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Everything posted by Gravelsack
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dayzmod autocorrect = satanist.
Gravelsack replied to Gravelsack's topic in DayZ Mod General Discussion
In my country, we have this thing called autocorrect. It often results in funny misunderstandings between people who are "texting", or sending text messages to each other using their cellular telecommunication devices. For example, my "phone", as we call them, also autocorrects "butthurt" to "virtue", which once led to one such funny misunderstanding with a friend of mine. -
dayzmod autocorrect = satanist.
Gravelsack replied to Gravelsack's topic in DayZ Mod General Discussion
I...I... I typed "dayzmod" into my phone, and it autocorrected it to "satanist" and I was like...lolz. I'm not sure what you guys are going on about. -
dayzmod autocorrect = satanist.
Gravelsack replied to Gravelsack's topic in DayZ Mod General Discussion
Ok, I pressed it. Now what? -
You sir, are an inspiration.
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Add more destructive melee weapons.
Gravelsack replied to andrew111150's topic in DayZ Mod Suggestions
I think that guns should be made increasingly rare, and melee weapons be made increasingly common, so that most players are running around with melee. If you get a gun it means you're a total baller. Melee deathmatch in Cherno would epic. -
I just did a search for "batteries" with thread titles only, and found 3 threads. WTF? This hasn't been suggested before today? Obviously, we should need batteries for our battery operated devices. Then we need more battery operated devices. Batteries. /signed.
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As A Solo Player So Far, I Miss Global/Side Channel
Gravelsack replied to AWad's topic in DayZ Mod General Discussion
I miss it too, but at the same time I'm glad it's gone. I think that the atmosphere is greatly enhanced by the lack of random chatter. I think Rocket should implement a radio item that re-enables the text side chat. I play alot during the late evening and talking on TS alot is not really an option for me as my family is sleeping. Finding that radio would be one of the most rewarding aspects of the game, because finally, you'd have somebody to talk to while you were out and about. I did get a chance to use the in game voice chat, and I have to say I was very impressed with how well it worked. It had pretty good range, and you could tell where the other player was based on their voice. The best part was I realized that if the dudes voices annoyed me or they were being a-holes, I could just walk away and not have to listen to them, which is not really a feature on TS though you can mute the person, it's not quite the same. I'm definitely getting a mic soon, because I felt like a tool trying to type to those guys. -
The Infection is permanent until cured.
Gravelsack replied to Gravelsack's topic in DayZ Mod Suggestions
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The Infection is permanent until cured.
Gravelsack replied to Gravelsack's topic in DayZ Mod Suggestions
I knew that the idea that disease should persist through death would be an unpopular suggestion, but unpopularity is not always indicative of a bad idea. My main reason for thinking that disease should persist through death is that we are, I think anyone would admit, a community that has a problem with cheating. I think that respawning to avoid any situation presented in game is essentially cheating. If nothing else you're cheating yourself out of an experience. I'm not a cheater. I'll just put that out there right now. However, every time I've gotten sick in game I thought "Well, this blows. Maybe I should respawn." I didn't, of course, but I considered it. And the fact that I considered it tells me that others would do it, and probably do currently. The idea that someone would commit suicide because they got a cough is absurd. That just wouldn't be a realistic decision to make. I work in a pharmacy, and I see people living with excruciating illnesses all the time, often for decades. They press on until they drop dead trying to press on. It's what most people do. Now, in order for a disease mechanic to operate properly in game, it has to be able to spread organically. Many diseases are living organisms, and they spread. They reproduce. They are often contagious. Committing suicide (respawning) immediately when you get sick throws a monkey wrench into the equation. The disease doesn't get a chance to infect a new host. It doesn't get to spread. I think the disease mechanic would be much more interesting if players had no way of circumventing it through respawning. They would simply have to deal with it, and go out there, and find those antibiotics, and cure themselves. It would be very important that the diseases themselves not be completely debilitating. Otherwise, I agree, it would suck the fun out of the game. But if the effects of the diseases are tuned properly, we could see some really cool effects from having a simulation of a disease epidemic within the game. I think it could take it to a whole new level. -
Am I the only one unable to find food?
