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Your DayZ Team
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Everything posted by chickenfeed
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Found G36C SD (CAMO) on another Survivor - is that weapon a hack?
chickenfeed replied to kingkrabbe.#bof's topic in New Player Discussion
There is no P90. -
Rocket, please eliminate all ***ers.
chickenfeed replied to TheRealist's topic in DayZ Mod General Discussion
I havn't seen a single hacker. -
Wrong, it does work in ArmA 2, it's just a very messy workaround that requires multiple different guns for every attachment. There are many missions/mods/scripts that allow attaching silencers/scopes/grenade launchers...
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Permadeath in the post apocalypse (bit of an essay) *repost from newbie group*
chickenfeed replied to JerFeelgood's topic in DayZ Mod General Discussion
Exactly what I was getting at, perhaps I explained it poorly. As I said, the only possible way would be to encourage it with a Mumble/TS client set up for DayZ like it is for Project Reality. It is impossible to enforce it because all hell would break loose. -
So, firstly, the current first aid system is fine. It's functional, it makes sense, it's not too complicated. So my suggestion for extending the first aid keeps that in mind: Extra features, more 'realistic', but keeping it straight forward. Bandages My suggestion isn't changing the mechanics of bandages, or the bandaging process. Instead, it adds a new junk item: Cloth. Similiar to empty cans, it would be considered trash and would spawn almost everywhere, perhaps it could also be created by tearing outfits (When there are more, obviously). Consider it like this: Bandages have a 100% to stop bleeding per wound (You will need 3 bandages if you are wounded in both arms and a leg.), whereas the cloth would only have a 60/70% chance to stop the bleeding. Obviously worse than bandages, but to counteract this bandages would become less likely to spawn in homes and would be more of a hospital/military spawn. Why would you need a cloth when we already have bandages? Immersion. The word is thrown around alot in recent times, and to be honest has begun to loose it's meaning. I know not everybody would agree with this, but crawling into a trashed house, trying to stop your bleeding with a dirty rag would just help the player get into his character. Also, using a cloth could have a tiny chance of causing infection (Explained below). Painkillers and Morphine I also suggest a change to the mechanics of painkillers and, more specifically, morphine. Pain becomes more of a solid feature, not just an annoyance. Keeping it simple: Painkillers take time before they begin to take effect, and they will only last for a while. Pain will last as long as a limb is damaged, and painkillers will stop the screen shaking and moaning for a while, perhaps 30 minutes? This includes time spent offline, giving players a reason to keep stocked up on painkillers until their wounds have time to heal. Alongside this, painkillers would now take time before they can take effect, 2 or 3 minutes, perhaps. So you can't just throw 30 painkillers down your throat and instantly feel fine. Morphine would now also be used for stopping pain, instead of mysteriously fixing broken bones. Rarer than painkillers, morphine would take effect within a few seconds and would last for twice as long as painkillers. Alcohol Why is there empty whisky bottles, but no whisky? Alcohol would become a more common form of painkiller, with the obvious side effects. It would take longer before the pain is reduced (More booze, less pain), and the player's screen would become blurred, aiming becomes sluggish and after too many bottles, your character will start to move slower (Limping, see below). Limping Unfortunately this particular feature would require a new animation (It's completely possible), but in the meantime, perhaps it can just be simulated by preventing the player from sprinting and slowing his running speed. When the player is experiancing extreme pain, or when one leg is wounded (Both legs will still cause crawling), or when he is pissed out of his skull, he will begin to limp, moving much more slowly but not causing the frustration of forcing him to drag himself 2km across the map and then preventing him from entering a house because the step is slightly too high (Or, even worse, breaking his neck as he tries to crawl into the building). Linked with the painkiller adjustments, limping could be cancelled out with the use of painkillers/morphine. Splints Add a new item, found in hospitals or created from wood (Which has very little use, at the moment). A splint could reduce the movement issues that a damaged leg can cause. Perhaps by allowing the player to limp instead of crawl, or to speed up his limping speed. I admit, I have not put so much thought into this, but the idea is that it ties in with limping and painkillers to create an alternative to crawling with broken limbs. Infection Already a feature, it just needs expanding. Over time, if wounds have not been healed, there is a significant chance of infection which increases over time. Using dirty rags would also have a tiny chance of causing infection. There is no change to the current function of infection, just giving more causes. I have never ever suffered from an infection in DayZ, and my temperature has never dropped below 42C, and I know this is the case with a large number of players. This is just giving more of a benefit to having anti-biotics as an item. That's all I have to suggest. The main focus of all of these features is simply immersion. Although some features could be considered as more realistic, they are not HARDCORE SURVIVAL REALISM, requiring players to have formal training in first aid to be able to play DayZ, because - in my opinion - that is not where DayZ should be going. Realism is good, DayZ is as realistic as it needs to be, but there is a line between 'fun' realism, and 'chore' realism. DayZ needs to stay on the fun side.
