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bagworm

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About bagworm

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  1. bagworm

    Is it worth it?

    That's exactly what I'm thinking - I'm pretty new but what blows my mind when getting killed on sight from miles away when I have just a pistol or something, is like.. man that's gotta be as boring for him as it was for me! At least come mess with me, see what I'll do, see what kind of dude you're gonna kill - play in a style where you're comfortable using your voice, take on a character. Take a moral risk of regretting something rather than just team-deathmatching it 100%. Er that being said I love TDM games and also I understand the approach of mostly killing on sight to protect your group & minimize risk. Then again... those things come back around. It's good to at least be open to learning & changing your style & noticing the consequences for your player, your team and then also the whole server & everyone. I think everyone's gonna play how they're gonna play but it's good to stay flexible with it so the cooler more unexpected kinds of things can start to happen.
  2. Got to disagree. Why even play this game, and not like, a puzzle game. Because it has an aspect of role play and those games we like because they do engage emotions. Now, it's our option to cut some of them out - obviously if we REALLY put our heads into DayZ it'd be horrific and traumatic. So we keep things at a distance. And I don't think you have to feel the "right" emotions but by far the best way to play a game like this is to be in SOME kind of story. It doesn't have to be "you in real life" it's just a character, but, what's the character going thru? I'd say there's got to be some kind of emotion, even if it's just an intense kind of tactically-engaged awareness thrill. With high stakes since death means more in DayZ. So again that makes the case for heavier/intenser kinds of experiences, cause what else is the innovation of DayZ than those kinds of things that add to the emotion (/excitement/engagement/immersion) of the experience. Heck even if you totally detach I'd say, look at that as what a person might do. They might tell themselves it's just a game, even if it were real. Lots of people would do that in a zombie apocalypse definitely. I think it's a great idea to try on different roles.
  3. bagworm

    Proximity chat

    Definitely agree the option for disabling side channel text chat would be great. Here is an idea for how voice comm should work - there could still be a global/side channel but it would be based on finding a RADIO object. And everyone knows one particular frequency if they want to all talk. Or they can agree on another frequency, maybe have a lot of them so it is hard to snoop in unless you really search. Some people are gonna just go with teamspeak and have a little bit of startup advantage but anyone who wants to can stick with in-game radio. Hope they come up with something like that for standalone...
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