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Perrywinkle

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Everything posted by Perrywinkle

  1. Complaining because you couldn't alt+f4 a zombie train on people because they were alt+f4'ing away from you... Makes sense.
  2. Perrywinkle

    Suggestion: Fortifications

    We have all heard the rumors about the possibility of establishing settlements, and some people have put forth some really good ideas. What needs to be discussed is the system in which these fortifications exist. We have several open buildings and locations that would be excellent to fortify: Castles Houses Marts Warehouses (Various) Barn Firehouse Open Wilderness Camp (?) etc. etc. My idea for how these would be fortified: -Various Materials (wood, metal, latches, nails, tools, etc.) would have to be acquired -Within 10 minutes of starting to fortify, the "base" fortification would have to be complete (this would prevent piecemeal construction) -This initial construction cost would be location dependant (Example: Wilderness being lowest, castle being Highest) -A small anti-zombie spawn radius would be established (laughably small) -ALL loot tables for that building would be disabled (Maybe surrounding buildings as well) -Upon establishing the fort, you would be given some "bonus" supplies (you have completely scavenged the area). This would also be offset by loot tables being gone and would fit the building/loot area type. These forts would be saved to a server, like tents. They would ONLY be saved to characters that ACTIVELY participate in the construction. When all of these characters die, regardless of how "upgraded" the fort is, the fort would disappear. The timer for disappearance could be the same as the tent - 2 days. The amount of characters that you could save the fortification to would be dependent on the size of fort itself. For example, wilderness would be 2 (Takes 2 Materials) and house would be 4. Some of these locations may only be fortifiable IF you have a vehicle. In order to move those giant metal sheets, you may need a truck. So, why would anyone want to build a fort? REST! I think there should be a "Rest" system that comes with making a fort. If you were to log off in the fort location, you would get some offline benefits: - Gain Temperature - Gain Blood - Slower Food/Water Loss The amount of benefit would be dependent on the size/type of fortification. Wilderness Camp would barely provide any of these, but the Castle would be fairly comfy. In order to prevent people just figuring out how to create multiple characters, the forts would only be able to have their maintenance done by the original saved characters. Sure, you could have a safety character... But he will eventually have to leave the nest as his teammates are picked off. The items needed to repair and create the fort may have to be made in “bind on character” items to prevent mule characters from circumventing the system. There would also need to be some kind of “upgrade to civilization” ideal behind the forts. Any character can help with these upgrades, but would not be able to save to the fort. The stages of these upgrades would need to be vetted out, but as a fort is upgraded its “Rest” benefit could increase, as well as the anti-zombie spawn zone. I think that fortifications are an important next step to this game, but they need to keep in with the harsh reality of the mod. As the original founders of a fort die, things start to fall apart and so should the fort. The benefits to gameplay would be deeper Teamplay elements, Increased hope for survival, and the ability to raid people's safe-havens (as well as defend them). I actually have a lot more to write, but this is long enough. Does anyone think this is a stupid idea? How should the materials needed be approached? Should there be certain locations that you can ONLY find one material (only one town manufactured sheet metal)?
  3. Perrywinkle

    Suggestion: Fortifications

    Ah, I was hoping for something a bit more. I don't really know how it would be a crazy amount of impossible work. Other games have mods like this... http://fallout3.nexusmods.com/mods/7070 for example
  4. Perrywinkle

    Suggestion: Fortifications

    It just seems like there should be more to building fortifications and survival than "A simple 1m wooden wall section and a 2x2m open high tent". Otherwise, it would be just as worthwhile as just pitching a tent city.
  5. Perrywinkle

    The NW Airfield

    Going solo is fine; dying is part of the game. I have yet to make it to the airfield, but if all you found was an AKM... I might just stick to deer stands. Don't know how going to Stary solo is a death trap. I get bandit killed 1 out of ten solo visits... AND I always noisily clear it of Z's before looting.
  6. Perrywinkle

