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raigprime

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Everything posted by raigprime

  1. raigprime

    New map for DayZ is coming soon

    If that rope on the outside of the backpack suggests different ways of organizing the inventory or alludes to using ropes to climb, that would be great... but I suspect neither.
  2. raigprime

    New map for DayZ is coming soon

    Anti-climatic AND no date? You guys really struggle with communications and building excitement. And you don't understand your player-base: "Livonia also features a lush of late summer with frequent rainfall and thunderstorms. So make sure to be properly geared and on the look out for shelter at all times." - This will be experienced on 1 or 2 servers as the DayZ community is challenge-averse. As soon as 99% of server owners get their hands on it... bam 24hr days and clear skies. Oh well, maybe the bears will make it a challenge.
  3. raigprime

    Status Report - 27 March 2018

    Will progress indicators be locked in place (e.g. in the video when lighting the fire, the progress indicator appears in the center of the screen) or will we be able to choose where the UI appears per the way Arma 3 allows you to move the UI elements around? I really don't like UI elements appearing in the middle of the screen; especially with a game that looks as great as DayZ does!
  4. When clothing/items reach a damaged or ruined state then, not only should their protective capacity be reduced, but so too should their carrying capacity. A backpack/jacket/pants etc. that is damaged should loose a few inventory slots. Ruined items should radically reduce the number of inventory slots.
  5. raigprime

    Endless running - stamina/fatigue?

    For short bursts and short bursts only. FYI: The human body will only function well (physically) in an adrenal state for a short period of time. Adrenaline also forces your body to burn calories very fast and compromises your cognitive capacity. The net result is, that post an adrenal response when a person is "spent/fatigued," without the time to rest and recuperate (and consume calories) the body and mind with it just "give up." An exhausted person is one that is easy to control mentally and physically. As an example... I run marathons and ultra-marathons. On one particular cross-country ultra, several of the runners encountered bears. The adrenaline of the encounter had them climbing trees and sprinting away. After the bear was removed (about 15 minutes later), the runners' races were over because they had nothing left to resume the race; the adrenaline caused their bodies to rapidly consume all of their energy. In drawn out fights, I've been in the position in which I couldn't even raise my hands to protect my head despite someone sling fists. We often over-estimate the power of the human body.
  6. raigprime

    Inventory Suggestions

    I agree. There's too much inventory management on the fly. It's silly... jacket, pants, vest.. fine... back pack and containers, no way. This would force tactical and thoughtful placement of items and force decision making when it comes to stopping long enough to go through your backpack.
  7. raigprime

    ArmA 3 Stances in DayZ

    I don't think we should have ALL of the A3 stances but a subset, at least so you can look out/through certain openings like windows. The window pane shouldn't be an obstacle to looking out the window.
  8. raigprime

    Hearth and Home

    I'm curious about players' thoughts on a mechanic that further influences health/blood regen and recovery from illness (e.g. cholera) and injury (broken limbs). For context, I was watching Ngotie's stream the other day and, afflicted with cholera, he and his squad were playing as usual until the cholera ran it's course which, of course, took a very long time. What I'm suggesting is an authentic mechanism for speeding up the process of getting healthy with a trade-off of being stationary (a definite risk in DayZ). My proposition is: Reduced movement: Sitting/standing/walking - quicker regen Source of warmth: Proximal to a fire/fireplace - quicker regen Protection from elements: Within a shelter - quicker regen So to regen/recover more quickly, a character must still be hydrated and energized but will benefit from limiting their movement and finding a comfortable place to hold up. A combination of all three aspects (relaxing, warmth, shelter) would result in the quickest recuperation. Otherwise, the regen/recovery processes would occur as already implemented. This mechanic could provide some practical motivation (aside from role play) for players to find a place to hold up and secure for a short period of time. Perhaps a squad, licking it's wounds, might weigh the risks of staying in a shleter for a few minutes to recover more quickly vs. choosing to stay on the move between engagements but risk being unhealthy for longer.
  9. raigprime

