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bellicosity

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Everything posted by bellicosity

  1. Im currently stuck invisible too. Have no idea why it happened, just know that I disconnected after dying then later in the day when I had time to play some more I reconnected into a forest while invisible. There was also another player in front of me who was also invisible. Respawn, abort, reconnect... still invisible, just now on the coast line.
  2. bellicosity

    The Most Valuable Asset: Knowledge

    I would think they would also allow advanced options for being fully skilled. A medically traind individual might be able to increase your total blood with a blood bag. A mechanical person can repair the power plant/generators. A cooking expert might be able to make multiples steaks from one piece of meat. A survivalist might lose temperature slower or be able to scavenge items from empty bottles/cans. I feel that being completely untrained should also have some detriments though. Someone with no medical knowledge might need two bandages to stop bleeding. Lack mechanical skills and you cannot repair most cars or the heli. Someone without cooking skills needs two raw steaks to make one cooked steak. No survival skill and you need more food and water then normal. All just ideas/examples
  3. bellicosity

    The Most Valuable Asset: Knowledge

    I think this was the best thing to come from that bandage thread. I now dont think that was the best way to go with it, but I do like whats come from it. I liked your ideas for Medical, Mechanical and Cooking knowledge. I also threw in my own, Survival knowledge just to throw some ideas out. Here's a mock up of what I would expect it to look like: In this example the player is a little over 50% knowledgeable about Medical, completely knowledgeable about cooking and survival, and knows nothing mechanical. It would spread like a cold does now. If Im with someone who has 80% knowledge towards Medical, my medical knowledge will raise up slowly until it matches his. What this 'knowledge' does or lets you do is debatable, but I absolutely love the concept of it.
  4. bellicosity

    Thoughts on Bandages

    Thats a damned interesting question. Maybe it can spread like a cough? Sit with someone who knows how and you learn how? There's an item in game that teaches you how as well? Its an interesting tangent. By the same argument' date=' how would a survivor know how to use rifles, shotguns, pistols etc? How would they know how to fly a helicopter? How would they know how to repair a car? Personally I like to think that the survivors in DayZ are not your average civilian. They are the people who have survived the apocalypse due to their life experiences, training, skills and luck. Most likely they are ex or current military, police, hunter or other person with a similar skill set. As for medical knowledge - most people I know have done, at the very least, some kind of basic first aid course. [/quote'] But again, basic first aid is only a stop gap. Someone almost always needs additional help with more serious wounds.
  5. bellicosity

    Thoughts on Bandages

    Too true. Im actually qualified to work on Huey's and let me tell you I'd be impressed if a guy could make one of those fly with scrap metal even with the know-how. I'd be doubly impressed if he had no fucking clue about them and fixed it.
  6. bellicosity

    Thoughts on Bandages

    Hey man' date=' Im military too and let me tell how many times I have seen people place these things incorrectly during an exercise. Even during SABC training they manage to screw it up. Just because the box has instructions on it doesnt mean people read them or use it properly. [hr'] Why Just Just why' date=' man You're complaining that being able to fully bandage your own wounds is unrealistic, but having this kind of wound treatment that you can perform on yourself be general knowledge while having the supplies to perform it be rare AND take up a ludicrous amount of space is better?! [/quote'] If thats what it takes to 'balance' it, then yes. I dont like the idea of it, but someone else brought it up and if thats what it takes, so be it.
  7. bellicosity

    Thoughts on Bandages

    This. No problems with this what-so-ever. And as I said above, encounters with infected people simply are not dangerous past the first 20 minutes and for a new player.
  8. bellicosity

    Thoughts on Bandages

    And you can get food, water and wood by yourself. I guess I should have been more specific and mentioned that I'm talking about playstyles here. Well then what about adding something like a suture kit that is a somewhat rare spawn? Takes up two spaces, and enables you to stop blood loss on your own? Otherwise it requires a player to use a bandage on you? Edit: I really do no think that as the game currently is, encounters with infected people are dangerous. There needs to be a mechanic in place to make them extremely dangerous, or at least somewhat dangerous. I dont personally like the idea of a suture kit but if it balances the game well, then so be it. The idea of a zombie-esque game having the zombies be an after thought in the danger seems a bit off to me.
  9. bellicosity

    Any Night Time Changes/Fixes/Features?

