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tajjuk
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Everything posted by tajjuk
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6 New decayed Zeds ? that's against what rocket said
tajjuk replied to ponc's topic in DayZ Mod General Discussion
LOL, that's true. It's tricky getting the zombies right. First off the zig zagging, hovering, attacking through walls and the other laggy/glitchy BS they do needs fixing. After that then various states of decay could then influence their speed/strength I suppose with the newly infected being faster/stronger and then decreasing with longer they have survived. You could then do variations on the size speed of the original human, reflecting the diversity of the community that was infected. No super human powers though. They are ill humans who's cognitive powers have faded. They should be able to shake off hits but a fatal hit to a human should be the same for zombies. Increasing their persistence would make a massive difference I think. You can loose them far too easily for a creature that is essentially existing for one purpose. -
Agree if there is mechanic that requires upkeep/parts for your weapon and you neglect it then you have no one else to blame for the Jam. Some stupid roll the dice jam though is not cool.
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LOL, no you couldn't. I've seen 1000s of snipers in all FPS and they all talk up their game and they are all defeated easily because Snipers are extremely situational. EDIT: It's also called 'Recon' in BF3, as in 'Reconnaissance', not sniper or marksmen. Snipers in BF3 loose teams objective based games because of their lack of flexibility. My god some people talk some rubbish. Lol, most 12 year olds in this game are atrocious they would struggle to hit a stationary cow at 50m. If a Kid has taken you out from 500m then your situational awareness is crap, you've not checked your surroundings and you've made yourself an easy target. It's no one elses fault but your own. Honed your skills, do over, doesn't matter how good the sniper is if he's not allowed to get the shot he can't kill anything. Tactics and Brains over you supposed 'skill'. Playing a video game for X amount of hours doesn;t give you the right for anything.
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From a gameplay element gun jamming is silly. It's basically saying that in a firefight between two people random bad luck will decide the winner.
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I love how people bring out the 'realism' argument for things they don't agree with, it's so stupid. Its a game people, tis supposed to be fun and entertaining not a chore. It's why leg breaks are fixed with morphine not 6 months in a plaster with months of painful rehab. It's why eating food regains health It's why campfires take like 10 seconds to build. and it;s why sniping only really requires zeroing and or mill dots + leading. It's not stupidly easy and not stupidly hard. Gameplay decisions should be made on gameplay based reasons not some warped sense of what's realistic. If you want total realism, stop playing computer games and go out into reality. I'm not particularly bothered about the removal of the .50 cals but at the same time they make the game fun for some people looking for and finding them. Totally against the removal of choppers as well. On normal maps they are hard to find and take a long time to repair and after all that effort you can log off and someone has nicked it. But they are also fun, if you see some guys in chopper, run, hide or outplay them or accept you've been outgunned. EDIT: At the above post. Some people don't have time to do that. Proper sniping isn't really about skill it's about hours and hours of practice and experience. You are essentially saying those who play the game much longer than others should get advantages. Sorry that's just wrong.
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HIs 'Champion of DayZ' video is hilarious. Watch bot Frankie and Jack as they are both pretty funny. They also don't take it too seriously as some others like Sacriel. It's fun to watch them make mistakes as well like Jack and Frankie recently having no bandages between them.
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100% would have had the same reaction. You were merely reacting to their initial aggression.
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I have literally a house full of Ikea crap but have never failed to put them together correctly. I think if you have a blueprint you shouldn't fail, Maybe there should be blueprint crafting and 'copy' crafting which then has a higher fail rate.
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It's not at all logical that cars are rare, not in any half developed country they would be everywhere, especially as the population decreases there would actually be many more vehicles than people. I'm not particularly against the removal of either of these weapons but I think just making them rarer is a better solution. Sandbox and PVP (or at least the possibility of PVP) is what makes this game interesting and fun, not the survival aspects, that just the environment it takes place in, it's the human interaction, the lack of a plan or objective and the variety that brings that makes this game what it is. Zombies as AI will always be easily avoided, loot will always be found. The game is supposed to fun not a chore, finding cool stuff is part of that fun, especially if other are looking for it or seeking it. Take things like Helicopters/Cars/High level equipment out of the game for me takes a lot of the fun out of it and I would imagine the same for many others. It starts with AS50s, but where does it end? If we god too far down this logical/realism road you end up with a simulator, not a game. The entertainment goes and I would imagine lots of the player base too.
