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Everything posted by ZedsDeadBaby
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My Rant: Why I am Done with the Game.
ZedsDeadBaby replied to BusterFrisco's topic in DayZ Mod General Discussion
By "seems" you mean "I totally made this shit up"? Or can you quote where I claim to know myself? I know a lot about what he DOESN'T want - like forced, software-driven mechanics that limit freedom and encourage/discourage particular styles of play. He has categorically stated he does not intend to implement things like that, which is what the person I replied to implies - that somehow rocket wants people to play in a particular way but just hasn't implemented the appropriate mechanics yet when the reality is he has specifically stated he does not intend to use mechanics to drive player decisions and behavior. -
Devz, get your shit together.
ZedsDeadBaby replied to survivalist's topic in DayZ Mod General Discussion
Yes, silly folks and their "having other jobs" and "not getting paid to give you a free fucking game" and stuff like that. I have an idea. Go fuck yourself, douchebag. -
My Rant: Why I am Done with the Game.
ZedsDeadBaby replied to BusterFrisco's topic in DayZ Mod General Discussion
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Why the game is starting to feel like a deathmatch.
ZedsDeadBaby replied to Horr1d's topic in DayZ Mod General Discussion
*sigh* Couldn't have added to any of the other 10 topics? -
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Please consider adding a way to know the "size" if an item before picking it up - i.e., the number of inventory slots it will ocucpy. This would be especially helpful in light of the bug that destroys items if there is insufficient pack space, but would actually be universally helpful just for basic organization and planning (like when trying to move a primary weapon to your backpack). Thanks for listening.
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I respect and commend your stance' date=' but I wonder if you're not missing maybe some small opportunities to capitalize on the initial rush/wave of interest you have generated with the amazing work you have done thus far. Consider the value of running some official servers - both in giving you a stable test environment whose hardware and software configurations you have complete knowledge of and control over - but also in providing your play testers a more stable, reliable and trustworthy environment in which to test and enjoy the game, freeing us from the whims of private servers whose hardware and admins vary greatly in their ability to provide a consistent testing environment. Consider also that you need not relinquish any personal control, creative oversight, independence or self-reliance to hire a handful of dedicated and talented people. Even some testers who can take a more professional approach to documenting, cataloging, tracking, and verifying issues both up front and in later versions via regression. You need not mandate contributions. A Kickstarter soliciting donations right now would be incredibly effective. I can tell you right now without a doubt that I would contribute at least $50 and I know of several people in my admittedly-limited circle of friends who would do the same. A t-shirt would be nice, but I would contribute just for the satisfaction of doing my part to advance the cause. [b']Even if you're not going to use it now - put the money in the bank. Spend it when you feel you're ready. There's some grunt work to be done, no doubt. You should get yourself some grunts so you can focus on doing what you've already demonstrated you're capable of doing - creating new and interesting ways to build this interactive narrative into a game that so many of us have been dreaming about for so long. Look at me. I'm gushing.
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Please stop with anti-sandbox suggestions!
ZedsDeadBaby replied to Arnoldio's topic in DayZ Mod General Discussion
With due respect' date=' "waiting around doing nothing" is not a compelling game mechanic. Can you link to these threads? 'cause I see a lot of very compelling suggestions for very interesting modifications to the game. There's a few duds, but mostly reasonable, quality suggestions from a community that thus far is way more civil and engaged than any I've witnessed in an online game forum. Almost all of the ideas are better than "make people go stand in a house for a really long time." -
Tent Maintenance to prevent de-spawning?
ZedsDeadBaby replied to Razumen's topic in DayZ Mod Suggestions
I would oppose for two reasons - one primary, one secondary. Primarily, I feel this slowly erodes the penalty for death and thus the sense of risk and fear players feel in the game. If you have always have a tent waiting for you to return to, the penalty for death essentially boils down to the time it takes you to run back to your tent and re-equip. Populations in CHERN and ELEC would slowly dwindle as newly spawning players no longer rely on these centers to re-equip, they simply run to their tent. Death should be loss. It should be tragedy and loneliness and disappointment and frustration and desperation and regret and longing. It has to be all these things so the very sound of a zombie groan strikes fear into your heart and chills your bones. If death is just a short run back to your tent, who cares anymore? Secondarily, this would mean servers would very slowly but inevitably become populated by literally thousands of tents. Tents. Literally. Everywhere. -
Please consider "Regional Chat" based on sub-dividing Chernarus and limiting chats to players within a given region. The map could be divided into sub regions, similar to these: https://dev-heaven.net/attachments/5617/chernarus_big_hq_zones.jpg I consider this an effective compromise between "Global Chat" as it stands now, which I feel is too expansive and often distracting and immersion-breaking (i.e., listening to people swear at each other in Chernogorsk while I'm stealthily exploring Novy Sobor) and rocket's proposal to limit players to Direct Comm only. Why I feel Direct Comm only is perhaps not ideal: 1) Players will simply circumvent with more Teamspeak and Ventrilo servers. 2) It will be difficult for new players to "meet up" with others and try to cooperate. Regional chat will still allow people to accrete ("Anyone near Cherno want to meet up?" kind of stuff) without necessarily destroying immersion for people in other regions. Thanks for listening.
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The problem isn't just "mules" it's also decoys and kamikazes and all other manner of "throw away" characters that people would create. Afraid to loot that town? No problem, create a new character - waltz into town guns blazing. Grab as much loot as you can and run back out of town with the entire horde of zeds on your back. Die like a dog in the middle of the street, then log over to your "main" and loot your freshly acquired gear... Getting low on food or water? No problem. Login any of your characters: GroceryStore1, GroceryStore2, GroceryStore3... This is just a small sampling of the thousands of ways people could exploit multiple characters. I appreciate the suggestion, but advise strongly against it. You are free to play. You're facing a choice - wait patiently for your companions, or let impatience get the best of you and risk adventuring on your own. This is precisely the kind of social dilemma rocket has repeatedly highlighted as being the core of his vision for DayZ. If anything, I suspect he will be MORE strict with the way your character is unique to you - for example, it is quite likely he will disallow name changes so people must live with the reputation the build for themselves in their actions and chats. Which, I've got to say, is pretty damn awesome.