I SAW YOU FIRST, and that shotgun would've killed you IRL! >:( EDIT: Sorry, what was the question? -
Or...... A Deathstar! And the only way to get there is to find all the pieces and build Thunderbird 3 Actually, you can't have that idea, it's too amazing to share.
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Keep or Remove waypoints
[email protected] replied to C0LDKILL (DayZ)'s topic in DayZ Mod Suggestions
Paging Dr. Loggins. No? Kenny Loggins? Dangerzone? Seriously, my talents are wasted here. -
If the food/blood system was simply remade as something similar to Minecraft on PC (I haven't played it but bear with me) You eat food to replenish hunger, when hunger is at or above a certain point (75%?), it refills your blood slowly (1 point per second, maybe quicker if you're fuller) Running about and attacking or being attacked, basically every action + the passage of time, burns the hunger o'meter down. Below a certain level of hunger (10%) you start to lose blood slowly, and continue to do so more and more until you eat something or die. Different game would fill the hunger o'meter different quantities, and cause the calorie burn effect to take a longer depending on the last meal you had. eg. Rabbit is high energy, allowing your hunger o'meter to last longer, but there's less meat on a rabbit so you would have to eat more to fill up. Whereas porcine creatures (Boars) are more fatty, and would fill you up, but not for as long (like chinese food) tl:dr - Food insta-healing is too old skool for an authentic apocalypse sim. Healing takes time and rest.
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Infected children in DayZ. Poll.
[email protected] replied to DZR_Mikhail's topic in DayZ Mod Suggestions
We can agree to disagree, I respect your views. I still wonder why anyone can be so outraged at a virtual depiction of a child infected with a virus which turns them into a monster. Yet not even bat an eyelid at the same thing happening millions of times over, to adults. There are subjects in videogames, movies and other artforms that I'm not particularly fond of, but I wouldn't want to deny anyone their right to explore them. I simply believe freedom of expression should always outweigh peoples disgust/discomfort/fear. EDIT:(TO COVER MY ASS INCASE I START BITCHING ABOUT SOMETHING LATER ON) I may occasionally find myself a becoming bit of a hypocrite, but I try to remind myself that everyone is an individual, with their own views. And whether I share those views or not, they should be respected. -
Why Do Zombies Serpentine?
[email protected] replied to Elen Sila's topic in DayZ Mod General Discussion
I like the way they obviously don't want to be shot in the head, but the fast forward animations make it crazy! I'm hoping there's something similar to their behaviour in the standalone, but I would've thought if they were trying to eat you, they'd be a bit more direct about it. And they should be less punchy and more bitey and grabby. (would excuse the random bleeding, when's the last time you got punched and bled IRL?) If they dodged about less vigorously and just went straight for you when within a certain range it would feel more animalistic. Just now it feels like you're at a 90's rave and everyone is on the disco biscuits except you. :blink: -
Suggestions inspired by The Walking Dead.
[email protected] replied to Brittanica's topic in DayZ Mod Suggestions
Yeah, Walking Dead is kickass! Can't help but compare the two, but in the grand scheme of things I'd rather keep my DayZ totally seperate (Walking Dead has got a series of games now anyway) A few points about your suggestions if I may. 1. There's already talk of introducing hordes stalking the forests and hillsides randomly. Probably in the standalone, but it's highly likely to be implemented, the wilderness is too safe. It's kind of obvious, after playing for a while, that Zeds need to be made into way more of a threat. And it would be cool too see them seemingly run out of nowhere to attack if you made enough noise (rifle crack/starting a car) 2. Rocket has stated that the "Zombies" in DayZ are still alive, and infected with a 28 days later kind of virus, so that writes off coming back from the dead. And I guess that means all players are immune to whatever it is anyway. 3. Not much has been said regarding vehicles, apart from there will be customization. (big offroad wheels and a v12 engine on quadbike? yes please) I'm pretty sure the overall mechanics of vehicles is being rewritten for standalone release, but maybe not, it's not a MAJOR thing really, it would be feckin cool though! I like the toolbox idea. Always thought it was daft you can swap out an engine block with your bare hands. 4. Kid Zombies <- Debate rages , Also I think DayZ is going to stick with standard Zeds throughout, no special types/boss zombies. I think soldier Zeds should have proper helmets though, to make headshots just a wee bit harder. Otherwise, welcome to the board -
Keep or Remove waypoints
[email protected] replied to C0LDKILL (DayZ)'s topic in DayZ Mod Suggestions
What trickery is this waypoint you speak of? BURN THE WITCH!!!