Gravelsack replied to onedeaged's topic in DayZ Mod General Discussion
The complete randomness of what everyone is reporting as scarce is proof that the spawns are working properly. -
Juking zombies is the way to play now
Gravelsack replied to BaitedHook's topic in DayZ Mod General Discussion
I pray every day for a stamina meter. Right now the only reason I die to Zed is because of my own overconfidence. I almost never go prone anymore. -
Hi, I just wanted to share the methods I use to escape the Infected. It works (nearly) every time! -Never go prone. If you are aggroed while prone you will get hit while you try to stand up and start running. -Always know which building you are going to run to. Pick a 'safe house' and use it. Make sure it as two entrances, If one is facing the woods, that's even better. Big buildings work better than little buildings. -If you even suspect you might have aggro, sprint to your safe house. -as soon as you enter the safe house, switch to crouch run -crouch run out the back, and then straightline it away from the building. The goal here is to put maximum distance between you and the zed. Once you're out of their vision range, you're home free. -if you are being chased and cannot find a good building, you can use a fenced in area instead. Just sprint up to the fence, vault over, switch to crouch run and get out of vision distance. The zed get all caught up on the fence and you get away.
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Summary: Players must repair a vehicle and drive it off the map to "win". You must cross the map with a full fuel tank and at least 90% repaired. You must cross the map on a road A vehicle may rescue as many survivors at a time as there are seats. If you and 4 of your buddies fix a car and drive it off the map, all four of you "win". Only motorized vehicles are allowed. No bicycles. A reward is given for successfully escaping Chernarus. This reward rolls over to the next survivor. Pros: -Promotes teamwork by giving players a common goal to work towards -Gives you something to do with vehicles besides drive them around for teh lulz -Encourages exploration Cons: -Possibly exploitable by large groups -You tell me
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Ooh' date=' what if it's a CDC chopper, and you have to bring them a vial of zombie blood. [NEW'] Item: Hypodermic Syringe - this is a short melee range weapon capable of extracting blood from an Infected. It takes a small amount of time to fill, and can only be filled from a living Zed. So, you have to get a hypo, then get into melee range and extract the blood, then get the radio and gps, then find the chopper when it lands, and deliver the vial of blood...could be epic.
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How I Dodge Zombies, And You Can Too!
Gravelsack replied to Gravelsack's topic in New Player Discussion
I played with a group of guys today (thanks Shadow and...the russian guy, you guys were awesome!) and they didn't seem to know how to LOS the zed. They were shooting every single one, so I'm replying to this post so that it makes it back up top for others to read. -
First, here's a TL;DR: Players should be allowed one character name per CD key. This would reduce the level of anonymity in the game and allow players to develop reputations (good or bad) based on their actions. And here's my rambling explanation: So this whole security debacle that happened recently got me thinking. The guy that (allegedly) did this had multiple aliases listed in his steam account, and he used his ability to change his name to disguise his true intentions from the clan he infiltrated. This is a 'man' who does not stand by his name. He is happy to adopt a name, ruin it, and then switch names as often as is necessary. On the other hand, I use the same name in every game I play and in most forums as well, and so I am forced to stand behind my actions. This affects the way I act in game. Currently in DayZ we have almost complete anonymity. I can change my name each time I log in by creating a new Arma profile if I so choose. I believe that if players only had one name (and therefore one reputation) they might be more careful with it. Of course, there are people who do not care about reputation, and they will shoot you in the face for no reason every time. Just because someone does not care about their reputation does not mean that they do not have one however. These players would still be building a reputation as PKers, and would have to deal with the consequences of their behavior, especially once word started to get around. A perfect example of this comes from a game that is not too different from DayZ. That game is Darkfall. Anyone who played that game will remember Goblin Shaman. Goblin Shaman was a griefer, trade ganker, and a harasser of noobs. He was a 'bandit'. He had a clan of like minded individuals, and they worked together to take advantage of noobs. Of course, it didn't take long before his reputation started to precede him, and many new players were warned to avoid him. It was particularly amusing, toward the end of my time playing Darkfall, that Goblin Shaman and Co grew tired of their reputation and tried to legitimize their names and the name of their clan, but people were none too eager to forgive. I'm not sure if he ever did improve his reputation, but I do know that there were several players who's reputations were ruined simply because of their association with him, and they found it difficult to join other clans because of it. (If you recognize me from Darkfall, then you probably remember my reputation for being really bad at the game...I'm comfortable with that.) Oh, and Darkfall also allowed only one character name per account, for the record. "But Gravel, you are a retard!" You say, "That isn't realistic! Why should I be able to know the names of other players? I wouldn't know someone's name IRL unless they told it to me!" That's a good point. Here's my counterpoint: In real life people have faces that you can recognize at a glance. You don't have to know someone's name in order to recognize them. In DayZ, all characters look roughly the same, so currently the only way to distinguish one player from another is by name. In conclusion: One permanent name per CD key, and tags should always be on, so that we can identify each other. I believe if we remove anonymity from the game, we will have to weigh the decision "to shoot, or not to shoot" much more carefully.
