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WBK

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Everything posted by WBK

  1. Evaporative Water Filter Input: Cling wrap, bowl, empty tin can. Output: Evaporative water filter Tools: None (when constructed, combines with bottle of water to make clean water) Failchance: 0 Enchantment: Reduces infection chance from normal water by 75% ActionType: Blueprint
  2. I think crafting should be a large part of DayZ. Think about it; you're in the wild for this long, with only intermittent visits to cities, there's going to be items you want that are either hard to find or not commercially available. A few points that I think would make it excellent: It should be the domain of the low and some mid-range gear. I don't think anyone wants it to become MineCraft - in other words, people shouldn't rely on crafting for premium items. No crafted item should guarantee you an elite advantage over other survivors. It should only be a recommended path to take, not essential for survival. I think this is fairly self-explanatory. Put each craft item into a class. I'll explain why in the next point, but I think there should be: Medical, Clothing, Food, Building, Melee, Explosive and Miscellaneous. Each successful craft reduces their failchance for that item by 25-50% and other items in that class by 5%. This will help solo gamers by enabling them to quickly and reliably obtain what they need, and enable groups/clans to have specialists for each i.e. Medic, Chef, Constructor, Demo expert, etc. This would help to really individualise play styles and broaden the possibilities of banditry and heroism. If that's possible, that would be awesome. The majority of high-end crafting should revolve around base building. This will increase defensive gameplay, obviously. I don't think it'll decrease player interaction too much though, and it will increase banditry. Especially with the direction the game is heading in with the 1.7.7 patch and lower loot spawn, attacking and defending bases will be the highest value areas with loot storage. Just suggestions, I'd like to hear what everyone else thinks.
  3. WBK