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"The Transformers were not particularly impressed with their newest member" This was always my thought as well, I presumed that the engine block just represented several smaller parts needed to get an engine going. A broken down car very rarely needs it's engine block replacing. It the wheels and glass that don't really make sense. As people have said though, it;s a game we don't want to make fixing vehicles too difficult as it takes the fun out of it. Some sort of wheelbarrow/sledge system with slower movement would be good I reckon. Also glass needs to have less importance and hopefully you will be able to fashion/customise vehicles a bit more. It is kind of silly that currently a rifle that could easily be slung over your shoulder takes up 12 spaces but a wheel takes up like 3.
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Porn tache guy with aviators
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I've never found an As50 or M107 on a public hive, think you lot have been playing the wrong private hives if you think these things aren't very rare. Whilst I like the crafting idea why would all found weapons suddenly have no attachments? Makes no sense.
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Agree to an extent but DayZDb gives you the information you need about loot spanws and Brezino is generally quieter than Elektro/Cherno so it's always good for medical supplies. The Dock area at Berzino is also excellent for industrial loot with 6 or 7 medium loot spawns in a small and usually quiet area
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Would you kill a fresh beach spawn? Part 2
tajjuk replied to Ashnik's topic in DayZ Mod General Discussion
Nope, not sure why you would unless they were going to take a vehicle or something of yours. But then some people are dicks, you can make all the excuses in the world but shooting a newly spawned in person is a dickish move whichever way you look at it. -
Police Station Project by Grimzentide
tajjuk replied to DemonGroover's topic in DayZ Mod General Discussion
Agree, it looks like a police building from a blcok in new York both the size and architectural style is wrong for the map. the idea is good though. I would expect it to look more like this: -
the DayZ enivornment - a round of applause
tajjuk replied to taco241's topic in DayZ Mod General Discussion
The grass I'm looking at out of the window right now is very much that green, however DayZ seems to be set in autumn/winter type period so has a lot more brown tones to it. -
Pretty much always run with a hatchet out, If I have a gun I make room for it in the backpack, can't be bothered to waste ammo on Zombies which most of the time just attracts more zombies. Plus I always kind of feel that if another player sees you with a hatchet you have a slightly better chance not to get KOS than you would with a gun, especially a good one. This method has also conned a few people before, I've been looting with a hatchet out and been spotted by another player who I've also seen but neither of us have decent LOS, a few times people have come charging at me thinking I'm only hatchet armed but instead I've backed away and got my gun out.
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It's disappointing, same with the helis as well. Heli's should be very rare and take a lot to fix, but the vanilla version at the moment seems to have them about right. Cars though, why would they be rare? Doesn't really make sense as they are everywhere in real life, considering the amount of population that would have died there would be far more vehicles left over than people.
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Cayote back pack for the win from NEAF, just has less military spawns but it also always seems to have less people.
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Most annoying way you have died in DayZ?
tajjuk replied to Evilsausage's topic in DayZ Mod General Discussion
Died multiple times exciting a chopper, ending up still inside the chopper, move forward, legs break, out cold -> death. Also hit a car with an axe and it just blew up, but then my death was glitched as I had like a 10 minute knock out timer and for some reason my blood never ran out. One of the most annoying ones was Friday night, we were exiting Cherno towards Balotta and I got shot in the back by a sniper. My mate managed to score a hit on the guy with his sniper rifle and get his location before retreating and then got a battleye error. I re-spawned and and joined a second mate to hunt this guy down, seeing as I had only a pistol, I was bait and climbed the ladder up to this sniper's location while my mate waited. As i climbed the ladder, the bait worked as the guy was waiting on top of the ladder with his pistol out but was also completely exposed to my other mate. My mate shot him as I watched in 3rd person just out of LOS of his pistol, I watched him get hit like a dozen times whilst standing, We saw a death message came up and I presumed he'd died in the standing position (like some people do) and climbed to loot the body. Only for the sniper to shoot as I climbed up. Not sure whether he had some sort of hack on or we just got some very bad de-synch but that guy took a lot of damage twice and was still be up walking around. I later saw on side chat he was talking to the admin and it became pretty clear he was a donator with custom gear as result. Safe to say I won't visit that pay to win/hack server again. -
Keep, removing them is essentially a kick in the teeth for the casual player and removes a teamwork element. Finding animals is too unreliable, I've travelled right across the map and barely seen one on other occasions seen 3 cows in a field. Also keep realism out of this, it's a game so any arguments have to be made on a gameplay mechanic basis, why are bloodbags unrealistic yet morphine for a broken leg aren't? I've also never really seen them as blood bags as such but more blood transfusion kits.
