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bellicosity
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Everything posted by bellicosity
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Does anyone else have any ideas for more infected? Or criticism/suggestions to the ones I proposed?
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So they beat the game? I mean, I dont know what you expect from an open ended survival game.
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Disconnections and bandits (2 in 1 suggestion)
bellicosity replied to blitzcloud's topic in DayZ Mod Suggestions
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On the topic, I really dont think it will matter if you 'weed' them out because those kind of players add a certain level of realism to the game. I know, bizarre, but hear me out. In an environment like the one presented in the game, there's not going to be a overbearing presence of rationality between people. There's also going to be previous criminals that get their kicks off killing others for no good reason, and now they are free to do it. Lawlessness and anarchy has its detriments...
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Disconnections and bandits (2 in 1 suggestion)
bellicosity replied to blitzcloud's topic in DayZ Mod Suggestions
I really dont like the idea of being able to recognize bandits. Its just too cookie cutter. Something more subtle would be better imho. As far as disconnects are concerned, rocket has a fix for it ready for when the beta ARMA OA patch drops. -
He's talking about them not getting slowed going uphill or about him slowing down going uphill. In one way, the infected people should have an edge over you so making them go slow up a hill shouldn't happen. In the other, thats the way ARMA is. Not DayZ. Thats something to discuss with their beta patch.
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Lol, I was specifically thinking about the infected people who cant see you crawling right in front of them or walking crouch across the street from them
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There should be extremely large projects available in the game. Some that dwarf repairing the helicopter.
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The infected people (NOT ZOMBIES) are supposed to run faster than you. They just have that zig/zag currently that slows them down giving you a slight edge as I understand it. I see no problem with the infected having an edge on you, they need to be more dangerous
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Well I think they are all pretty simply implemented. On death of the marine infected spawn a live grenade. Randomly select smoke or frag. I would use a specific marine/navy/sas/whatever skin so its INCREDIBLY obvious who is going to drop a grenade if you know what to look for. The cold bearing infected would spread it the same way a player with a cold would. So just reuse that function. I would just have him cough like players do every so often. The sensitive infected would simply have his hearing/sight range increased by a certain factor over normal infected. Also upon being alerted he runs the same code that fires when a gun is fired in town. I wouldn't make him look any different than the other infected, but perhaps make him walk like a normal person? He's not quite changed yet, so the slow sluggish walk hasn't affected him yet.
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Absolutely not... horrible idea
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They need to fix the DC exploit of PVP, then this idea would be amazing. As it stands right now though, if you tranq'ed someone they'd most likely just DC.
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I'd be alright with this if the choices were limited (Like east or south shore) Totally against it if you could choose which town you spawned near on the shore.
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[Suggestion] Show playername overlay if friends
bellicosity replied to Telo (DayZ)'s topic in DayZ Mod Suggestions
Great, I hope this happens -
Food, water, cola/pepsi. More relism please.
bellicosity replied to Coach (DayZ)'s topic in DayZ Mod Suggestions
Added my /sign to this. Food and water are WAY too common of drops, making it almost trivial. I would wholeheartedly encourage making the food/drink cans be a rarer spawn. -
[Suggestion] Show playername overlay if friends
bellicosity replied to Telo (DayZ)'s topic in DayZ Mod Suggestions
This is a great idea with one caveat, it should be backwards. Lets take Bob and James playing. In your scenario, Bob adds James to his friends list. If they are really friends, great. But if in reality James never wanted to be friends with Bob its too bad, Bob now knows James' identity all the time. The way I would see it is that you would GIVE the other player your information, so they could see you. In effect, Bob would tell James, "Hey Im Bob, remember my face!" Now James can see Bob's name when he meets him next. Bob would not know James' name without James telling him. -
We want different skins back :/ (before 1.60)
bellicosity replied to vendaar's topic in DayZ Mod Suggestions
What do you mean repel smaller groups? A group of three keeps away a group of two? Thats definitely not the case as a friend of mine commonly takes on groups of 3 or 4 by himself -
The Most Valuable Asset: Knowledge
bellicosity replied to jorgamun's topic in DayZ Mod General Discussion
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We want different skins back :/ (before 1.60)
bellicosity replied to vendaar's topic in DayZ Mod Suggestions
The problem with bandits/survivors isnt the skin. Its, as someone else put it, a dominated strategy to trust someone. You will always win if you shoot first. This leads me to believe that there should be more incentives to grouping with others to help tip the scales. Something like this knowledge idea put forth would be a good start, but anything to incentivize grouping would be good. Also more skins would be fantastic. As someone else said, people would actively seek out the same skins like uniforms. Rockets idea for damaging or destroying loot of people killed would also help. You might just break that awesome gun of his by shooting him. Makes sense for the game, makes sense irl -
Was wondering what everyone else's thoughts were on making it so bandages cannot be used on yourself? Or they simply slow the loss of blood if used on yourself, not stop it. It would take another player to completely stop the loss of blood. Thoughts? Edit: Some clarification on the idea... You would bandage yourself, but you would lose a small amount of blood per minute continually until someone else helped you. You might think this excessive, but take this for example: John Doe is a new player, gets hit and brought down to 10000 blood before bandaging. At 10 blood loss per minute, he has ~8 hours to find help before he gets below 5000 blood. At 25, that number goes to ~3 hours. Even at 50 blood loss per minute he has 1.5 hours to find help before he goes below 5000. All this is not counting ingested food. Basically you have per 1000 blood ~1.6 hours at 10 loss per minute ~50 minutes at 20 loss per minute ~25 minutes at 40 loss per minute Thats a lot of damn time to find help even at the extreme high of 40 blood loss per minute.
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What graphical settings do you play on?
bellicosity replied to austendude's topic in DayZ Mod General Discussion
Arma is a bit wonky regarding graphics settings. ARMA IS ONE OF THE FEW GAMES WHERE INCREASING THE GRAPHICS CAN ACTUALLY INCREASE YOUR FRAMERATE. Just an FYI. Heres some info about that weirdness... -
The Most Valuable Asset: Knowledge
bellicosity replied to jorgamun's topic in DayZ Mod General Discussion
Wait so a cooking expert is Jesus? No, thats fish and bread. This is beef. Jesus never did this This is completely new. Its like Jesus 2.0