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Everything posted by Cap'n (DayZ)
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I don't rush. If I hear someone/get shot at, I'll dive into a building with a closed off room(second floor/no windows), sit down and watch the door. It's not very smart to charge a well defended position, but people usually do anyways. Besides, I'm generally hugging the tree line, scanning with a Mosin. Close quarters is overrated.
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Blinded? What a bold claim, because I'm shure the average player can have his own opinion, because it seems VERY entitled to go off and claim we're "blinded" by "sheer fanboyish love" of the game. I'll admit, the Standalone has problems. But these are problems with the huge change to the RV engine, which was an entire new league that Bohemia had yet to undertake. It's been delayed SEVERAL times, and they even canned their original build a few months in (aka; the polished mod). Just because you disagree with someone, don't assume that we're blinded. We see it differently. Don't assume. It makes an ass out of you and me.
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There is a small wooden cabin next to a trail, SW of Pusta in the woods. I remember it from the first campaign mission in ArmA, and now that it's enterable, it'd be a great place to stash loot once persistent objects are implemented. Black Forest is my absolute favorite spot, as its wedged between two fairly calm towns (Gorka & Shakhovka), spreads about 3km in every direction, and is incredibly thick and inviolate bar a couple dirt roads and a lovely two story house. Once barricading is implemented, me and my friends plan to seal up that house and turn the Black Forest into our territory.
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Torchia confirmed that DayZ exists in an alternate ArmAverse. Try destroying my canon now, LoK! BWAHAHAHAHA!!!
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ACR is, by far, regarded as the worst DLC in ArmA history by the entire community. Shitty texturing, outdated equipment/shit not used by ACR, and the ironic fact that it's the armed forces of Bohemias native country. tl;dr It's a really bad DLC that I want to forget...
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He meant separate maps that you could travel to through separate servers and border crossing. Besides, Altis is 30x30km2, and 900km2 if you count all the water. Make all that inland, and you could easily fill up the majority of central Chernarus, including the rivers. Separate maps for the coastal areas and major towns/landmarks (Lake Beloe & Belozersk, Novigrad, Miroslavl, and the Black mountains). Hell, Bystrica and Bukovina are actually part of Chernarus (well, according to Bohemia and the campaign for ACR. Still a shitty DLC). It doesn't NEED to be a single continuous map.
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You're comparing a mod, which has been around for two years longer, that has had the luxury of pulling content here and there from ArmA 2 and OCCASIONALLY a custom model and some scripting. The Standalone is a game that has barely been in development for a year (and three months in, they pretty much canned most of their work), which is in EARLY Alpha. Don't compare them. We all get it. The mod has more content. It's a no brainer. At least they're trying to work it from the ground up here, instead of reusing assests from a game that spent several years in development and has one of the largest modding communities in the world.
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No, I'm frustrated that people keep doomsaying a game that's still in development.
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Shut your faces, it better be an AAN news truck- Or I'll rip a kittens heart out!
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These threads were old two months ago. Please, assert your disappointment when the f*cking game is finished...
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Please, don't even make a passing mention to that disgraceful piece of schist. Please.
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If they expanded the map, yes. There are two large rivers that run throughout Chernarus, the Svetlaya and the Burnaya river basins. The Svetlaya runs the length of the Western border with Takistan and through the capital Novigrad (Chernogorsk is NOT the capital), and the Burnaya runs up North through Kirovograd into Russia (Kirovograd is a factory town which makes all the weapons for the Chernarussian Army, confirmed via CR-75 weapon description). There is also a river running through Miroslavl and stopping somewhere in the center of Chernarus. Miroslavl is only 5km away from Kamenka (confirmed via roadsign in the center of town, check it out). And ANOTHER small river running north of Guba & Sveltojarsk, south of the Black Mountains which divide the border with Russia. Ivan Buchta (leader of the map design team, original godfather of Chernarus), had stated in numerous interviews that HIS intentions (not the teams, but he's still the most experienced map designer they have) is to expand the rest of the map towards the undesigned bits. This fits the lore, and prevents me from going into a fit of fanboy rage, but that doesn't matter. I'm still VERY inclined to disagree with anyone who wants to fuck up the lore. *pic for reference
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I prefer looks. When I think of douchebags, I think of people wearing mountain packs, TTSKO, gas masks and a helmet. That's what a douchebag wears. Looking sexy in the apocalypse can take you far.
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Imagine if we pulled this off for a couple of hours (er lol!).
Cap'n (DayZ) replied to mooky32's topic in General Discussion
I see what you did there. -
When Map Making comes, in the far far future, what will you make?
Cap'n (DayZ) replied to hannibaldaplaya's topic in General Discussion
NOVIGRAD! The bustling capital of Chernarus (not Chernogorsk you ignorant morons!), it would be the absolute BEST urban map ever. Yeah, shut up about Western maps. I'll strangle everyone who wants DayZ to go Western (American-set zombie games are way too clichéd). The high rise, the expansive apartments, the rustic old town, the staple victory square. All your standard eastern European capital features, only ARMA-fied. I'd also LOVE to redo the OFP islands, as all the current OFP maps for A2 suck rancid ass. -
I love the game... but I hate flinching
Cap'n (DayZ) replied to bioned's topic in General Discussion
Y'know what's really scary? Toilet lampreys. -
Is Dayz standalone even relevant anymore?