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Forum friendlies, where the hell are you in-game?
tajjuk replied to AfterShave's topic in DayZ Mod General Discussion
My current character would be about 10 days old if wasn't for two deaths to that deadly killer 'getting out of a helicopter', Think in that time I've killed one person who despite me talking to him cam at me with an axe. Seen plenty of players though in that time. -
I don't get all the complain about this game on the forum ?
tajjuk replied to iPewPewU's topic in DayZ Mod General Discussion
Yeh I get that but my point was Arma chose that as it's setting, Day Z then used that for the mod, but you could quite easily pick the mod and dump in on any other map that was based on any other part of the world if the map was available. The standalone is it;s own game, not based on Arma so it could be based anywhere, be it LA, London, Tehran, Oslo or wherever because this Zombie Apocalypse could happen anywhere. There is no need to restrict the weapons to Soviet era ones just because Arma 2 set it's game in Eastern Europe. Imagine the game set in some backwater part of the USA, I would imagine you would have a huge variety of weapons around due to all the gun nuts. -
How do you feel about donation bonuses?
tajjuk replied to colekern's topic in DayZ Mod General Discussion
Skins yes, guns no. People will pay for it though so it's a clever idea, -
Agree with this. I'm 100% against super Zombies because you are firstly being illogical as these are infected human beings, they shouldn't have super human powers. they are effectively people running around with the flu, they shouldn't be able to sprint like Usain bolt. They also shouldn't be smarter, they have one aim, spred the infection and all their senses and cognitive functions are focussed on that. They are therefore stupid but it also gives them unique abilities, for example they have no self worth, no fear or sense of danger they will pursue their objective even if it kills them. Therefore I'd like to see Zombies that - - Have their 'buggy' characteristics fixed, random aggro distances, random reactions, attacking through walls, the zig zagging etc. - Different types of Zombies, some more inftected than others, some bigger some smaller, more representing the cross section of society they came from. - More persistent Zombies, so not lost in trees etc. They have a blood lust, they will follow it. However, at the same time you should be able to distract or fool them due to their low intelligence much like an animal. So things like smoke, throwing bottles and other tricks might loose them. - More reactive in groups to loud noises. Like a snowball effect, one starts running and others in the area pick up on this and join in. This could work both ways, it could be very dangerous to you but at the same time you could lure or trick large groups of Zombies out of an area. What I think you need to avoid is going down the super strong, ever re-spawning Zombie route, AI will never be the real threat, if you make Zombies like this then you just have a game like every other Zombie game where you are constantly having to kill waves and waves of zombies all the time. it will become a grind. Too much zombies and reality you are forcing the game into a singleplayer or co-op style game where you will spend so much time fighting zombies. The Zombie threat should be there and it should punish carelessness but survivors in a real life zombie situation would learn how to avoid/trick the zombie threat over time. The other players will always be the main threat and they should be. To an extent this, it's where server options should come in. At one end of the scale you should have the true survivor experience, low loot levels, slower re-spawns, harder zombies, less or no military weapons. At the other end you have easier loot, more weapons, less zombies etc. The more PVP focus. The standard game should be somewhere in the middle and then allow admins and server runners to tweak the game to suit what people want. Neither of the ends of the scale should be forced on the community, if it becomes a very survival focussed game I think you'll see many people leave and the game will eventually die out. This sums up the appeal of multiplayer. The explosion of gaming is based on the back of multiplayer. The biggest games out there from your CODs to your Warcrafts sell because people get to play against other people which presents multiple challenges and variety that an AI system will never replicate. This creates longevity in a game because you can play the same multiplayer map 20 times but still get surprised by what people do. I like this idea, whilst it takes a tiny bit away from the sandbox element it;s amazing how you can change people's behaviour in game for a few simple little things like a different skin. I think the whole morality of the bandit/hero element needs looking into and their interaction in this new world community. For example one idea I had was Bandit notoriety, too many killings and word spread about the survivor community, maybe giving away your approximate location.on the map or something. Bandits may then seek alternative ways to avoid this notoriety, or thrive on the fame and the challenge it presents, or it could then open up ways to reduce it. On the flip side good deeds could be rewarded by good notoriety, a well know Hero comes into town and gets food or supplies from survivors. Maybe more items tha require two (or more) people to operate will encourage co-operation. Things like that could subtlety change people's potential approach to how they play the game without steering them like a very very harsh Environment might.