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Your DayZ Team
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Everything posted by Deuzerre
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Recent Patch Negativity and SUGGESTIONS
Deuzerre replied to irbab00n's topic in DayZ Mod General Discussion
There is a suggestion forum. -
+1, therefore bump.
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I prefer small visual clues to this "wallhack". A small hard to see but still present thing. Or make it so we can only hear the sound when it's possible to see the source;
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Post your imaginary patch notes that you'd love to see
Deuzerre replied to [email protected]'s topic in DayZ Mod General Discussion
[Fixed] Random but less abrupt Infected pathing. [New] Infected hordes moving from town to town. [New] Aggressive wild animals (Not infected. Can give raw meat). [New+removed] New Mosin-Nagant, removed lee enfield. [Changed] Military grade ammo spawn. [New] intermediate Zed speed (On sound, approaching at medium walking speed, on sight: Run) [Changed] Zed in buildings move at intermediate speed. [Changed] Ground illuminated by stars/moon at night. Complete dark when cloudy though. [New] Fake dead Zed: A zombie that doesn't move as if dead, but reacts to survivors attempting to loot it. -
Landmines, placeable barbedwire, fortification
Deuzerre replied to Turtleownage's topic in DayZ Mod Suggestions
No to landmines. Oh, I stepped and died. Cool. Traps that wound/cause noise, yes. Instant death? This is not a game where dying isn't such a hassle. NO. -
How did the infection start? You Create the story!
Deuzerre replied to SteveZGaming's topic in DayZ Mod General Discussion
****Written retranscription of vocal record found on site **** Med report 1337 [Top Secret] by Dr ---------- **** Start of report for future retranscription Behaviour analysis on Captured Subjects 1, 2, 4, 5 and 10. Personal note: While the subject seems to be close to what the capturers called "Zombies", they aren't "Undeads" as in usual folklore. They will therefore be called "Zeds" for short, until a suitable name of their affliction is decided. The Subjects are still living as far as we know, but have gone irremediably mad. Their bodies still emit heat, and only their extreme aggressiveness against non Zed Subjects (Several subjects in a same room don't attack each other) and strange "idle" behaviour differentiates them from normal beings. The reason why they don't attack each other is still unknow. This would either mean there is sort of a natural recognition, by pheromones or smell, or that there is a "supernatural" reason for them to be passive and ignoring each other, even while moving. The very strange aspect is while they react to "livings" movements, a Zed moving at high speed close or in sight of an other Zed will not trigger any reaction, therefore the "Supernatural" hypothesis. There is also the fact that some people (survivors) aren't infected on touch/wound/bite. This means there is a natural immunity for some people. [Note: Carriers that don't suffer from the behaviour changes seem to be subjects with a natural urge for violence] We can assume that whatever caused the Zeds to exist damages some sections of the brain, mainly sight that only recognizes movement and probably others senses. Hearing seems only slightly affected. But the Zeds don't have a damaged nervous system as a whole as the bodies are still able to move with very coordinated movements (running) while lacking multitasking abilities (attacking while running). however, pain will not register. [Note: Some Zeds, mainly subject 4 and 10, seem to suffer more badly: Subject 4 returned to "monkey" stage, while subject 10 spends its time crawling, at a surprising fast speed, but still attacks in a standing position, while others just walk straight, aimlessly and slowly until they see a prey.] Contamination isn't by blood or contact: Bites don't transmit the disease and [as Dr ------- has pointed out], "sane" elements still seem to be carrying the illness. Though we couldn't find a source, it seems that internal damage is happening as blood finds its way out of the mouths and other orifices of the subjects. We'll wait autopsies for additional information. Parasites or inability to heal itself? We'll see soon en... [alarm sound] [sound of recording device hitting the ground and footsteps] [Various shouts and gunshots] [inaudible shouted conversation] [More gunshots] [sound of running and recording being walked on, probably crushed] [End of record] ***** -
That was constructive feedback, no need to tell in a polite way "GTFO". It's true it was more balanced to be able to alternate between crawling and crouching. We still have to learn how the "lose sight" mechanic works though. And the respawn algorithm not getting the intended results, causing some unpleasant things. Funny thing is that while zeds now spawn further from the players, they can still instant spot you as they spawn, ruining the fact that the distance has change (especially considering their high speed).
