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Everything posted by Techercizer
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Well I can tell you weren't purposefully ignoring the forum procedures out of laziness, so I apologize for some of the harshness of my response. I also bring this tweet from rocket on the offical twitter:
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It's Impossible to See at Night! - Other threads will be locked/deleted!
Techercizer replied to daish's topic in DayZ Mod General Discussion
Wait, what happened to "The night is too damn dark!"? That thread had a way better title than this one... -
If you'd bothered to use the search function at all or read the thread stuck at the top of the forums telling you not to post before reading it, you'd know this has been suggested all over the forums to death and back.
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I think I'd rather get a few degrees colder than walk around in a bright yellow coat in a zombie apocalypse or risk the debug ocean that accompanies all outfit changes these days. I don't really feel like staying warm is difficult in Day Z.
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Loot washing up along the shore line
Techercizer replied to FuzzyLogic (DayZ)'s topic in DayZ Mod Suggestions
I feel like we already have enough loot on the coasts with Cherno and Elektro. Short of military grade weapons (Balota airstrip, though? Anyone?), there really isn't anything you can't find in plentiful supply down south as it is. -
I'm going to throw out something crazy, give me feedback
Techercizer replied to Techercizer's topic in DayZ Mod Suggestions
That's an interesting possibility. I was hoping to give people who had been bitten a chance to play their character as much as possible before they turned; live life to the fullest, fire a full mag into the air, take on Cherno alone and go out with a bang, that sort of thing. I was also looking into creating group dynamics where people would hide or lie about their infection so as not to trouble their groupmates or to live longer. Not knowing you're infected also offers interesting possibilities. People can still lie about zombie hits, with the added paranoia that they themselves don't know if that bite will be fatal. It does lose the opportunity to go out with a bang though. I wonder, if the symptoms of the infection mimicked that of the already present common cold, if that could create an interesting middle ground... It'd be fun to see someone drive a truck off a cliff because they had the sniffles and thought they were infected. -
If you want to stop cheapening the survival experience by running back to your friends and old loot, then stop running back to your friends and old loot. We don't need a mechanic to hold our hands for this. Just play Day Z how you want to play it.
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I don't like it. I enjoy the extremely basic starting kit, it really gives you an incentive to stay alive and play cautiously at every stage of the game. Once the zombie bugs get fixed and their AI gets tweaked, the current starting package will be perfect.
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Nice to see a game community with at least some members who understand the difference between skiddies and hackers. Most places don't have that.
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Make health values same as vanilla arma 2
Techercizer replied to yedrellow's topic in DayZ Mod Suggestions
This is actually a legitimate concern. It has a side-effect of making headshots disproportionally powerful; I've seen fights where one person has taken an entire mp5 mag emptied into their chest, popped their assailant once in the head with a makarov, and walked away the winner. I'm not saying the ability for lower equipped players to win a fight based on skilled shooting is a bad thing, but the amount of damage players can just bandage up and walk away from after getting a lucky pop is; it significantly cheapens tactical maneuvers such as ambushing, since it's a race to a lucky headshot that often decides a fight, not who fires first or has their legs covered better. -
What discussion? This thread doesn't even have a discussion, a large majority of the people here disagree with the OP therefore there isn't much of a discussion now is there? I see where the OP is coming from and what he is asking is entirely possible from a programing standpoint, the problem is that this kind of "hostile actions" are generally not perceived too well. There's no broad-spectrum program in the world you can run that can be guaranteed to stop someone from dual-booting, tethering an alternate computer, or just picking up their phone and calling a friend. Anyone who says they can develop one that does all that plus more and can't be circumvented is either incredibly ignorant or a bold-faced liar. Or both.
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It's very possible. Just edit a few lines of code to give wood spawn a 0% chance and set the hatchet to have no selectable right-click action. Done.
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Weapon jamming, FTF and low quality ammo
Techercizer replied to A Man Named GOB's topic in DayZ Mod Suggestions
Don't like this, or really see what it has to add to the game. Jamming weapons are just arbitrary ways for a RNG to kill your character, and low quality ammo will either over-supply an already bullet-heavy looting environment or push the chances of getting a decent working magazine down to about that of Camo or NVGs. -
Basic (and controversial!) Tweaks. Look inside!
Techercizer replied to Belrick's topic in DayZ Mod Suggestions
Just so we're clear, if somebody is firing a Lee Enfield, they're already aggroing every zombie in a 500-700m radius. I really don't think that gun specifically needs to be made any louder. -
Not sure how balanced a parachute would be, but I'd like to see one of these in game even if the only way to get out was to land it. Maybe even more so in that case.
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Oh so you're saying that they should remove the need to eat and make fires. I get it now. I politely disagree with your suggestion. It was more of a satire highlighting the impracticality of hyper-realistically representing the dangers of an incredibly hostile post-apocalyptic environment. I was suggesting we remove the ability to eat and make fires, not that we remove the need to.
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Rocket I love you: Going out of bounds - exploit or acceptable?
Techercizer replied to Publik's topic in DayZ Mod General Discussion
Or, you know, people who have well thought out opinions that differ from your own. But you don't want to hear about those guys, right? That would mean you could be wrong, from someone's point of view... -
OP's mad ;)
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MAP BOUNDARIES - No more stashing vehicles 400km away
Techercizer replied to cantlaunchco's topic in DayZ Mod Suggestions
If people want to have to walk four hours out to get to their gear when they die, I don't have a problem with letting them walk. I don't see it as an exploit. I see it as putting your stuff in an extremely out-of-the-way place there aren't any towns near. It's not like you're storing them in the sky or under a lake, you're just leaving them somewhere most people don't care about. -
Dynamic Events, Play Dead, Radio, Reworked Gear and lots of other..
Techercizer replied to Delta-Dude's topic in DayZ Mod Suggestions
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Perfect fix to stop logging while in combat
Techercizer replied to wreckn's topic in DayZ Mod Suggestions
Long story, not relevant, suggestion is already publicly announced as present in next build. Nothing to see here, folks. -
Bravo. Well played. I'm all for the idea, I just doubt that an effective police force will happen. It'll be another vehicle that people can troll with. Nothing really wrong with that, though, if it fits into the development schedule. Variety keeps things fresh.
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I think it would be much more likely to go like this: >"This is the police, we're here to help!" *frag grenades impact car* *OfficerBandit has disconnected*
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Revive Paddles - would encourage teamwork
Techercizer replied to Arseassin's topic in DayZ Mod Suggestions
Purgatory's suggestion might be worth trying out a little down the road, but such a complicated mechanic-heavy process with so many tools and procedures necessary is probably best saved for the later end of the alpha when the devs don't have so much on their plate and everyone isn't deathmatching everyone else every 3 min or glitching their lungs halfway through rocks.