    Don't be careless

    Made this mistake today. Approached a Tree Stand and suddenly a server hopper appeared. I popping him twice in the head and he fell in a heap, bleeding but still alive. I climbed up the ladder, checked his pulse, and proceeded to loot him. Starting looking through the stand gear as well when he started to get up. I emptied 20 bullets into the guy from an AKM, but was dropped by his lovely Mak. He didn't make my mistake and quickly shot me in the head. Even if you think you have the upper hand, don't be foolish enough to give someone even the smallest chance of retribution.
  7. Just got off the Virginia 4 Server. Its 1:45 in CO. Manito was managing to kill players before they spawned into the game. Left as soon as we threatened to report him.
  8. What are the Numbers/Letters next to your name in side chat? Are they your location or team designation? I really just want to know if I am constantly spamming my location in chat. That would be scary.
  9. I could survive for days if... I avoid bone-breaking supermarket walls. I ignore the possible loot at the top of that ladder. I could "know" which zombies have X-Ray vision. That door sill didn't just break both my legs.
  10. It used to be better. Frequency of ammo/gun, less risky acquisition, etc. Nothing beats Silenced weapons for zed hunting though.
  11. I realize that many people are complaining about how the game has become overrun by bandits and KoS, but is this really the bandit's fault? It has never been easier to figure out where people are than now. Every server I get on has multiple players spamming global with "Cherno Safe?", "Cherno Church Friendlies?", "Airfield Friendlies?", etc. These people are usually always killed/robbed and complain over chat/forums. Do people realize that they are constantly outing their location? That I would rather follow them from the treeline as they brave the "Airfield Friendlies" and take their loot from them when they exit left? Please, if you are new to the game and playing with friends, start a Steam Voice Chat, find a vent/ts/mumble server, type over a 3rd party program, and stop making it so easy for everyone to grief you. Also, there are never Cherno/Elektro/Airfield/Coast friendlies.
  12. It's hard when you start to find good people. You never know if one of those guys in your group is a bandit or if the, "I got killed at X, but managed to incap the other guys... Let's go get my gear from my corpse"-guy is just leading you into a trap. But I think alot of bandits gank in groups too. They usually have some good hardware to do it. It also seems that if you can get someone over voice-chat, they are less likely to kill you. Your character is humanized by your voice.
  13. I think what he is saying is... All survivors should be given free maps, radios, gps, AND rangefinders. This way they can automatically spot/communicate bandit locations. You realize this would lead to reverse banditry right?
  14. I think you miss the point. We do not have radios, so how would the bandit "appear" on everyone's map? The only answer is survivor hivemind.
  15. Also, would we spam Q and the bandits would appear on everyone's HUD? Maybe this could be a 3D-Spotting display!
  16. SO.... Is this communicated through telepathy? Do they ALL get free radios to communicate and the bandits get none? A better idea is this: If a bandit kills you in Area A (ELEKTRO); do not go back to Area A (ELEKTRO). I prefer the bandits to be stationary because then you know where they are and can avoid them. It's the bandits that are mobile that a really Skeeerry
  17. Perrywinkle

    Tent Thread

    So, I found a tent and an awesome camping spot, but cannot seem to actually place it. Is it really so impossible to find a place that the game will let you place a tent? Are there any tips to putting one down?
  18. I support killing everyone, as we will soon not know WHO is a bandit and can therefore trust noone.
  19. Perrywinkle

    Small islands off the coast.

    I've been to the lighthouse island. There are no zombies and no loot spawns... It is really not worth the swim. They WOULD be worth setting up a tent camp on, if the global spawn points were in another location.
  20. Perrywinkle

    Which T-Shirt design would you buy?

    Option #2 You should make a poll.
  21. Perrywinkle

    Well Fuck Me, Exploding Tanks.

    I don't even know what is going on in that video. Are these server admins gone crazy?
  22. I have seen several threads that are about letting us donate and how it would help the game process. I understand why Rocket would not want us to donate, but what if we could donate for just ONE thing? I would like to donate solely to the cause of improving the servers. Giving Rocket and the team the money to buy better servers/more servers and streamline the login process. Is this possible? Has this been brought up before?
  23. Is that why it's impossible to connect to a server? I'm not saying that at all. DayZ is literally a multi-shard "MMO" based server system (persistent characters, etc). This fact seems to be the biggest hiccup in terms of playing right now. I'm saying, "Let me donate to the tech, so you can focus on making this awesome mod."
  24. Perrywinkle

    Improving the respawn system

    I don't think this is a great idea. It takes so long to get into the actual game' date=' that this is unneeded punishment for people who are just trying to play. So, if someone new gets in the game and is killed by a bandit, they are punished for a PK? This won't bring people to a game which is already very difficult and niche. It would also slow down the learning curve, as new players would have to wait even longer to try something different. With an average life of 28 minutes, I don't think this would work as intended. People aren't going to sit at their desks contemplating "what they did wrong" and figuring out a better strategy. They are going to be clicking disconnect and trying to respawn. This happens in the game, by keeping people out of the game longer you would be slowing down the learning process. I would like to see different equipment, but what would be the point? We already are given enough to survive and gather the extra things that you mention. Matches/Wood may be a good idea (or just increasing match/wood abundance), as spawning at night into rain could guarantee an quick, shaky death. I think as the spawning system stands right now it is very balanced. If there were random gear spawns, you would have people suicide running until they get optimal gear. If you punish people for dying they will be even more frustrating when this is coupled with the current connection issues. Varying spawns across the map would lead people to suicide spam until they are near an airfield (this may already happen) or other top-tier loot location.
  25. The problem I have with this mechanic is that it does not always work. I have had multiple occasions of eating food/drinking, changing servers, and still being starving/thirsty. In all cases the food/drink I consumed is missing from my inventory, but I still have the negative statuses. It's something that needs a little more tinkering, but as long as you don't die while offline I would be happy with a bug free mechanic like this. It just means you need to have some food on you at all times.
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