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Your DayZ Team
Mercury (DayZ)
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Everything posted by Mercury (DayZ)
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You're thinking of the Kobra. It's one of my favorite guns for its moderate availability, short barrel, and tactical sights.
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Is 3rd person really going away?
Mercury (DayZ) replied to jjeez's topic in DayZ Mod General Discussion
I'm a big advocate for realism. And I support 3rd person and crosshairs being enabled. They help simulate a physical sensation: propriocepital and kinesthesial awareness. http://en.wikipedia.org/wiki/Proprioception This is the sense of where your limbs are. If I'm playing DayZ and want to prone around corner and if I'm stuck in first person, I don't know where my feet are going to be. Third person lets me know my feet aren't going to be poking around the side. This is also true when I'm hiding under the boughs of a pine tree. And I've held and shot a lot of weapons in my time. I have a gist of where the weapon is pointed that's more specific than "foward." Maybe removing the central floating crosshair would be appropriate, but showing the player where the barrel is pointed is something that holding the weapon would communicate in a way that SEEING the weapon simply doesn't. So, yes, of course 3rd person lets you see around corners (which is cheap; I'm not arguing that it isn't) and the crosshairs let you hip shot with certain guns more accurately than normal (which isn't realistic), but I don't think removing them is the way to resolve the issue. What else could we do to resolve those two issues? -
Here's what's wrong with your mod
Mercury (DayZ) replied to Rgbcoaxical's topic in DayZ Mod General Discussion
0/10 wouldn't read again; won't miss you -
IF this was an actual game...
Mercury (DayZ) replied to rocket's topic in DayZ Mod General Discussion
Guild Wars-style. Pay once to play. Like Counter-Strike, Halo, Minecraft, etc etc... I'd pay between $30-50 USD for a game that Rocket had full creative control over, no studios getting in the way of his visions. And a Kickstarter to get you off the ground with "milestones" when you overshoot your goals. Start modest, you'll blow the roof off it, and then keep adding personal milestones. -
Post Spawn Loot Comments here ONLY
Mercury (DayZ) replied to rocket's topic in DayZ Mod General Discussion
Love the changes. -
Dayz Aggro Mechanics, Which do you prefer? (poll)
Mercury (DayZ) replied to nyxe2k's topic in DayZ Mod General Discussion
You should quit. That'll show the devs you mean business! -
Becoming attached to your character/loot
Mercury (DayZ) replied to slappyham's topic in DayZ Mod General Discussion
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DayZ 1.7.1 Discussion - Others will be locked/deleted!
Mercury (DayZ) replied to Tigerr13's topic in DayZ Mod General Discussion
Addendum to my comments: Low food spawn rates = brilliant. Makes the knife/match/hatchet combination so much more important. You -would- have to hunt food instead of relying on leftovers, especially since other survivors are slowly eating through a finite supply of canned goods. With the zed apocalypse, I doubt there are many canning factories still running. And I'm sure others have said this before, but it reminds me of The Hunger Games a lot more. Which is a really nice touch. -
DayZ 1.7.1 Discussion - Others will be locked/deleted!
Mercury (DayZ) replied to Tigerr13's topic in DayZ Mod General Discussion
Thoughts: I love the changes so much! Seriously, I had the biggest grin reading the patch notes and after getting the latest beta and 1.7.1.1, I logged in and found out my expectations were exactly right! Dangerous zeds! Yes! Bleak, harsh startup! Perfect. Magical invisible crawling mode? Gone. Thirst increasing faster than hunger? Check. Dying of hunger now a possibility? Yep. Actual stealth required around zeds? Booyah. Let me say; I'm not a great player. Really, I'm fairly new to Arma2 and while I've clocked about 65-70 hours in DayZ since the 1.4.x era, I've never gotten the best gear, played in a clan, killed the most zombies, or anything like that. In fact, the only way I've ever died is by being flanked, surprised, or outplayed by another player. But not one single time since the latest patch have I aggro'd a zombie that I didn't intentionally attack. Stay out of their line of site, keep your head low, sit back and watch their wandering paths and wait for them to walk away. Like you would have to do in real life. Bugs: I've seen two new (to me) bugs lately. One, in barns, I see a lot of zeds standing in the exact same spot. Like five all clipping inside each other and just... standing there. Specifically, I see this in the two-level barns and I've seen it in multiple barns on multiple servers in the US. Two, filling a water bottle sometimes gets me stuck in the filling animation and never gives the confirm message until I try to move away, and then it fills up and adds the full water bottle(s) to my inventory. Suggestions: One, I once suggested a random starting weapon (since that does add an element of realism), but I realized that's a horrible idea since players would suicide over and over again to get the weapon they wanted. Maybe a death timer would curb that. Maybe 60 seconds until you can respawn? Might not be a bad idea for any kind of death. Two, some sort of survival equipment would be appropriate for spawning. Matches, knife, or watch. People carry those kinds of things around with them in day to day life, and it wouldn't be implausible for a survivor to start with one/some. I like not starting with food or soda/water. Three, please keep the no-weapon spawn. The enjoyment I find in this game is the magnitude of death, and not getting a freebie pistol (that can do some serious damage to zeds and to players) really adds to the game. If Rocket listens to the people who hate the change, I hope at least the starting magazines are severely limited. Fourth, I have a feeling the pitch-black night is going to stay, at least until Arma3, so until then, let's get rid of all NVGs. Then if we want to play at night, we all take the risk of running around with chemlights and flares. Because, sure, the NVG ownership percentage may be small, but those are the very people who are MUCH more likely to play on a nighttime server since they have a significant advantage. It makes them quite safe. A concept I see a lot in this mod is "you are never safe." Let's remind them of that. -
1.7.1 in 20 words or less
Mercury (DayZ) replied to Disgraced's topic in DayZ Mod General Discussion
One guy said it back on the first page, get rid of NVG. Make everyone take equal risks at night with chemlights and flares. So far, love the low starting inventory, and I've been stealthy and not aggrod zeds yet. The new vision changes remove the "perfect invisibility" that prone used to be, and I love seeing all the tears from people who were here to "play to win." -
What're the two [fixed] items? I've been following a lot of bug reports, but those don't quite seem to match up. Are they for the huge clusters of zombies that rapidly respawn? Or is it something else? Thanks for the hotfix!!
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disastr, http://www.arma2.com/beta-patch.php
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My Issues with the 1.7.1 Changes
Mercury (DayZ) replied to n00baphile's topic in DayZ Mod General Discussion
This "game?" Is that what DayZ is? I thought it was a zombie survival simulator, and it sounds like you were trying to "win" at it. Now you're "losing" and instead of adapting, you're whining. -
Rocket, does it matter which beta version? Does it need to be a specific build or higher?
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20 words or less: Super-Low Humanity Detection
Mercury (DayZ) replied to rocket's topic in DayZ Mod General Discussion
YES How about distant laughter or scratching? Maybe play on the horror angle. -
20 words or less: Spawning without a weapon
Mercury (DayZ) replied to rocket's topic in DayZ Mod General Discussion
YES But a more nuanced approach should be to start with virtually no extra ammo, a randomized hand gun, and supply gear instead. Many people have watches and matches, most people don't have a handgun with lots of magazines.