    Realistic =/= Difficult

    You hit the nail on the head. Modding should be an end-of-life option for DayZ. The type of thing you introduce when the title needs to be re-invigorated.
  10. raigprime

    Third person

    The point of the myriad of clothing is so you can identify others. Distinguish your friends from strangers (i.e. potential threats). It's a great way for the Devs to facilitate this kind of thing for players instead of putting an immersion-breaking blue dot or name over your buddy's head. Not so you can be vain... by the way, per your request... you are vain. But most 3PP players are already fine with immersion-breaking mechanics like... oh yeah, 3PP.
  11. raigprime

    Should DayZ Be In The Armaverse?

    I suspect it's meant to be 2017 based on the clothing that's available and some of the artifact dates mentioned by daemon above. There's a broad mix of farmer and contemporary fashions in modern day European countries that are struggling.
  12. raigprime

    Scoped blaze versus scoped Winchester

    Agreed. You completely lose sight of your quarry with the Winchester. Blaze is superior, but beggars can't be choosers. :)
  13. raigprime

    Floating Spawn Points

    I admit this isn't well thought out yet: The spawn region could be relative to an area of medium loot. Once there is no loot left in a region then the spawn region would shift to an area with medium loot. This way the progression doesn't go from coast to NW.. but rather from areas of medium to high/low, and you wouldn't know which was which until you got there.
  14. raigprime

    What is your play style and goals?

    It takes 14 minutes to walk from Kamyshovo to the industrials outside Elektro. Usually my treks from village to village take about 20 minutes and I spend about 20-60 minutes looting a single village. I like it because it feels more authentic. I'll continue to do it even when vehicles are fully implemented. I recognize that it's not to everyone's tastes though.
  15. raigprime

    What is your play style and goals?

    Another fellow Canadian. I'm from Alberta. :D I've found that with the latest patch I've been in more jeopardy since I started to walk. I've had more contacts in the N than for the 40+hours previous of this latest character. Twice other players got the drop on me, once in Krasnostav and once at Smirnovo. In both cases because THEY were stealth-ing around to avoid aggro they spotted me first. It's been a while since that happened. :D On a Canadian note: When I get into the backwoods of Chernarus I feel like I'm hiking through the foothills of the Rocky Mountains and our forests. I'm very happy with the way this game looks and feels (current performance issues not-with-standing).
  16. raigprime

    What is your play style and goals?

    Me too. That's why I have a talk first rule. At least then, if I kill them, I know it was for a reason. And likewise if I don't kill them, I know it was for a reason. It would be rare for me to open fire on someone without a reason now.
  17. raigprime

    What is your play style and goals?

    Over the past couple of months I've adopted a simple set of rules to achieve a more authentic simulation of surviving an apocalypse: Rule 1: Walk - I WALK EVERYWHERE, I only run and sprint as a tactical choice Rule 2: Talk First - I try to act as though it I was the one in the apocalypse and I avoid KoS unless they are obviously bandits or it's dire for me Rule 3: Direct Comms for voice only - no 3rd party comms like TS or voice over Steam (although I will engage in limited Steam text chat if a friend logs in) Rule 4: Help Other Survivors - but don't take unnecessary risks Rule 5: Stick to the Roads - tracks and trails included Rule 6: Med to High Pop Servers - preference to ping and high pop. This has been tough recently since I play on 1PP public servers and usually am lucky to find 15 ppl on a server Rule 7: Log Off in Shelter - when possible given most servers don't have restart notices Rule 8: No Re-Looting - I don't loot buildings I've been in before regardless of the server i.e. no server-hopping for the sake of loot. So if I walk out of a Police Station, server goes down and I hop to another server, then I don't go back into the Police Station. The caveat being that if I haven't been to that location in a while (couple of days of game play) then I can hit it again. This is the best example of the way I play though now I do it in 1PP exclusively: https://www.youtube.com/watch?v=xl9YlGmSZ1U
  18. raigprime