Cap'n (DayZ) replied to 2gunz's topic in General Discussion
Threads like this have turned me to alcoholism... Damn Nyquil. -
Addressing the Weapon Calibers - Compromises and Proposal
Cap'n (DayZ) replied to Katana67's topic in Suggestions
It is VERY pragmatic development design. I was fairly disappointed to hear this from people who usually make fairly in-depth and realistic games (ArmA), but I can't do a damn thing about it. This is one of the first times I've seriously been angered by something they say. -
Addressing the Weapon Calibers - Compromises and Proposal
Cap'n (DayZ) replied to Katana67's topic in Suggestions
7.62x39 and 5.45x39 can coexist, peacefully. I hope. If not, I will personally buy myself a express plane ticket to Prague, kidnap Marek Spanel and force him to watch The Room with Tommy Wiseau over and over again, until my demands are met. Until then... SPANELLLLLLLLLLLLLLLLLLLLLLL! -
DayZ mod better then Standalone?
Cap'n (DayZ) replied to frosti's topic in DayZ Mod General Discussion
I just don't have any motivation to return to the mod. I prefer the standalone, and I enjoy taking part in the testing. What I do hate, is the sour attitude taken towards the standalone. -
(Before I start, let me remind you I'm talking about that AK-74, not the AKM. If you do think I'm referring to the AKM, please, shut up.) Alright. A few months ago, people got to play a early pre-alpha build of DayZ on the floor. The only weapon, was a BEAUTIFULLY modeled AK-74M. A few weeks before, we got some screenshots of the new magazine model and a GP25 grenade launcher, all shown properly attached to the gun (proving that the attachment system did work). I was pumped, the AK-74M was my favorite gun in the world. It looked awesome, to boot. On release, it's absent. Six months later, it's still absent. It's been in the game files ever since release. Why isn't in the game? Another question. Why haven't the devs regarded this? Wouldn't it cause less confusion to trash a weapon and it's attachments and tell us beforehand? Also; why get rid of a great looking, functional, and ubiquitous weapon with functioning attachments right before release? Was there something wrong with the weapon itself? Was it bugged? Or is it a case of "trying to keep the ammo types to a minimum" that Torchia mentioned earlier? Can I please, please get some insight from someone who KNOWS the answer? It's been bugging me since release.
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[Discovery]Ragdoll Or Knockout Animation?
Cap'n (DayZ) replied to Weyland Yutani (DayZ)'s topic in Gallery
Hey! It's Jonesy the cat! On topic, that does look pretty interesting. Wonder what sets it off? -
AKM is, hands down, the king of midrange combat. Plus, it looks fucking awesome.
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It varies, really. I actively avoid people, so I don't see a whole lot of action, but it depends on where I'm at. Any time I'm in an urban area, it's between 50 meters and fucking arm length. Fields, roads, and military bases however, tend to stick in the 100-200 meter range. There are outliers, though. Me and five friends were looting up Balota, when we were engaged from quite far away (couldn't hear the shots, just saw dirt kicking up). We ran for cover, and spotted their silhouettes on top of the closest apartment building. 700 meters away. The next thirty minutes were spent returning fire, occasionally getting hit, and then flanking them whilst they were flanking us. They put up a damn good fight, as we outnumbered them by two men. Unfortunately for us, we lost three men in the process, and I barely lived through the experience. The 22. Sport might be to blame here, however...
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Military Unit Stationed at Gorka? [Lore]
Cap'n (DayZ) replied to Katana67's topic in General Discussion
Chernarus 66nd Airborne Division, 12th Mechanised Rifle Company "канец, or "Boar" Unit History Originally stationed outside of Kirovograd, near the Sveltaya river, this unit was transferred to the South Zagoria province in the 2007 and 2009 civil conflicts to fight insurgents. The unit, which is the only mechanized unit imbedded with the Airborne services, is equipped with it's own unique gear, and has seen some of the most intense combat of the whole of the CDF. Preferring admirably in the 2009 conflict and border conflicts with the Takistani Republican Militia, it served two peacekeeping tours in Takistan before being sent back to Chernarus in late 2012. Held in high regard for its successful combat record, the company has always been relied upon to deploy high mobility troops to intense combat regions in Kosovo, Afghanistan, Takistan, South Zagoria, and even Nogova in the Soviet days. Carried directly over from its CSSR predecessor, the unit was equipped with several Antonov heavy transport planes, and a plethora of airborne Soviet IFV's. Their uniform consists of a darker, summer oriented TTSKO variant, and they can often be seen with the eponymous telnyashka shirt and green beret, adhorned with the Chernarussian green and yellow star. With the slow economy of Chernarus, the unit has had to make due with old and outdated Soviet gear, but has still performed admirably, even with its limited equipment. Their final test was the Chernarussian Outbreak of 2014. While most Chernarussian units deployed were the undertrained National Guard (most units were redirected towards Novigrad, Kirovograd, and Belozersk), the unit was sent fairly early, to respond to what was initially perceived as a Russian incursion into Chernarussian territory. They quickly took control of the villages of Gznodo and Grishino, and were involved with several dozen skirmishes with infected. However, fuel eventually ran out, and the unit was forced to cover ground on foot. By late May, most of the unit had either deserted or succumbed to bandit raids, and it was decided that the remnants would retreat into central Chernarus. By June 13th, all contact with the remaining force was completely lost. (The Cyrillic text should be Czech, not Russian, as Chernarussian is linguistically identical to Czech.)