    Addiction to the game

    I'm not sure giving you baked beans is the best idea, but... you made me laugh, so I'm not sure how else to thank you.
  4. Improvised Deer Stand Is there a maximum no. of item slots you can craft with? i.e. 12 because that's how big the personal inventory is, or is it unlimited? I'll assume there is a limit of 12 primary item slots, plus 8 secondary item slots Sorry if this has already been suggested. Input: 5x wood pile, 2x nails, 4x bandages/cloth Output: Improvised Deer Stand Tools: Entrenching tool, toolbox (flat ground only) Failchance: 0.05 Enchantments: None ActionType: Blueprint/building (the latter if that's an executable command)
  5. Great question, it made me really think. I think I would definitely have a crack at a relationship. An apocalypse, I imagine, would be much like a war. Long periods of nothing happening and boredom interspersed by short waves of high activity and sheer terror. I'd probably be staying in a base until it got discovered, and then moving to a new one. So for most of my day, I'd be locked up inside my camp. I'd think of ways to pass the time, but that's all it would be - passing the time. I wouldn't feel anything until I had to scavenge for food or resources next. My family and friends are dead and I have no idea how long the apocalypse (I'm just gonna call it the A from now on) will last, or even if it will ever end. The only thing keeping me going is the instinct to survive. Sure, I'd hope that a cure is eventually found, or all the zombies/infected are killed off. But by the end of even a month of the A, I would've lost most if not all of that hope. It'd be a pipe dream. What I'm saying is, life would be monotonous. I wouldn't ever consider suicide in normal life, but there's every chance I would in an A. If there is nothing to live for other than life itself, then why not make the best of it? Meeting other survivors is what would keep me alive for sure. Whether they turn out to be friends, enemies, acquaintances or otherwise, human contact would be a necessity, and my only bastion of hope. So if I found any semi-permanent friends, I would keep them. If any opportunities for an intimate relationship arose, I would take it. Why? Because they would be someone who I could share everything with. I'd still be bored half the time when there's nothing happening, but at least I'd be bored with someone. Someone I loved. Plus all the kissing and sex would be amazing! But why get attached if they could die? Why not? I have already lost everything. We'd have to lay down some ground rules that would be harder and harder to obey the more attached we get - things like agreeing to kill the other person if they become infected. I am well aware of the stakes, and so is my partner. Hell, we might even become so attached that we break the rules for each other and end up dying - something like going back for them when they're stranded in a city. That's the point though; they made me feel that I have something to live for or die for, not just running around and hiding just for surviving's sake. While we're together, we can distract each other from what's really going on outside. We have someone to lie with, to smile with and to trust. That's why I'd take the risk. I don't know how I'd respond if they died. But I do know that taking a chance with someone would be far better than shutting yourself off from emotion. TL;DR: Yes I would.
  6. WBK's n00b guide to 1.7.7 I’m here to write a guide for the 1.7.7 patch, hopefully to show people whether they want to stick with 1.7.6.1, upgrade, or remove DayZ entirely. Also, this is just for anyone who’s bored of seeing fights between people who love the new patch and those who hate it. It provides no insight when there are two sides arguing back and forth between "this game is boring now and “you're just n00bs". So I'm going to avoid abusing people for playing one way or another, and hopefully you do too. We’ll see how it goes, hey? I’ll put my thoughts in at the end as well. I only started playing about a month ago, so I'm no pro at this game - or any others for that matter – and I never played the older versions of DayZ which were either just as hard or harder, apparently. But here are the main talking points of the new patch, all of which tie in with each other: Loot tables nerfed a lot Much harder to escape zombies Chance of infection very high and cure for infection very remote All in all, survival aspect focussed on, PvP aspect diminished The whole changelog is here, but those are the main points. With the loot tables, you can travel to all the previous bounties of loot (supermarkets, firestations, NWAF) and the returns you’ll get are severely low. Even your starting gear is now devoid of a backpack and flashlight; you only get 1 Bandage, 10 Flares, and either another Bandage or some Painkillers. The flip side to this is that there are heaps more loot spawns. The doorways of locked buildings, iron barns, car crashes and more. I’ve found loot to be most severely removed from supermarkets. They’re almost barren except for a few backpacks and the odd toolbelt item. But the rewards are there if you keep looking. Those who only scour what used to be high-value spawn sites will soon find themselves dying. Zombies now are stronger in several ways. First, zeds do not lose your line of sight. Second, infection chance has increased for all zed hits. Third, there is a high chance of being knocked over by a zed hit (insta-prone). Finally, a new ‘viral’ zed has been added with more health, attack, and an even greater chance for infection. On the first point, zeds are extremely difficult to escape from now. Hiding in bushes doesn’t work, nor does running around buildings or through pine trees. The only real ways to avoid being chased are to either run through a building, kill them or avoid them altogether. Secondly – and this is probably most controversial – zeds have a much higher chance of infecting you than before. Combine this with almost non-existent antibiotics, and people are dying or just giving up the moment they get infected. (There is a little known tent trick, where sleeping gives you a 1/16 chance of removing infection). Third, zeds knock you over what appears to be about 1 in every 3 hits from behind or the side (don’t know the value). This causes you to drop and stop immediately, although this doesn’t seem to be too bad, as zeds stop hitting you for about 1-2 seconds after being knocked down. Only really causes trouble if all escape points are blocked. Finally, the viral zed is a beast. 