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rossums

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Everything posted by rossums

  1. rossums

    Tip of The Day

    I think if they fix that it will be one of the best updates to date - the real reason nobody bothers about the zombies is that they are easier to avoid - hide in a bush, go indoors, go on a dock or under a chopper - that's far too many opportunities to get a way which trivialises the game as soon as you get a decent weapons. The whole 'walking slower in buildings' I can live with, especially in the standalone where ammo will be scarce, it will force people into melee combat a lot more - but all the other safe spots I'd be happy if they were totally removed, there is no real place for exploiting the current Arma II engine in the standalone by preventing the zombies from moving 'into' the tree model or chopper model. Once they are a real threat I'm going to assume that people will be forced to be a lot more friendly, they might want to shoot you but are they going to risk attracting all the zombies if they have limited ammo?
  2. Bienvenue Why don't you try one of the Musty Gaming servers - they have US servers and I played with a lot of them before, great bunch. A few of the admins are moderators on the forums so they are a trustworthy bunch - always great fun. You can check out their servers here: http://mustygaming.com/wp/ It's always like a big happy family and you always find a couple of people that you enjoy playing with - great way to meet new people.
  3. rossums

    Tip of The Day

    It's mainly because ammo at the moment is so plentiful that wasting a few rounds doesn't really matter all that much. When the standalone comes this will be a lot better for new players, especially with ammo apparently being so rare.
  4. rossums

    melee with no weapon

    The developers have already talked about adding melee combat for the standalone game as well as a heavy focus on the 'lower-end' of gear such as melee weapons and more basic guns.
  5. The only reason that we knew about it so far ahead of time is that the standalone was originally only going to be a packaged port of the current DayZ mod as it's own standalone game - they then decided to completely redo everything rather than just packaging Arma II and DayZ together late last year.
  6. rossums

    [Video] Few lame Dayzero NWAF kills!

    Got to agree with GrumpyGat, if you want to attempt to properly monetize your videos and channel at least wait until you have a decent sized fanbase - if I want a quick video before I go to work and see a video from an unknown player and I have to sit through 30 seconds of adverts JUST to reach it, there is a very high chance I'll just skip it and move on to something else. The money you would make from your subscribers at the moment will be very small, you want to get as many views as you possibly can at this point, you want to do everything in your power NOT to scare off viewers.
  7. I'd rather have a smaller fanbase that love the core concept of the game and what it means compared to all the other popular games like Call of Duty and Battlefield. DayZ is at the opposite side of the spectrum when it comes to the instant gratification and hand-holding, I'd rather have a strong and dedicated playerbase of these type of players that enjoy DayZ for DayZ rather than the ZOMG360NOxSCOPEx420 players that only want to play it because it's the 'popular' thing at the moment and end up totally ruining the game with all the 3000+ vehicles, loadouts and perks for players. I'm perfectly happy with the constant updates from the devs allowing us to know exactly what's going on, you don't get that from many developers at all.
  8. rossums