    I assume rocket will be implementing some post processing effects to take care of this. I know other ARMA mods have your vision slowly accustom to be in the dark and you can lose that night vision by looking at lights.
  10. bellicosity

    Thoughts on Bandages

    Not really. Take a 10 blood loss per minute for a new survivor who happens to lose say 2000 blood. They are now at 10000 blood. They have ~8 hours to find someone to help them before they get below 5000 blood. Thats not counting getting food in them either. Make it 25 blood per minute' date=' and its now ~3 hours. [/quote'] And that is why I'm saying you might as well just respawn. Everything you do in those 3/8 hours is inevitably pointless, as you have literally no way of preventing it as a solo player. Rewarding teamplay is fine, but severely punishing solo play isn't. You eat at least once per hour, which is at least 200 blood. If you eat more often, you can increase the time you have to seek help. But they still need someone else's help if they want to survive much further past the initial serious treatment... Thats the point. They are not in extreme danger of death, they are just in a position where they have to trust someone. Even in real life everyone needs helps. In a apocalypse like this game you will definitely get injured to the point that you need someone else's help to bring you back from the abyss. As is stands right now, there is never that fear in this game. You can single handedly heal yourself from damn near 0 to perfect.
  11. bellicosity

    Thoughts on Bandages

    Not really. Take a 10 blood loss per minute for a new survivor who happens to lose say 2000 blood. They are now at 10000 blood. They have ~8 hours to find someone to help them before they get below 5000 blood. Thats not counting getting food in them either. Make it 25 blood per minute, and its now ~3 hours.
  12. bellicosity

    What happened to removing skins?

    What happened to being patient? Like waiting for rocket to finish. What happened? ? What happened to releasing patches 2 days before the day after tomorrow? Like getting a time machine and coming back to help us all out. What happened? ?
  13. bellicosity

    Thoughts on Bandages

    I assume you've never had a somewhat serious wound you had to bandage yourself? Its incredibly difficult to do at all in some locations, and even harder to do well. The reason I bring it up though is that it will A) Make zombie encounters extremely dangerous by yourself and B) Be another method to encourage teamwork.
  14. Problem with moving to the Crysis engine is that it's very very demanding. Arma 2 is a bit demanding for some' date=' but it gets by, meaning most of the audience can play it, even with low end PCs. [/quote'] Crysis could never handle the number of players, AI entities, and scope of this map. ARMA really is the only engine capable of it. The engines are designed to do different things efficiently. Back to the topic at hand, I think I've come up with a simple fix... You cannot bandage yourself. Or if you bandage yourself it only slows the loss of blood, not stops it. Discuss it here
  15. Random spawn locations will be nice and should fix the deathmatch that is cherno/electro
  16. Totaly agree. The first day or two i thought the zombies where really scary. But now its just very rare they are a big problem. Its normally the players you have to watchout for. I just hope it becomes a bit more scary to walk around in a forrest in Day Z. Making it hard to survive vs zombies would also require more teamplay. I also think zombies could be better att detecting during the day. Since Zombies are far less of a problem during the day right now. I dont really mind what the solution is, I just feel in a game like this the zombies should be the most lethal thing out there. As it is, I took on 50+ zombies by myself in the middle of berezino (outside) with a friggin winny with no problems. That should not be able to happen. The only reason I DONT go guns blazing into a town is because A) ammo is scarce for a lot of the weapons I like and B) I might attract another survivor who is keen on shooting first, asking questions later
  17. bellicosity

    Pending Build Progess: 1.5.9

    Any fix to this coming soon?
  18. rocket said he had a fix for this, but he never mentioned the timetable for deploying it. If I was a betting man though, my guess would be that it will be a 20-30 second timer for your character to leave the game world
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