3 hits from the hatchet for this bad boy. Watch out. A few tips for 1.7.7 Zeds are no longer an afterthought; these bastards will kill you now. Last time round, no one took them seriously. You could draw 10 of them and be 100% confident of survival. You literally have to be as silent as possible, and as far away as possible just to have a hope of surviving. I died 5 times in my first hour just teasing zeds like I did in 6.1. They are now the biggest threat to a survivor early- and mid-game. Late-game (fully geared) will still be the home of PvP, but you ain’t got no hope of getting there if you don’t treat zeds like a submarine; run silent, run deep, and sure as shit don’t fire a gun there, unless you want your life to go to hell. The moment one whiffs you, he gets all his buddies on you if you don’t sort him out quickly. If they don’t kill you instantly either, there’s always the chance of infection. There will be a funeral tomorrow for the ol’ run-and-gun, coast-or-toast style of gameplay with this patch; it kills you, fast. You can no longer afford to run through Elektro or Cherno. First off, the rewards are too low. With the nerfed loot, heading straight for the firestation and maybe supermarket will hardly get you anywhere. You might get a gun or a nice item, but you won’t be kitted instantly like last version. Second, the risk is too high. You won’t be able to get away from a pack of zeds in a big town, and if someone is there with even a moderate weapon, they will rule the roost. Stick to smaller towns, and visit every loot spot. The gap between low and high value loot spawns is smaller now, although loot has been drastically lowered overall. So while loot is much rarer, good loot is relatively more abundant. Emphasis on relatively. This shit is still practically invisible. My View Personally, I love it. I can tell that the game is heading towards what it is truly meant to be; a hardcore apocalypse survival simulator, in as much as a game with zombies can be called a sim. This game is not supposed to be easy, so this iteration won’t be too popular. It might draw back a few old players who thought it was getting too easy, but heaps more will just stick to 6.1 or switch to more of an FPS. So I am kind of torn about it because it's a great game and I want as many people to experience it as possible. I think something a bit harder would be perfect for a mod like 2017 which appeals to the hardcore survivalists like me, and something a bit easier for the main mod perfect for all-round gameplay and which will maximise profits for Rocket and everyone come SA time. If it was all about me though... the harder the better :D The concept of a zombie scares the shit out of me. Zombies are meant to kill you, and if you get near them they should infect you with god knows what. They're filth-ridden, diseased, psychotic death peddlers for crying out loud. When the world as you know it is over, no aspect of it should have you feeling safe enough to think more than 2 minutes into the future. When survival is your only thought - your only goal - you don't have the luxury of thinking that far ahead. People used to think, “I’ll just raid Cherno then head north”. Not anymore. One step at a time. Now it’s “I’m just going to creep into this house, then re-evaluate my position”. Just like a real fuckin’ apocalypse. Because, y’know, I’ve experienced so many.... Everything should be scarce. This apocalypse has obviously gone on long enough to empty Chernarus of all civilised life, bar a few survivors unlucky enough not to escape. Food, medical supplies and weapons would all be almost entirely used up. Supermarkets would've been looted long before the last server restart, airfields would have been scoured long before the first bandit got there. You get my drift. The apocalypse doesn't start when the server does. So yeah, I LOVE 1.7.7. Plus there’s a few more gems hidden in there: the journal, the new stashes, being able to re-combine magazines. Also they removed the M107 and AS50, which is great for increasing the survival aspect. Well guys, if you read this far, I really appreciate it, and I hope it has helped you! WBK
  7. Just a small complaint here. It seems that in the current patch you can't move after entering the bandage animation. I got attacked by a zed, ran into a remote area and shot him. So after quickly checking the area, I started applying a bandage. Then from behind a tree another zed (viral) started attacking me. Frantically I tried tapping 'W', to no avail. I had to finish getting bandaged up, by which time he had taken me down to about 2000 blood. I then started shooting at him wildly; my blurred vision and lack of breath absolutely destroying my aim - which I love by the way, it feels so authentic. But he kept hitting me and killed me. I don't mind about a zed appearing out of nowhere; I should've scouted better. And I don't mind not being able to shoot him when I'm nearly dead. Both those things make me believe I'm there and that the stakes - my life - are so high that I can't afford to make one mistake, which is what the game is supposed to do. But it was incredibly frustrating not being able to exit the bandage animation after being attacked, which I could do easily (almost too easily) in the last patch. Please fix this. EDIT: I don't know if it's a universal problem, or a server problem. Has anyone else experienced this?
  8. With regards to player interaction, I see this as a frequent complaint from people who do not like the patch. But I just don't get it. Playing with another person makes both lives easier, period. Infection, while a huge part of the new patch, is only one aspect of survival. A second or third or fourth person is only going to help you in finding gear and weapons, and defending you and helping you survive. I feel trading will be a huge part of the new patch; I forsee people literally offering weapons in exchange for antibiotics. They're that important. However, I think that people are correlating infection with death. This is a survival game. You may not find AB's in the next 10 minutes, or even the next 2 hours. But you can eat food to replenish health. It is not a death knell. All infection does is separate the weak from the strong IMO. Regardless of my mini-rant, I think you had a well-constructed post. I don't agree with your view, but it was calm and lacking in expletives! Beans for that, my good sir.
  9. WBK

    Guide to 1.7.7

    By that I meant loot spawn points. Most of the post I'm saying how scarce loot itself is. But there are more places to find loot now. I've not experienced any of those glitches.
  10. You can't write that. Not in a post with the header 'constructive criticism'. It's against the laws of physics.
  11. WBK

    Are Helicopters worth the effort?

    I think this is a universal experience for all bambies. I actually managed to get it out of the hangar.... ... but flipped it immediately upon leaving it. Too many emotions. I cut an onion so I had an excuse for all the tears.
  12. WBK

    Guide to 1.7.7

    Thanks everyone for the positive feedback :) I agree with you entirely here. Ideally, I would want SA to be a hardcore, pure survivalist. I just think that... actually no stuff that, no justification. I agree entirely, that is all.
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