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Your DayZ Team
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Everything posted by WBK
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Thanks man, that was my favourite line to write. Up until that point I wasn't sure if I'd make Guglovo seem really boss or not, but then that came to me and the rest, as they say is history.
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I beg to differ. It should be scrapped if they can't remove the FPS issues and if the zeds keep spawning within 30m of you. Iff either of those issues can't be resolved should it be completely erased. Otherwise, keep it. IMHO it adds to immersion. Ultimately, I think server side would be ideal, but a clean implementation of this is the next best thing.
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Wait... so does this remove all wild zeds or just those spawning nearby?
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Currently my loadout is CZ550, Enfield and M1911/Revolver. This is more for an authentic feel as opposed to how good they are. I'm a big fan of the CZ however, and both pistols got bumped up to pre 1.6.2 values I think (i.e. alot more). Favourite gun though is still the M16A4 ACOG. Perfect for the 100-400 metre headshot, that thing is the epitome of accuracy. I think this patch has REALLY boosted the value of silenced autos. Before, they were more of a gimmick, as they were too rare for use on zombies, and range/damage too poor to be your main primary. Don't get me wrong, they were great guns and everyone loves a silencer, but too impractical for zeds and too weak for humans. Now though, with insane zed persistence, the best thing to get you out of a jam with zombies. Anything else and they're too loud, it'll just attract more. I think the Bizon and especially M4A1 CCO SD will become extremely valuable. Plus they'll always be the best backup primary IMO.
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DMR+Crosshair ON IS cheating, no matter how you look at it
WBK replied to [email protected]'s topic in DayZ Mod General Discussion
They have to leave the option of xhairs, but I like the idea of making no xhair the default. IRL, if you fire from the hip you only have a general idea of where the bullet is going. Keep it that way, make things more authentic. Plus it would encourage people to stay in 1st person. EDIT: Oh you were talking about the DMR, my bad. Point still holds though. -
All good :)
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Yeah thanks, I already do that. But I was saying that doing so affects zeroing on scopes, so that mil-dots and especially PSO-1 doesn't work. EDIT: That may have sounded sarcastic, but I assure you it wasn't :)
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I had found none until today. Then I went into Kabanino and found one in a shed. I then found a heli crash outside Stary with two, but fighting off zombies after I accidentally released a smoke grenade made me use up two. Then server restarted, and another heli crash was about 500 metres away, where I found one more box. I got infected again, so now I only have one left, after finding 4 in the space of about an hour. Funny thing was, with this character (about 2 days old), I'd never got infected until I found AB's. Best advice, keep looking everywhere, especially low value spawns. The chance is only a little bit lower there, and it's a lot safer.
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First person really makes it tense. It makes it *heaps* scarier, especially at nighttime. Mmm I'd like that so long as a few things get corrected. If they sort out the head bob problem; there's nothing wrong with having head bob, but there's too much side to side swaying. When I run, it's mainly vertical movement, only a teensy bit of horizontal. If they minimise that or somehow maintain the centre of screen whilst moving peripherals, that would be awesome. The other thing is that FoV is severely restricted. I don't mind changing the default figure in the mod, but I don't like the aiming adjustments that come with having a different FoV (mil-dots and especially PSO-1 are rendered useless). Change the default figure to about 140 degrees IMO, and you've got a winner. EDIT: Just so no one gets confused anymore, I am well aware that you can change both head shake and FoV settings. I don't like changing to the latter because of the reasons above. As to why I want the defaults changed for both, the default should be the most appropriate setting, not an arbitrary figure. Which is why I'm saying the default in the SA should be around 140 degrees.
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Does the steel bolt have any different characteristics to the wooden arrow?
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I don't like quoting damage figures purely for the fact that it's not possible IRL to know specifically how much something will affect you. But the xbow does 5333 damage, greater than STANAG and AKM rounds. It only deals less damage than rifles, LMGs and high powered assault rifles. That being said, I think they should return the shooting function back to how it was in 7.6.1, add sights and increase effective range to at least 50m. It is pretty useless atm.
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I would love if they implemented seasons. For instance, for one week/two weeks it's summer, then autumn, and so on. Is it possible to do this on a timer based schedule, or would it have to be coded in manually every season change? Varying weather would be interesting for the temperature metre - and not just for being too cold in winter. For example, in on a warm day if you are wearing certain clothes (warm, ghillie etc.) and running around a lot, you could get heatstroke and pass out, lose 500-1000 blood and have thirst instantly drop to zero. But winter also, I mean to add a snowy day would be insane! I think namalsk has a lot of good ideas in this regard. I think we need more clothing options, and with a new weather system its mutually beneficial. You could have warm clothes, summer clothes, winter camo, white ghillie and some more.
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I was thinking the same sort of thing. You should be able to write on blank pieces of paper (toilet paper?) until you find a map. Once you've found the map, you can add your descriptive thoughts to the map and then write directly on there in the future.
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So i found a holy book.............1.7.7 update?
WBK replied to thelonewarrior's topic in DayZ Mod General Discussion
They're very valuable, I traded one for a CZ 550 and an AK-74. By traded I mean looted someone's camp and left them a holy book as solace. But that's just splitting hairs. -
Please change the QUIVER back to previous patch
WBK replied to lnfighter's topic in DayZ Mod General Discussion
True, but that doesn't hide the fact that the only people who use it are masochists. -
BLASPHEMY! But yeah... I agree. Don't tell anyone though.
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Camo Paint Input: 1x earth, 1x leaves (for face) 2x earth, 2x leaves 1x water bottle (for arms) Output: Camo Face Paint/Camo Body Paint Tools: None Failchance: 0 Enchantment: Applies woodland-style camo paint to face/arms. Wears off in sustained rain. ActionType: Clothing EDIT: Alternatively just find face/body paint in supermarkets.