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I think we identified a hopper. He's called faithwolf and considers phasing in an alternate dimention to get closer to a target a valid tactic. Mandrake: Relaxe mon pote. ça arrive.
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****Written retranscription of vocal record found on site **** Med report 1337 [Top Secret] by Dr ---------- **** Start of report for future retranscription Behaviour analysis on Captured Subjects 1, 2, 4 and 10. Personal note: While the subject seems to be close to what the capturers called "Zombies", they aren't "Undeads" as in usual folklore. They will therefore be called "Zeds" for short, until a suitable name of their affliction is decided. The Subjects are still living as far as we know, but have gone irremediably mad. Their bodies still emit heat, and only their extreme aggressiveness against non Zed Subjects (Several subjects in a same room don't attack each other) and strange "idle" behaviour differentiates them from normal beings. The reason why they don't attack each other is still unknow. This would either mean there is sort of a natural recognition, by pheromones or smell, or that there is a "supernatural" reason for them to be passive and ignoring each other, even while moving. The very strange aspect is while they react to "livings" movements, a Zed moving at high speed close or in sight of an other Zed will not trigger any reaction, therefore the "Supernatural" hypothesis. There is also the fact that some people (survivors) aren't infected on touch/wound/bite. This means there is a natural immunity for some people. [Note: Carriers that don't suffer from the behaviour changes seem to be subjects with a natural urge for violence] We can assume that whatever caused the Zeds to exist damages some sections of the brain, mainly sight that only recognizes movement and probably others senses. Hearing seems only slightly affected. But the Zeds don't have a damaged nervous system as a whole as the bodies are still able to move with very coordinated movements (running) while lacking multitasking abilities (attacking while running). however, pain will not register. [Note: Some Zeds, mainly subject 4 and 10, seem to suffer more badly: Subject 4 returned to "monkey" stage, while subject 10 spends its time crawling, at a surprising fast speed, but still attacks in a standing position, while others just walk straight, aimlessly and slowly until they see a prey.] Contamination isn't by blood or contact: Bites don't transmit the disease and [as Dr ------- has pointed out], "sane" elements still seem to be carrying the illness. [interesting note: Though we couldn't find a source, it seems that internal damage is happening as it often happens that blood finds its way out of the mouths and other orifices of the subjects. We'll wait autopsies for additional informati... [alarm sound] [sound of recording device hitting the ground and footsteps] [Various shouts and gunshots] [inaudible shouted conversation] [More gunshots] [sound of running and recording being walked on, probably crushed] [End of record] *****
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We need answers with the Huey!!
Deuzerre replied to james2464's topic in DayZ Mod General Discussion
Dr. Pepper is gross. I prefer good old scottish iron brew or Ginger Ale, but Dr Pepper was fine last time I tried. Too bad i don't live a country that sells any of those :-/ back on topic: Well, it's a helo, it driks fuel quite a lot. Tanks are the same, but they aren't in the mod. And anyway, the repairs weren't made by a pro mechanics team, there is bound to be a few leaks. At least, you don't have to need to oil the bits... -
Ain't no rest for the wicked, a can of beans don't grow on trees...
Deuzerre replied to Kashus's topic in DayZ Mod General Discussion
The Caged Elephants reference. Me like. I think there should be a mechanic so that eating something doesn't fully restore hunger, and drinking doesn't fully restore thirst. basically, drinking water refills 100%, and a soda 50%. Your "nature gift" fruits would restore 50% of hunger: Not a good as a fart brewing can of beans, but still a life saver. -
20 words or less: Variable amount of gear in a dead corpse.
Deuzerre replied to Ofce's topic in DayZ Mod General Discussion
Nice try. -
Hunting-wolfs- bears in forrest hills inland.
Deuzerre replied to peetgamer's topic in DayZ Mod Suggestions
... Again zombie animals. How would hunting go? I'm pretty sure the "virus" is humans only. Might be carried by animals but not infect them. Aggressive bears, wolf packs... Yeah, we need, but i'm pretty sure they'd have to create animations and stuff, and that's the reason why we don't have melee right now. -
Trade post in a town? Waste. Simply because zeds will waste all of your ammo. Even if they only come one at a time, your ammo consumption will be way over the "income" the trade brings. An outpost in a non or minimal zed spawn area could be doable.