    Floating Spawn Points

    I think the CLE is pivotal in this scenario. Currently, as a fresh spawn, you can feel pretty confident that the coast is picked clean (even with CLE because the coast is where everyone spawns), and have to move in-land, with a predictable migration pattern Coast -> NW (i.e. the point furthest away from where you spawn) given the shape of the map. A floating spawn region would make the "where" and "when" you encounter other players much less predictable as even the fresh spawns won't necessarily know at which region they'll spawn. I'd avoid using, regardless of available loot, the landmark "places of interest" areas (NWAF, VMC, Prison, etc.). But from a given spawn region, you wouldn't know if the "regions" around you were higher or lower loot regions making something as simple as "which way should I go now?" a much more interesting question. Just a lunch time thought.
  19. raigprime

    First Person Publics

    I'll absolutely check it out. My challenge is that I'm in the West and usually only begin to play around 9MST, so server pops in the West are already on the decline much less the servers in the East.
  20. raigprime

    First Person Publics

    I only play on 1PP public servers now. But I am in the vast minority. Sadly, if you want higher pops, then you'll have to make it 3PP or Private. Unfortunately, so begins the trend of server renters who may prefer a certain type of gameplay changing the settings to facilitate a different type of gameplay just to draw players. I know this seems innocuous, but this is exactly what happened to the Mod. I hope the Devs have a plan to manage this when modding and greater admin control are released. Otherwise, when these things roll-out, if you want to play on a server with any kind of a population then it'll be one of these: start with a "load out" and donators will start with M4s, 1000 vehicles, all the lootz, 24hr daylight, etc. Because server renters will do whatever they can to attract players. I understand [why] they do it; I mean what's the point in renting if no one is on the server? [Edit: typo]
  21. raigprime

    Realism Vs Enjoyment

    Unfortunately many player's idea of "enjoyable" is them having everything handed to them. There's so much watered down pablum in the gaming industry that if there isn't instant gratification then it's not fun. Well, I disagree, I'm having fun. Staying alive is the game for me. Not killing, not getting all the lootz, just not dying. That's what makes it a Hardcore game and, I believe, is the direction the Devs are taking the game. I'm engaged by and have fun with the challenge, not the "accomplishments." Especially not the instant gratification kind of accomplishments that the Alpha has facilitated up to .55.
  22. raigprime

    .55 loot, I'll just leave it at this.

    I was on a server that had slim pickings (1 item every dozen buildings type of slim :) ) though I already had a ton of stuff. While trying to find ammo I came across a guy in Novo who was starving and freezing with a hoody and a hoe. We chatted for a bit, I gave him a can of peaches and a plastic water bottle. I had just come across a quilted coat and ignored it because I was toasty warm but he was grateful when I lead him to it. Our interaction was friendly and helpful and all because he took the risk to cooperate. Now, just about 30 minutes before that, a player shot at me from concealment while I was in Smirnovo. I fell unconscious but managed to wake up and flee before he could finish the job (either because he was low on ammo, didn't know if I had friends with me, or was dealing with infected). Two very different types of encounters but both legitimate and engaging experiences. One guy got some of my loot because he was willing to cooperate, while the other guy almost got all of my gear because he saw an opportunity. I think both of these guys were experiencing the DayZ that Dean wanted/wants to be built. It's also the game that I want to play. Often when people, especially certain types of streamers, complain about loot they mean they are frustrated because they can't hop into combat.
  23. raigprime

    Impact of 3rd Party Comms (TS3, VENT, etc.)

    I no longer use 3rd party voice comms. When I play with others then I use steam chat for text in order to facilitate meeting up with them; but no voice except in direct chat once we've met up. It makes the game much more... lonely. So I understand what you are getting at, but I don't believe it will change.
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