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Dagwood
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Everything posted by Dagwood
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A lot of it depends on what you have that is valuable to them. If you're carrying a blaze and wearing a taloon, similarily or less geared players are a bit less likely to come after you. If you have all of the awesome military lootz, you're much more likely to be outright shot on sight, or back stabbed by a seemingly friendly player. There are many players that think shooting freshspawns is unsportsmanlike, but will KOS a highly geared player in a heartbeat. As always, be wary of who you trust, and where you trust them...
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Gas stations should spawn random loot. Like, completely random. Maybe with a loot type-specific vehicle flipped over nearby to explain why the "random" loot is there. For example, a flipped over ambulance spawns at the gas station and the surrounding area has a chance to spawn medical loot. Or a flipped police car and police gear spawns. I think the random helicopters and police cars definitely add some much needed flavor to the map, but location specific events would make player interaction at these places more likely. Not sure how this would work with persistence and all that, but just a thought.
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Minefield would make sense. Shit hit the fan in chernarus, mines were placed to stop the spread if the UN forces couldn't eradicate the infection. They failed, infection escaped by ship or plane, boom, apocalypse. Mines remain and kill players that attempt to flee chernarus. Minefield warning signs would help warn new players that don't understand where they are headed.
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1pp master race. Have: AK74U with mag Want: Pristine high cap vest-black PSO scope
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Plus the SPOSN would look mad rad with a Smersh vest
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the case of items that are in the game but dont spawn
Dagwood replied to brumey's topic in General Discussion
Don't assume that because you haven't found something, that it does not exist. Some of the items that you mentioned have less than a 5% chance to spawn. If you hit 20 barracks that have not been looted already, chances are you'll only find one of these items. For instance, I hit a fire station last night that had easily over 1,000 separate items in it (loot spawning shenanigans) and found only one protector case. Many barracks you hit will be completely empty and picked clean. But then you'll find one that has hundreds of items in it and 3+ AK variants. It's even more so about luck right now and less about repeating the same loot run for guaranteed results. Hope that helps answer your question. -
Interestingly enough, I've found that AKM mags are the easiest magazines to find other than makarov mags. Probably because they come in 3 different types (standard, black plastic, and green plastic). While this may not make sense from a gameplay balance standpoint, it does seem fairly realistic. I was carrying a pump shotgun and an AK74U looking for AK74U mags. Went into pavlovo military base on a full server and found 3 AKMs, 3 AK101s, 3 AK74s, 2 AK74Us, 1 AK101 mag in a gun, 2 AK74 mags, and about 6 AKM mags. I decided to ditch my pump for an AKM with red furniture, a folding stock and 1 of 2 PSO scopes I found in the same room. The AKM is, and should be, the go to assault weapon in chernarus. Easy to find, easy to maintain (low maintenance IRL), and very versatile. Once (if) rifle melee is incorporated, it will even more so outshine the AK101 and bayonet-less M4.
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Idk I thought it was pretty cool to use an abundant item I'd never had a need for before...
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West side. Been boring lately. Thinking about trolling around sevorograd and the new mil base for a while
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As I see it, the zombies/infected/undead that we have now are purely placeholders. They are only in the game currently as a way of measuring player and item damage models. As far as I know, an entire studio was hired to tackle the task of developing zombie and animal AI. This means that once this group has conmlpeted it's work, the zombies that we have today will be gone, and an entirely new beast will be replacing them. My question is: how will these new and improved zombies affect the way we play the game? In the mod, we had more of them, but their inability to run indoors, coupled with their atrocious path finding made them an anchor that held the difficulty of the game back. I would like to hear how the members of this community think that zombies akin to those in Left 4 dead will affect gameplay when incorporated in large numbers. In regards to KOS, survival, looting, player movement, etc.
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But can we all appreciate how much better the current inventory system is compared to mod's? You could cram an AS50 into an assault pack for Christ's sake...