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Castles maybe? Though zeds spawn in 'em.
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"Zeds" in this game aren't undead. They are infected by a rage virus (recommend looking at 28 days/28 weeks later films). Basically, they are mad humans. Not undeads. So a shot through the testicles will still bleed them to death, and a shot to the heart/something incapacitating a human will just kill 'em.
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Base building ideas (How it should be done)
Deuzerre replied to CrimsonBlade's topic in DayZ Mod Suggestions
IF server hopping is fixed, yes, base building could be interesting. BUT there would have to be a difficulty factor to it. Building a watchtower should be possible, but only with a lot of material, so that you bese build the basic stuff, make it some sort of trade post where people have to give wood to enter, then use all of the wood to build your makeshift tower. There are already possibilities to have sandbags and barbed wire and I think hedgehogs (D-Day a la playa style, the tank traps). -
Keep the weather, or change it to something bleak?
Deuzerre replied to Courier (DayZ)'s topic in DayZ Mod Suggestions
Having more varied weather would sure help a bit with the atmosphere. The thing is, it shouldn't be overdone. Could be worth a try. As an aside, having some long range sight blocking effects would probably prevent a bit of PvP and reduce the over-efficiency of some long range [cough] weapons. -
So much hate. In an ideal world, I would be OK with this. In game chat working properly would be a first step. I think it would be nice if it was feasible to prevent people grouping outside the game, simply because it would help the immersion. Having a group of coordinated people hunting for me in silence in game, while they have a lot of chatter with a VOIP out of the game... I think the idea should be reversed: Speaking through a VOIP should automatically be transmitted in game too through the locl channel. Not banning VOIP.
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If You Could Add 1 Weapon to DayZ...
Deuzerre replied to zak757's topic in DayZ Mod General Discussion
TAVOR (Tar-21), "CTAR version (Spec ops version). i just love all about that gun. Magazines: STANAG Fire Modes: Semi-Auto, full auto Shots to Kill: 1 (head), 3 (body) Effective Range: 400m Rate of Fire: 800 RPM (peak) Muzzle Velocity: 890m/s Noise: High Recoil: Low Locations: Military Baracks, Hangar, helo crash site. Zeroing: No Attachments: built in laser pointer (IR) Special Abilities: Bullpup: taking 7 slots in a bag. Rarity: Barracks: 0.05% Hangar: 0.05% Crashed Helo: 0.10% Or the 9mm version if an assault rifle is too much. -
As long as there is no high wind sound, great addition for "mornings".
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Rocket, the fact that you proved interested in "no gun" to start with made me want to go a bit further actually. I'll self quote a post that had several likes in the spinoff topic that spawned after the 20 words one: The logic is that, as I said in that quote: Czech Vest is interesting for the low silhouette it gives, but overall it's found less interesting than the basic bag we spawn with, due to a smaller ability to carry stuff. I'd be perfectly fine with no bag at all, but having this small "Bag" would still be ok to me. The bandage would be there so that, if you're unluckily got hit by a zed that made you bleed, you'd still have a chance of surviving, as it could happen before finding a good stack. So just a prevention from a lousy unlucky bleed, but not more. Pain still there. Broken bones still there. Infections still there. A can for a chance to heal up a bit, and more importantly survive from hunger, depending on where you spawn and if things have already been looted in your area. And a soda can, instead of a refillable recipient. This is for the same reason as the lone can of food, but also to prevent the infinite water from refilling anywhere until you find the important reusable item. Any other items would be hard to find at home, or wouldn't survive that brought us to the beach. I might be ok with a random item between a knife, a flickering flashlight, or a compass, as those could be in anyone's house, and might be ok across the sea, and might help initial starting, but in completely different ways.
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To whomever shot me in Cherno
Deuzerre replied to AlexTheTitan's topic in DayZ Mod General Discussion
Can I use that as a sig? -
In the end, no one would have any lives left: Zed kills just deplete the overall pool. And anyway: WTF with the PVP driven idea?
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I am ok with this but groups/friends would have to be "met" in that life first. By that I mean: if you die and respawn, you can't see them as friends anymore. You have to interact at first.