    Something is Coming

    Decent video as usual +sub Keep up the good work, always a good watch!
  9. In a perfect world that would be true but in reality it is not. There are countless servers where admins cheat and use tools AND play the game, giving them a seriously unfair advantage over other players - not to mention the ability to locate any player on the server and spawn items.
  10. I think a good way to balance it would be to allow single players to use Bloodbag. If you are using it on yourself it gives you a reduced amount - if the bloodbag was changed to a 'Blood over time' rather than the current 'insta-blood' type thing it has, I reckon it would balance pretty well. It would still allow players to bloodbag each other, it would allow players to bloodbag themselves(which is less efficient) and it would mean blood bags are more of an 'out of combat' type of healing which takes a minute or so to properly get ALL of the blood from the bag. This would also make items like the medkit items more popular as a temporary 'in-combat' level of healing.
  11. They don't just 'appear out of nowhere' in the time that it takes you to stand up. You weren't paying attention to your surroundings and were killed for it. Nothing to see here people! Move along! https://www.youtube.com/watch?v=OVtinv5LSnE
  12. Maybe they are doing something a bit bigger, not every day of coding has something tangible to show for it - he does also have a personal life.
  13. If you are a fresh spawn, you have nothing much to lose - just try to stay in cover and pay attention for zombies in the distance. If you're at least a little geared it's preferable to scout out the area a little, try and find a position that allows you to check the entire town for zombies (if so, don't move in until you can locate the enemy player(s)).
  14. There are easy ways to change this AND make the game better. For example, you spawn: CHERNARUS Unidisclosed Location Day 0 __ Every time you log in, you'd get the same message, only the date changing as you advance - if you want the location name to properly appear it requires a map in your inventory. This would mean that the early game is still fun, getting lost and trying to navigate to civilization but if you get geared up and decide to take a break for a while you have a location due to having the proper equipment. __ The bottom half of the map is a good balance between having many spawn locations but not making it too overwhelming for newer players - the main activity hubs (Cherno, Elektro, Stary) are all nearby and once you get your bearings it's easy enough to navigate to if you're a veteran player - there are also road signs everywhere which new players can take advantage of along with the possibility of spawning on the coast making it even easier. Once you know the map, you know the map - there is no coming back from that and you WILL lose a lot of the mystique of the unknown that DayZ had in the beginning but the southern half of the map, in my eyes, is a good trade-off between being hard but not too overwhelming for the inevitable new players that will join us in the future.
  15. Not only that, they get to choose where they want to spawn too - no need for a little walk, just choose Cherno or Elektro and get straight back into the shit. Stupid.
  16. The only real reason I left out the airfield areas were to keep at least a minor sense of progression from low->med->high level of loot - this wouldn't be a problem if the airfield was a high risk area with a lot of zombies and wouldn't really be where a player would go without at least melee weapon for protection. I just assumed that not spawning near another player would have been an obvious one so I didn't bother mentioning it (Nothing is more unrealistic than a player just appearing in front of you all of a sudden). To make it even more random they could only discount the cities and airfields (leaving a small surrounding boundary) and have the rest of the map spawnable - I guess this may be able to properly keep balance if the airfield are still FULL of zombies and ammo is a lot more scarce, if it's not a place you could instantly go to after a spawn I don't see the harm in spawning nearby. As long as there is a fairly large chance of spawning in the middle of nowhere I reckon it would be pretty decent, a 'good' spawn would be spawning near a small village where you could search for loot - it would also mean players couldn't spawn-cycle by killing themselves constantly, there would be thousands and thousands of possible spawns.
  17. I'd like something like this: It would mean you could spawn ANYWHERE within this area. The more major towns and cities have a slight boundary so players don't instantly spawn into a 'hot' area for combat, it would also mean if a player is killed in the fire-house there is no way they could instantly spawn back a few meters away. It would mean that the main 'north' areas such as the NEAF and the NWAF are still more of an end-game type area and won't be totally ruined by players spawning right next to them. Plenty of small villages and more than enough forested/mountainous areas where you could easily get lost if you have no idea where you are going.
  18. Anywhere in the south half of the map. The reason for coastal spawns is to make it so players don't immediately appear 2 minutes away from the airfield and get fully geared up instantly, a good compromise is anywhere in the southern half of the map (Below Stary and Novy line). There are plenty of rural areas to spawn as well as small villages and mountains to traverse - there should be a large area surrounding the cities where players will NOT spawn. This means there are plenty opportunities available to scavenge gear from the small, more rural towns and everyone doesn't instantly kill themselves to get a set 'spawn' - the spawns will be completely random within the set area.
  19. Yeah, most servers are catering to all the.. new players - of which there are many. They don't want DayZ, they want to shoot people and shoot zombies, they don't give a shit about the survival aspect - making it dark just makes it harder, why would we want that!? Unfortunately server owners target the lowest common denominator, there are still a few decent servers remaining but you have to sift through all the 24/7 Daytime, Custom Loadout, 3000+ Vehicle shit servers.
  20. rossums

    Clothing Degradation and more..

    That's a good thing - everything is a conscious decision and there are trade-offs for everything you do. The degradation that they showed in the video was fairly simplified, it's not going to magically transform like it did after a single shot, it was for ease of showing us how it changes. People complain that there is nothing to do and now people are complaining that there is too much to do and keep track of.. the developers can't win. Surviving in an apocalypse-type scenario like this IS stressful, it isn't meant to be easy, the world is out to get you and there is no hand holding - it might be a pain in the ass but it's a challenge and challenges are fun. If people are looking for a simple and quick 'pick up and play for an hour' type game, this really isn't it - like you said, there are people that want to add capture-the-flag and other shitty meta-games to DayZ, these are normally the players that go away as soon as the next 'big' thing comes out and leaves all the players that enjoy DayZ for DayZ.
  21. rossums

    EPOCH Trader factions

    What is the point? Epoch is stupidly easy to get geared up and if they are stupid enough to shoot everything they see that is the downside to it - they can't use the friendlier vendors. I think some of the whiners are playing the wrong game - there are consequences to their actions, removing the consequences benefits nobody other than them.
  22. They don't, only a couple of them speak any English - lassie next to me has no clue, she just gives me strange looks.
  23. I'm sorry but this is the funniest thing by far on the forums. I just made the weirdest sound while trying not to laugh at work.. totally worth it.
  24. AhahahaHAHAHAA - I totally missed that last part. I wondered why the forums became quiet all of a sudden.. how could he forget his username..?
  25. Haha, that's the hardest I've ever laughed at a comment. Is spamming EVERYTHING with crap not known as 'Pulling a Blondedash/ Whatever their name is this week'
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