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Everything posted by theirongiant
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With the running speed set to what it is it's only a 10min - 15min, tops, run between NE & NW
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I think we sort of misunderstood the central hive thing..
theirongiant replied to Irish.'s topic in General Discussion
It's an interesting idea and I appreciate that Dean is trying to mix it up but the reality is that people will be looking to exploit it like they do with every other mechanic in the game, it's sad but that's the way it goes, just look at the duped ammo bug. Sure people will hear about rare loot on a server but I'll bet my house that you'll see big asshole clans just scouting and farming other servers for their rare loot and then taking them 'home'. Which I imagine will be a lot of fun for the big asshole clans but a lot less fun for solo players or small groups who happen to luck upon something good. They'll just use their man-power to stomp all over smaller servers meaning there will be a handful of servers loaded with good loot and tons of small servers without, which one are people going to choose to play on? We'll see how it plays out, maybe it'll work out great but personally right now my gut instinct is that private hives will be the way to go. -
Yeah I've found binos, looked different from the ones before (black rather than copper coloured) so don't know if they are replacements or a different type.
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How will you play, Hardcore or Standard
theirongiant replied to WashedUpPoet's topic in General Discussion
I'm going to play it in 2nd person mode, the screen will be blank but a disembodied voice will describe what I'm doing. -
Do helicrashes not make exploding noises as well, we heard a ton of explosions while hiking through the woods at the weekend and put it down to that.
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Are these going to be coming to the SA at some point? while they weren't high end weapons I did love the boomstick qualities of the lee and the utility of the winchester.
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Notice my server is back online, guessing it's all done and dusted now. Reckon this one will shake things up a bit, everyone should start flocking west with NEAF getting a nerf.
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I always liked that the fact that the enfield had such a shitty rate of fire forced you to pick your shots rather than just throw lead downfield, plus it was a fairly chunky round that did decent damage.
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Think there are 3 options: 1/ Let them 2/ Any deaths 1hr after a spawn lead to player being respawned at the same location 3/ Let people choose the rough area they spawn in, North, Middle or South.
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Six Upcoming Developments That Will Change DayZ for the Better - Loot Rarity (wait, whaat?)
theirongiant replied to darkgritty's topic in General Discussion
I wouldn't mind it implemented for a select group of ultra rare items but I'd rather see them do something a little more dynamic like for a couple of weeks cut ammo, food, drink or medical supplies right back, force people to react to changing circumstances (without announcing it). One of the most interesting 'meta' incidents in DayZ's history was the bean wars when food wasn't spawning and everyone had to adapt to it. It'd keep everyone on their toes. -
Looking at the changelog for 0.46, I notice it says "Added data for Flare Gun, Rabbit Snare, and Tent". Take it this is data in preparation of these things being added in future and not that they will are available in this update?
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Cheers, just wanted to check
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I know time acceleration is in the pipeline will there be any option to control the ratio of day to night, e.g. the ability to set the time after a restart. The day/night ratio is roughly 50% / 50%, I'd like to have something more like 80% / 20% or 70% / 30%, will this be a possibility (or is it already a possibility but it's just not available through my hosts CP).
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Hopefully the new engine will bring improvements to night time but players are less likely to flock to 24/7 daylight servers if you can break them into night time play slowly. I think 3 hours night (1 hr dusk, 1 hr night, 1 hr dawn) to 6 hours daylight would be a good balance.
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Has anyone got a list/details of the next update?
theirongiant replied to Acher0n's topic in General Discussion
http://dayz.gamepedia.com/Changelog Unless there are last minute changes it should be the stuff from the current experimental branch -
Those little known and well known tourist spots..the nine raging boners of the apoc
theirongiant replied to Hetstaine's topic in General Discussion
*applause* -
Hell I've called it Klem for the past 2 years
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There are cows in the field just east of Altar.
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Armed Helicopters Are NOT Overpowered
theirongiant replied to [email protected]'s topic in General Discussion
I was more kinda responding to the calls to remove helicopters completely, it's get that it's not realistic but neither is having a shot of morphine fixing broken bones, you have to make some concessions to having fun. If realism was so much fun I wouldn't play games. -
Armed Helicopters Are NOT Overpowered
theirongiant replied to [email protected]'s topic in General Discussion
A large percentage of the fun times I had in DayZ mod revolved around choppers, it'd be a much lesser game without them. -
Is it about time the devs looked at client side optimisation?
theirongiant replied to rickyriot's topic in General Discussion
Very much this, you optimise finished code not code that is in flux. -
The sun... so OTT, needs toning down.
theirongiant replied to MLG420blazeit's topic in General Discussion
I might be going mental but did they not tone it down a good few patches back but it seemed to be reverted in a more recent branch. Have clear memories of logging in to check out a new patch and noticing that the sun was back to it's old glaring ways -
So we know that at some point bases will come in, I'm happy about that as it gives you a sense of permanence in the world, after you've mastered surviving the next logical step is thriving. A few other mods and games have implemented base building elements but they all have their good points and their issues. There are a whole lot of possible mechanics and problems involved, permanency, decay, looting, material collection, balance (lonewolves v big groups), storage, defence (both while you're online and offline). So how do you see bases working in DayZ? What mods/games have mechanics that would work well? What mechanics work badly? What new mechanics could be used? I'd be interested to see what people come up with, I know Rocket has name checked Project Zomboid when talking about base building a few times, can anyone tell us how that works? Hopefully we can have a decent discussion about it without it descending into flame wars.
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Another issue with barricading buildings is that it's locking up loot spawns, odds on people will start barricading barracks and other high value loot areas. Even if they can get destroyed I remember how annoying barbed wire fence were in the mod.
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The issue I had with Epoch (i only played on servers with destructible bases) was that the game got dominated by the biggest group(s). They had the manpower to make their bases practically invulnerable while also having the manpower and resources to collect the counters easily. It wasn't a game for lone wolves or a couple of people to play as the dominant groups would go around ganking the small bases with impunity. I'd hate to see dayz go down that route.