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Floodlight Input: 4x Flashlight, 2x car battery or 1x generator, 4x scrap metal Output: Floodlight Tools: Welding torch, duct tape Failchance: 0.1 Enchantment: None ActionType: Blueprint
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What you guys think about the new update?
WBK replied to grimsonfart's topic in DayZ Mod General Discussion
Zeds run slightly faster than we do, but when they stop to hit us and we're still running, they'll miss us. That falling down the mountain thing is a bit of an exploit, although one that I use with these tougher zombies. I like to imagine that they're so bloodthirsty that they don't even look where they're running, so they fall and land awkwardly and kill themselves because they're so fragile and malnourished. -
What you guys think about the new update?
WBK replied to grimsonfart's topic in DayZ Mod General Discussion
The new zombies are great, however just a few small fixes that are needed... Random spawning: this is a great feature, and has already stopped me equating zed presence with survivor presence. But it is annoying when they magically spawn 20 metres in front of you. Zed player detection: Zombie hearing should be roughly equivalent to human hearing. So it is frustrating when I run around on carpeted areas, completely silent, but the hearing metre measures two bars. On the other end of the spectrum, it also annoys me that when it's nighttime, the sounds you make are no quieter, but the hearing metre measures only 1 bar when during the day it would measure 3. Light doesn't affect hearing ability. Zeroing in: This really needs to be fixed IMO. They will magically walk where I am heading, without having seen or heard me. This happens far too often to be a coincidence. -
Please change the QUIVER back to previous patch
WBK replied to lnfighter's topic in DayZ Mod General Discussion
Yeah I agree. This is one where they need to go for authentic over realistic. Xbows are damn near useless as is, but that quiver function nearly saved it last patch. Change it back, you still have to reload after every shot, which essentially implies that you're reaching into the quiver for the next bow. Also, does anyone know what model they use for the xbow, or is it generic? Whichever, surely they could improve the sights on it - this is still the best method of aiming it (align sights at right angles). The range is filthy as well, needs to be at least 50m. -
Actual Constructive Feedback for 1.7.7
WBK replied to Tehmedic101's topic in DayZ Mod General Discussion
Yeah, nighttime in the eastern bloc would be freezing, that needs to be reinstated. I for one love the new patch, but some points he addresses are legitimate. Random spawning: this is a great feature, and has already stopped me equating zed presence with survivor presence. But it is annoying when they magically spawn 20 metres in front of you. Zed player detection: RN_Max trumped this up. They have always been reasonably good at detecting us, but now that it's much harder to escape, everyone is up in arms. Although a few unrelated things do bother me. Zombie hearing should be roughly equivalent to human hearing. So it is frustrating when I run around on carpeted areas, completely silent, but the hearing metre measures two bars. On the other end of the spectrum, it also annoys me that when it's nighttime, the sounds you make are no quieter, but the hearing metre measures only 1 bar when during the day it would measure 3. Light doesn't affect hearing ability. Walking through buildings: completely annoying, but unfixable. Stay away from walls is my best advice. Zeroing in: This really needs to be fixed IMO. They will magically walk where I am heading, without having seen or heard me. This happens far too often to be a coincidence. Infection: There is no big problem with infection although it does need a slight tidy up - which is well underway - and if you think it's an instant death sentence, well that's just your fault. Plain and simple, it is not. It's just a cop out for people who can't be bothered sustaining themselves for a couple of hours of gameplay until they find antibiotics. Loot: Again, I have no problem with loot spawns. The randomness adds, not detracts. The apocalypse does not start when the server does; so assume looting had been happening prior. People would have left items in buildings, and taken them out as well. The less uniformity, the better and more plausible. I used to go into a supermarket knowing that I'd get at least an ALICE pack, several toolbelt items, pistol ammo - if not a pistol itself, and heaps of food and drink to keep me sustained. Now I'll be lucky to get an ACU and some trail mix. Seriously, the loot revamp is definitely for the better. -
In theory - AND NOW IN PRACTICE ALSO! - I agree. It should be experimentation. But with people who are bound to inspect the code, undoubtedly some people will release complete lists of all craftable items in no time at all. Might as well give everyone who doesn't take that path a fighting chance. Ideally, I think most items should be listed in books, with a few unlisted for personal discovery. But they would still be revealed pretty quickly anyway. So it doesn't make too much difference IMO.
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Actual Constructive Feedback for 1.7.7
WBK replied to Tehmedic101's topic in DayZ Mod General Discussion
I think the temperature function needs to be fixed. Right now it's like the old zombies; no one pays attention to it. Lower the chance of infection from low temperature, but add a shiver when cold. If someone is in the rain for more than 10 minutes, they should get blue temperature, and for more than 20 minutes they should get wet clothes which take 20 minutes of sunlight to dry off. Something to that effect. -
Two more things: Books should be instrumental in learning new blueprints. There should be 3 tiers for each class: basic, advanced, survivalist. Each tier has its own book. e.g. Basic Book for Crafting Medical Supplies (or shortened Basic Med Book), Survivalist Guide to Building Camps, or Advanced Recipe Book. With most books, the lower the level, the easier the supplies are to find and the more basic the crafts are. But with the recipe book, basic ones should have common recipes which require lots of food, and the survival one is for uncommon food items that don't require much ingredients. Perhaps a library or two could be added to the SA? And also, pieces of scrap paper could be found in residential areas that show one specific item, as opposed to a whole class tier, as well as the very occasional book. And the second thought was that maybe this thread should be pinned to the general discussion front page? EDIT: Forget everything I said about books...