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A man's name is only as good as his word
Gravelsack replied to Gravelsack's topic in DayZ Mod Suggestions
True' date=' but everyone jumps servers all the time. As long as your name stays consistent across servers, your reputation would still follow you. Of course, with 300,000 players, it can take a long time for reputations to develop. I suspect that it is already happening, especially with the leaderboards being up now. True. The issue of multiple accounts is complicated. I could see making a concession and allowing 2 character names per CD key. It doesn't remove the option for espionage...especially if you combine it with the 'fake ID' concept detailed above. That's a good point. I wonder if it's possible to turn crosshairs off, but leave tags on... I'm getting misunderstood here. There is no crucifying of bandits. People just remember you by your name. That's it. If you were a dick to them they remember you with their real life brains, not through an in game mechanic. I'm not a programmer, but it doesn't sound like a whole lot of back end work just to make your name permanent. -
Ok, bear with me on this one. It's a little far out there. Summary: What if there were in-game gates between servers, and you automatically logged in on the same server that you logged out from? I was thinking about the strange structure of the DayZ world. We have the same map on hundreds of servers, and we all move freely between them, as if we were shifting between parallel universes. On the one hand, this is a problem, as it allows for various exploits. On the other hand, this means that our world is far larger than a 20x20km map. It is multidimensional. What if we were to turn this bug into a feature by creating gates between the servers that players can access in game to transport them from server to server, and making the server that you are logged into part of your persistant location? Is that even possible? I wouldn't be surprised to learn that it isn't. But it would be amazing if it could be done. Obviously there are some problems with that idea. -what if the server you logged out on isn't functioning? -what if the server becomes full? I think that this could be overcome by some sort of error/full detection, along with a manual override function just in case. The system would attempt to log you into your most recent server, and if that failed, attempt to log you into an 'adjacent' server (one that is connected to it by an in-game gate). I would also suggest that players be allowed to choose their server after a respawn. Also, I didn't put this in the suggestions forum, because it's really more of a thought experiment. What can we do with this strange geometry? I think that exploits are only the unimaginative tip of the iceberg.
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The Strange Geometry of DayZ
Gravelsack replied to Gravelsack's topic in DayZ Mod General Discussion
I know, it's a pretty wacky concept...but this is already how the DayZ world operates. It is already Stargate DayZ, only right now you can transport to any server you like at will...the gates would limit this ability, while keeping the large multidimensional world we currently have. -
The Infection is permanent until cured.
Gravelsack replied to Gravelsack's topic in DayZ Mod Suggestions
What if there were more than one disease you could get? One from drinking tainted water, one from being out in the cold, and one from getting hit by zed. Each of these would have different effects on the character, but the one you get from the zed would be rarest and worst of all. It could only be transmitted player to player by direct melee contact or corpse looting. -
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Is anyone else getting the white circles showing the locations of zeds and animals, that you can use to track them through buildings and terrain, often at great distances? Often times they are limited to the edges of my screen, but sometimes I see them quite plainly in the middle of the screen. These white circles also become brighter when the animal or zed is in an alerted state, so it can be used as a spidey sense to let you know when you have aggro. oh, also I just learned that these white circles can be used to track players as well. NO ES BUENO!
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That. Was. Awesome.
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They have gotten smarter (lookouts)
Gravelsack replied to [email protected]'s topic in DayZ Mod Gallery
I've been killed by rooftop zed falling on me. Better lookout yerself ;) -
The Infection is permanent until cured.
Gravelsack replied to Gravelsack's topic in DayZ Mod Suggestions
Everything that happens to your character in game is a result of the choices you make. I mean, that's kind of the whole point of the game. I think that "it doesn't make any sense" is just code for "I think it would be too hard"