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gammadust

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Everything posted by gammadust

  1. gammadust

    are you guys fucking retarded?

    I luled 5* of even it much so!
  2. gammadust

    Hotfix Build 1.7.1.5 Rolling Update

    Issue with dropped ammo also happens when picking binoculars.
  3. gammadust

    Hotfix Build 1.7.1.5 Rolling Update

    was it a toolbelt item by any chance? (matches, knife, etc.)
  4. gammadust

    Hotfix Build 1.7.1.5 Rolling Update

    Just picked up a watch, all ammo i had was dropped (both sidearm and main) EDIT: happened the exact same when picking up matches (another toolbelt item)
  5. gammadust

    Hotfix Build 1.7.1.5 Rolling Update

    Logged on, new character, basic gear. Tested flashlight, removed from toolbelt to use slot, turned it on. Working good. Server said wrong version (despite reporting the one i have installed). Left server. Logged on to another server, flashlight is nowhere to be seen.
  6. gammadust

    [1.7.1.4] Ammo dropped when picking up tools

    I had this happening to me just now when picking up a Kobra. After when picking a Remington the Kobra disappeared along with ammo and more stuff. Later on i tried stashing a AK74 in my backpack and weapon simply disappeared (i had 6 slots free in backpack). Overall inventory goes bezerk on me, almost everytime. It is unusable for me currently (1.7.1.4 - but began to notice these type of issues since 1.7.1.1)
  7. Early on in my first lives, i was absolutely convinced, the music background was actually hinting at a threat (zombie/survivor) nearby. It made me go all stealthy and tactical about it just because of the aroused doubts in my mind => Enjoyment! @Sarcasmo rocket enphasized that some randomness will be included. Which means we're on the right track imo.
  8. @Never you could go kill some survivors, and come back in order to de-stress a bit. A game is not reality, much less simulation of a fantasy. What is trying to be defined is a enjoyable gameplay, detachment from reality is a given, you can only try and give back what is lost by the recognized limitations of a game through some creative WHILE worthy gameplay mechanics.
  9. I know rocket was not explicit, but given the gist of the idea, it is about hearing your OWN heartbeat under specific circumstances, NOT about hearing the bandit's and use it as a location probe. Bandits in group, shouldn't be a problem, since it should be easy to limit the triggering to a "first encounter" event, avoiding repetition. Though the retriggering itself from time to time could otoh be a good idea too. Remember, the point is not so much about discouraging the path of being a bandit, which can simply ignore the heartbeat, but to assist _willing_ players to befriend themselves. Lastly, i could suggest, instead of having the player "look directly at someone closeby", let the heartbeat trigger as soon as that someone enters the peripheral vision instead. The point being, a gut feeling is a "fuzzy" one not something you get by conscious inspection of someone.
  10. YES, along with a residual chance of the heartbeat turn into a heartattack and kill player right there unless he hides. Serious! Keywords: - consistent (but still slightly random) - subtleness (keep room for doubt in player's mind) - dependent on humanity between players - more signs (audible/visual) and chances of triggering one or anoter - keep the triggering parameters in secret from us (we keep wondering) - subtletysubtletysubtletybecauseitisessencialandtokeepitundertweentywords
  11. I am not sure such a place should be considered totaly risk free. If that camp would be raided by a willing and organized force... so be it, could as well be considered part of "thing". Making a "moving" camp (as has been suggested) could actually be an interesting alternative too.
  12. Previous 18 pages, bringing back some hope to me... Last time i left my input here (lost due to forum hack), i was being intentionaly harsh on my whole standing about the current state of gameplay, i started with: and ended with: If that made any sense... i was being as logical then as i am now. The in between point was the following: Somewhere else i stated my ultimate point: Whatever happens regarding the success/failure of DayZ will tell me more about the general player population rather then the [novel] game genre itself. In this sense, indeed, DayZ is an actual experiment, a very important one in my book. TL;DR - I agree totally with this thread's title, but i may just eat my words and go shooting some zeds (it has been 3 days already in "safehouse" limbo) @rocket + team: keep it up you guys! @bandits+survivors-alike: our time will prevail! @frivolous-bandits: my lead is specially spiced before it drops you.
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