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Permadeath in the post apocalypse (bit of an essay) *repost from newbie group*
chickenfeed replied to JerFeelgood's topic in DayZ Mod General Discussion
Considering how badly some of those myths were tested, I wouldn't use that as evidence. Using VOIP doesn't alert zombies, it makes them walk towards you. Similiarly to eating/drinking or using other items. Evidence: http://www.pcgamer.com/2012/06/22/day-z-arma-3-interview-on-left-4-dead-skyrim-player-emotion-and-in-game-disease/ "Hall: There’ll still be guys running around, guaranteed, there’ll be guys running around saying, “Anyone in Cherno?” It’s never going to stop. And what a lot of people don’t realize, at the moment, if you use VON, it actually attracts zombies." -
Permadeath in the post apocalypse (bit of an essay) *repost from newbie group*
chickenfeed replied to JerFeelgood's topic in DayZ Mod General Discussion
Actually, using VOIP ingame DOES attract zombies towards you. So it is technically bypassing a feature of DayZ. I completely agree with the use of external VOIP damaging the experiance. You can't silently kill a sniper to prevent him giving overwatch, because he will just scream out "Guys I just got killed, log out or hide." Completely no point playing this way. I know it's impossible to block external VOIP, but it would make the game much more interesting. Project Reality, the mod for BF2, has a custom Mumble setup which automatically connects to the server's Mumble when the player connects to the game, and Mumbe is used for proximity based chat. Perhaps something along these lines could be added? A DayZ specific Mumble/Teamspeak application which is required for some servers, which automatically connects to that server's chat. Obviously this would not stop people using Skype or their own Mumble, but perhaps it would encourage more communication ingame. -
Painkillers, bandages and even morphine are pretty common spawn in houses. It would be good to have medical camps or a pharmacy in the villages in central/northern Chernarus, but not 50%. There are no hospitals away from the coast, so it would be good to add a camp/hospital to Vybor, and a couple of pharmacies spread out across the other towns. This kind of country would not have a pharmacy in every village, some of them have only a handful of houses!
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All great suggestions, but some people on this forum are just depressing... As Sol said, even Rocket has said crafting will be coming to the game and you would have to be retarded to think that DayZ will not get crafting at some point. "But this sounds like MINECRAFT, go back to MINECRAFT!" No, Minecraft did not invent crafting, go back to school.
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Let's play from beginning with every new big patch!
chickenfeed replied to Dedulka's topic in DayZ Mod Suggestions
As soon as better security is implemented (Anti-Hacking, combat logging, server hopping, duping), a full database reset should be used to clear up the broken vehicles and tents and the hundreds of top tier weapons that are currently on servers due to the dupers. Until then, there isn't any point in resetting because the exploiters will just create a mess again. -
So I asked this in the 1.7.2.4 thread but it got lost in the respawn complaints. The official 1.62 patch has finally been released for CO, but do we need to wait for the next DayZ update before we can continue playing? Do we need to stay on the beta patch or will 1.62 be enough to play DayZ without problems?
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ArmA 1.62 is out - Do we have to wait?
chickenfeed replied to chickenfeed's topic in DayZ Mod Troubleshooting
And now there is already a new beta patch available. The amount of beta patches is getting daft now, and incredibly confusing trying to decide which should be used or if it will break the game. -
We don't need a currency, we have food and bullets.
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Obviously you don't know what you are talking about. I support this idea, though I agree with The Satanic Bean and, more specifically, Supplice VI. I bit of information, or a photo, would be awesome.
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I completely disagree with this. ACE has far too much stuff not relevant to DayZ. Hand signals are possible without ACE (Invasion 1944) and radios are possible without ACE (ACRE). ACE is not needed.
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I read somewhere that Rocket is not adding any third party addons until Beta.
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It's also been suggested a stupid amount of times.
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I like the idea of boiling the rags. Although it would work with the current system, it would be nice to have a proper cooking/crafting interface, though that's an entirely different suggestion, of course
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put log out timer and make guns do less damage to players
chickenfeed replied to slugsmoneygirls's topic in DayZ Mod General Discussion
Are you retarded? Please tell me you are retarded. ArmA is a milsim, DayZ is not a milsim. The clue is the fact there there are no zombies IRL. Stop being a dick and using the morphine and hunger as your argument for 'realism'. -
am i the only one experiencing a massive FPS drop since the latest ARMA 2 patch?
chickenfeed replied to A.Jones's topic in DayZ Mod General Discussion
Yeah the latest patch added more graphics options, check them out incase that is causing problems. Alot of people are getting terrible FPS, and alot of people are getting great FPS... -
Chalk - Leave messages for other survivors
chickenfeed replied to H1t0w3r's topic in DayZ Mod Suggestions
That is the texture, it's not a dynamic thing. It's not as simple as just adding a text box to the wall. -
Chalk - Leave messages for other survivors
chickenfeed replied to H1t0w3r's topic in DayZ Mod Suggestions
This. The engine wouldn't be able to handle it without some wierd system stuck in there that looks stupid. The only alternative would be some interactive object that gives a message when used. And yeah, the graffiti will become ridiculous. -
3 Weeks of hard work, finally paid off for my squad
chickenfeed replied to [email protected]'s topic in DayZ Mod Gallery
How can people be so retarded. There is not a silenced L85 in ArmA, do you think that hackers can create whole new weapons and put them in the game? Seriously, think before you comment. Nice try, dude. -
Why? You know your blood will 'regenerate' in real life, don't you?
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new small item that makes a huge differnce
chickenfeed replied to lghts's topic in DayZ Mod Suggestions
Why?