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Anyone else found it in the brick arch building? I found one on top of the stairs and I wasn't sure if it was a drop or a spawn. Most likely a drop
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The Mysterious Case of HOLYSHITTHATSALOTTAGUNS
Dagwood replied to hannibaldaplaya's topic in General Discussion
Recent to .50 patch. Devs are playing around with/testing persistence and loot spawning and it's far from polished. -
For me I think the change in the big cities will be the biggest. These places are the most popular for pvp right now. But if they are full of zombies, like you mentioned, pvping there will be very difficult. I think small military bases will be the places to watch out for bandits. There will likely be less zombies than airbases or cities, but still valuable loot. They also seem designed to promote ambushes. As far as teaming up with randoms goes, I think out of game groups or clans will still be more common, and those groups are the most lethal and least likely to be dependent upon outside assistance; making them prone to KOS to protect their own. BUT, if zombie detection is done deftly, these groups will also be the most busy with fighting off alerted infected. I think the key to "punishing" the KOS playstyle will be tipping the risk reward balance away from brashly assaulting players like we see today. Zombies and item degradation (from firearms AND zombies beating on recently killed or incapacitated players) could very possibly accomplish this. I don't think killing one another should be completely suppressed, but it should require more preparation and practice to do effectively. I can already imagine groups being ambushed once they've cleared out cities or military bases, so that 3rd parties can swoop in for the kill and an easy hit and run looting sweep. Edit: spelling errors.
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The future mod of Dayz SA that will become the new SA
Dagwood replied to svisketyggeren's topic in General Discussion
Only SOME servers would have these temporary bans. And you would only be banned from that ONE server. There would still be plenty of other servers to choose from should you die. And if being able to continue playing with your friends after dying is important for you or your group, don't choose to play on one of these servers. Simple as that. I know the guys I play with would love to at least try this kind of server as a group. Every firefight, every punch from a zombie, and every "oh shit!" moment would be that much more nerve-wracking. -
But less servers to choose from; assuming you stick to high pop servers. A buddy and I hit the NWAF yesterday on a popular server and all of the jails and tents were jam-packed with gear. However, the barracks were empty of anything but one or two mountain packs. I'm assuming server hoppers are only jumping the barracks in the hopes of finding new rifles. Maybe I'll try my luck in Zelenogorsk's military base. An Ak74-U would be cool to have tossed in my pack.Quick question: is the pistol grip pump shotgun in game? And if so, does it fit in your backpack? Where does it spawn? How can I get my hands on one right now!!!?
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All I have been finding is copious amounts of useful gear and piles of weapons... Maybe 1st person servers are less prone to server hopping?
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Anyone else not seeing the new military base on the in-game map? Been thinking about taking a trip up there but not totally sure where it is.
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I have a pristine press vest on my hardcore character. Is anybody in the market for one?
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What should I keep and what should I drop/trade?
Dagwood replied to LucidHills's topic in General Discussion
Carrying an sks with an AKM seems a bit unneccessary, especially if you don't plan on engaging in long range engagements. If you did, a scoped Mosin would be the obvious choice. Plus, hunting for a PSO will give you something to do. -
I'm saying that the majority of servers will be the way that they are now. In internet gaming, the lowest common denominator comes out on top. Google it.
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You're assuming that he meant you'd be in the minority. Which I doubt you would be. But if the majority of players wanted these restrictions, servers would reflect that. Thankfully he's not a developer, eh?
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The way people in this forum react to ideas that are not akin to their own reminds me a lot of the neo-conservative movement in the United States. They get scared at the thought of people living differently than they do. It's like someone else enjoying something differently than them somehow infringes on their own fun. No matter how much you tell them that it doesn't affect them, they still fret and froth. I for one, think private hives set up with time locks upon death could give said servers a different feel than standard ones. Groups wouldn't have as dramatic an advantage as they do now. Coastal towns would be uncharacteristically quiet. I know I would be willing to at least try it out.
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I use the in-game map because it is convenient... I map the map (ha!) to my hot bar and I can pull it up while I am still running. I mean, it's centered over your current location when you open it. That's pretty damn user friendly if you ask me. Yes, out of game maps have fancy range finding and translation functions. But, for me personally, those take away from the spirit of the game. The difference in preference here, in my opinion, is the difference between players that use online guides to beat games versus the players that don't. Some think it's a waste of time not to use those guides. Some think it's cheating yourself to use guides. It's all preference. If you can get by with the in-game map, good for you. If not, that's your choice. Simple as that. Of course this doesn't take into account what jexter mentioned about the language barrier between the map and the road signs. That just doesn't make any sense! Thankfully, they look fairly similar between languages anyway.