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Everything posted by zak757
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One of the better ones, though. Alot better then, "I got some mags for your gun if you need them".
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The FAL is one of the most popular weapons on the planet. It is the "arm of the free world" as some put it. Why it is not a moderate rarity spawn like the AK74 or M16A2 is beyond me. Although the NV version should remain an extremely rare, or a 0.11% occurance item like the M240 or M249 at the least.
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"Swap Flashlight for Fleshlight" *clicks middle mouse*
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I'm on the "fix problems first, add later" boat, but assuming the devs had the time, would you want Takistan to be a map in DayZ? Area: 169km^2 Towns: 4 Villages: 24 Cities: 1 Airstrips: 3 A little smaller then Chernarus, alot less forest, alot more mountain. More enterable buildings, a few oil fields, as well as a coltan mine. Even though the map is smaller, because there is no coast, the population would be alot less concentrated. There is also the city of Zargabad, which is as big as Cherno/Elektro/Berezino all put together. Yay or nay?
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Not sure if any of you knew these existed, but it should help you out. Weapon Statistic Chart Loot Probability Chart
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Creating Trade Outposts | No Zed/Loot Spawn after Lockdown
zak757 posted a topic in DayZ Mod Suggestions
This would allow Survivors to set up trading posts, without being able to farm the town for loot. If 12 or more players are in a town or other spawn area, zombies and loot will not continue spawning in that location. Once all the loot and zombies are killed in that area, survivors are able to use it as a "hub" or "outpost" or what have you. The exception to this is extremely large spawning areas like Elektro, Cherno, Berezino, Stary, and the NW Airfield, in which case the survivors may only be able to lock down a portion of the area. Once an area is "locked down", zombies and loot will not start spawning until 4 or fewer players are inside that area. 12 is the minimum for locking an area down, 4 is the minimum for mainting the lockdown. A good example of a good "outpost" that is small enough to lock down would be Vybor, due to its close position to the NW Airfield, and fuel pumps. This would be beneficial to both survivors and bandits, as survivors get to enjoy unity and teamwork, while bandits have a treasure trove of loot to steal. I would rather this not be implemented now, as glitches need fixing, but I would like to see this by ARMA III. Just imagine how awesome this would be for gameplay. Survivors set up an outpost, litter the place with tents and fortifications, guards check for suspicious behaviour on caravans going in and out. People record the supplies and talley them to make sure nothing has been stolen. A player runs the store and gives out weapons in exchange for food and water. Buses and helicopters full of loot coming and going. A group of bandits send in a man to sneak supplies from the caches, take the gear, and assault the place at night. How can you not love this idea? -
None of the guns in this game have red dot or EOTech sights, other then AK074 Kobra and the M4A1 HWS M203. Not legit.
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Hell, even Zargabad by itself would be good if the server was under 25 players.
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My problem with adding MOAR ZOMBIES!! to any significant degree has to do with realism. Chernarus is a small Second World country with no settlement with a population greater than 5000. Not only that, Chernarus has gone through a war portrayed in ARMA 2. Coupled with the fact that many zombies have been killed by survivors? Chernarus wouldn't have very many zombies.
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ARMA 2 regulars and people who got it for DayZ
zak757 replied to eddie820's topic in DayZ Mod General Discussion
I was planning to get ARMA II but couldn't really think of a justification to drop 30$ on it. DayZ was that justification. I play ARMA II aswell, but mainly DayZ. -
Smoking sickens me, but if the world is going to hell and humanity isn't going to make it, hey, I might as well pick up the habbit.
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The PDW is a great PK'er, because you don't need any trigger discipline in CQC. It shares G17, PDW, M9, and MP5 magazines, which are as common as Makarov mags when combined together. Glock 17 is the quietest unsilenced weapon, and the capacity and range are better then the other 9mm, and ammunition is more common then most military grade guns. Flashlight is awesome for night looting in quiet locations. M1911 is the ultimate zombie killer, and the most powerful pistol. 1 shot, all the time. You don't have to go indoors and headshot each of them, you can run out to the field instead. Revolver has common ammunition, but is alot louder and slightly less powerful then the M1911, and holds 1 less bullet. Not worth it. M9 sucks. M9 SD is a good zombie killer if you ever find ammunition for it. Both blow against players because you have to empty a mag into them. Rare and not worth it anyway. Makarov, loud as an M1911, holds less then an M9, same power as a PDW, fire rate of a Revolver... yeah. Glock 17 is my favorite. Only alerts zeds within 15m, can usually find ammo, looks sexy, don't need a flashlight.
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Because we have opinions about things we don't like, and would like to contribute our thoughts so DayZ can become a better game?
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Zombie movement is completely stupid right now. Zombies are half-dead, barely functioning bodies of rotting flesh. Yet they somehow have the intellect to zigzag and the strength to run twice the speed of a man. Fix this. Will this make them easier? Yes. Just spawn more zombies or make them tougher.
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Be careful what you wish for, kids. You sound like a super awesome badass when you say you want to loot barren cities from massive hordes of super tough zombies with impeccable vision and hearing. I guarantee 100% you will be bitching when you do not survive Day 0. My opinion: Increase zombie count by 25% Increase zombie torso/limbs health 25% Decrease outdoor zombie speed to player speed Increase indoor zombie speed by 75% Make it so constant flashlight use may cause aggro Make it possible to outsmart zombies to stop chase Make zombies able to vault obstacles Have rare wandering groups in forests Make them run in a straight line No more clipping through doors, make them open them or go around Make detection radius depend on the weight you carry The current detection radius would apply for a player with a full inventory, rifle, sidearm, but nothing in the backpack.
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ARMA III will definetly have changing clothes as a core game mechanic, so I expect this will be a feature when DayZ is ported over.
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All servers seem to be desynced at the moment
zak757 replied to Omnishift's topic in DayZ Mod General Discussion
I got a really bad desync while at the Balotta Air Tower. I was rolling to the door to make no noise, but a guy was standing there and not shooting. So I put 8 in his chest, and moved inside. Then I teleported back outside with -15000 blood and died. -
I'm going to be the one who is willing to not look super ultra elite hardcore and say: Is the game not already brutal enough?
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Why did you leave the DMR? Just because it is the token noob-slayer doesn't mean it's any less effective against bandits. I find DMR ammo absolutely everywhere, each with 20 rounds in it. Much better then the AKM, if you have the right sidearm.
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I can't find any 5.45x39mm ammunition anywhere, but STANAG magazines seem to be really abundant. I would probably go with the M4A1, out of the 3 you found, since you can full auto players in panic situations as well as use it indoors easily.
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http://dayzwiki.com/wiki/index.php?title=Weapons All weapons in the game. If it isn't on that list, it wasn't legit.
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I support a 20 second period, definetly!
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If You Could Add 1 Weapon to DayZ...
zak757 replied to zak757's topic in DayZ Mod General Discussion
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2 ideas in one for you today. Idea 1: A lot of people are suggesting that we restrict characters to 1 server and 1 server only, that way there will be no more server hopping to low population servers to grab loot many times over. But the problem is that if a server goes down, or updates the requirements before you do, your character temporarily or permanently gone. I'm suggesting that a player can select 3 servers for his character to be on. While they can technically server hop, they aren't able to do it to the same degree, or control what population of the server they want to join. Tents and vehicles that are owned by the player can be mousewheeled to be moved to another server, and will be automatically if a server is restarted. Idea 2: For the "wildies" among us. Aside from the occasional deer stand, which are usually nearby towns anyway, there is little to no incentive to explore the path less trodden as far as loot is concerned. I think randomly spawning, but very rare, "poacher camps" which spawn deep inside the trees would be a good idea. These camps would contain a campfire, a bicycle, and an old tent. The old tent would contain medium rarity weapons, mainly military grade but older guns that aren't in active service (M16/FAL/M14 EB1/AKM/CZ550/M24), as well as beans/water/ammuntion but mainly meat. There may be 6-10 on a server at a time, so the chances of finding one are highly unlikely, but much more likely then a helicopter crash site. Opinions and thoughts?
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Ya, I was thinking 'meh' as I wrote idea 1 out. I think 3 or 4 Z's in civilian clothing guarding the Poacher Camp would be alright.