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JuX
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Everything posted by JuX
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Thats because you don't appear to be ArmA veteran. If arma type squad system is implemented, then large squads/clans can sweep the entire world and annihilate everything on their path without problems simply cause they are constantly aware of the situation and positioning, without communication. That is why in DayZ you have communicate with your teammates and have clothing restrictions or have unified shirt/hat colors, but do not wear ttsk camouflage, helmets, masks or you cannot be identified by friendlies, that causes one of two things. Either person hesitates to shoot this unknown person and dies for it (cause its generic clothing) or takes the shot and may end up killing a friendly. Besides the current mechanic makes situations far more intense. There are suggestions of adding arm bands that will be indicators of friendlies.
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Navigation is a survival skill and if you can't use a map to find your friends, then you are doomed to die.
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You do realize F and middle mouse button do the exact same function. The only issue is the speed reloaders adding extra option, it should be R button only to use quick reloaders.
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' Don't do it when you are at gunpoint, otherwise you will be shot instead of restrained.
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Simply move away from the restrainer. What the game really needs is option to handcuff someone without lowering your weapon. It's not unheard of and would make handcuffing safe when playing alone.
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An elegant solution to zombie spawning + game difficulty
JuX replied to Etherimp's topic in Suggestions
If you have read the announcements there will be increased numbers of zombies and wondering zombie hordes. Not to mention all the zombies will respawn on server reset. -
The whole idea of adding humanity system is pretty pointless in DayZ standalone. You can customize your clothing much as you want, so there aren't that strong indicators, but that isn't the main issue of the system. For one you can cheat it by spamming medical supplies on friends and many people like myself often turned bandit within blink of an eye simply on self-defense or assisting someone in trouble. As i have mentioned many time before on the forums. Kill-On-Sight isn't a problem, it's the players that aren't using their brains and simply rush in recklessly on dangerous areas, not to mention many are silly enough to wear full military clothing and masks, there by labeling themselves as bandits that have nothing left to do, then kill people. Think most of Kill-on-Sight occurs in military bases and they are definitely locations where kill-on-sight is valid strategy. They are high traffic locations where holding people up is unsafe and more likely to get you killed.
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To stop Kill On Sight, we should make life more valueble
JuX replied to super_shadow's topic in Suggestions
There is no Kill-On-Sight problem. People are simply playing too recklessly, so they won't use their brains to survive and build their new character cautiously. Not many seem to know you can build fully equipped character without ever entering a military base, but you will never carry M4 that way (which isn't a bad thing). Also do not expect friendly behavior in military zones, since they are high traffic locations and everyone has the same agenda, so KOS is valid there. One other issue is peoples clothing choices. If are wearing ttsk camouflage, masks and ballistic helmets you will be considered to be a bandit that is fully equipped and just looking things to kill. So i personally recommend not carrying military clothing or masks. -
I suggest removing the inventory grids completely and replace it with visual and mathematical solution. (current inventory is simply silly in many aspect of balancing, such as double M4 magazine and regular M4 magazine being the same size). A. Visual representation of the piece of clothing pockets that you can move items freely over other items. Its far more realistic approach to have trouble finding your stuff if you keep it disorganized and it can still be balanced with B & C points of the suggestion. B. Cubic meters (m^3). Since you can't logically put something like cooking pot in pants pocket, each piece of clothing should have m^3 restrictions so you can only put largest items in packbacks and additionally the combined amount of items within the pouch cannot go over its holding capacity (space). C. Weight is also key factor in packing things to pouches/pockets/backpacks and should you go over their enduring capacity those articles of clothing would worn down faster then normal and also should impact the overall speed and endurance of the players (survivors with filled mountaineer backpack shouldn't be able to move fast as lightly equipped survivors). The combination of space, weight and visual appearance of grid free inventory would offer far better balancing of items, then grid inventory. It would also be far more efficient choice then adding even smaller inventory grids that create overly complicated tetris.
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Making rust / epoch mod type constructing is ridiculous. Building structures that defy the laws of physics are constantly being abused/exploited to create sky fortresses and frankly doesn't have a place in DayZ
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Was that synonym necessary? This isn't about psychopaths in apocalyptic world, but about player sitting on the chair behind the computer. I think it's bad case of social experiment to encourage such behavior. People will still bandit for supplies, but its foolish to implement system that will create ingame serial killers, that do it just for the sport of it. As you said "society does not exist", so ID's are rendered obsolete. You can't have both extra ordinary level of anonymity and ID's if your are forced to wear a label that says your name, it's pretty much rails against it. And not all people kill on sight, i have footage and first hand experience of that. Most people are just foolish wearing full camouflage clothing, other military clothing or masks, that labels them as bandits and get shot on sight. Im going to end this conversation here, since you have really mixed views of your own suggestion that don't make any sense and pretty much rail against itself. Looks like desperate level of trolling, which seems strange when you seem to want this implemented so badly.
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Think about it. Murdering and killing people for trophies isn't for winners, but its certainly is for psychopaths.
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You don't seem to comprehend the meaning of "ignorance is bliss". It's true you do not say profit anywhere, what of it? All i said was it benefits the bandits and you seem to miss understand this counter-point. If society collapses (aka apocalypse), there is no reason to carry ID's around. Since there is no system to collect whom has fallen. It would be the same as carrying paper money to buy stuff during apocalypse. In terms of humanity, no one cares about their own plastic ID's, but what people care about are sentimental objects and photos of memories. It's called preemptive strike. At somepoint people like you will say anything to throw fuel in to the fire, so im speeding things up. For the sake of argument let's say you could write your information easily on already filled plastic ID card. Why would i loot it and write my name on it? I could just write Zombie Jesus born year 0 BC. It would be nothing more then a joke item and if it has to be connected to your ingame name or steam name, then its nothing but trophy item that mainly BENEFITS hostile players. Just saying why bother with ID's, when you can just ask the person to write on direct comm and it shows their ingame name. Then care to explain how you told about your pointless sniper experiences then? It had nothing to do with your point called "number of bandits is higher...", doesn't even indicate it. If anything it proves my point. I said the ID cards only benefit bandits cause they are nothing more the trophies (so doesn't make sense for the victims to carry them) and your response now is "there is more bandits then regular players", so even you agree they are nothing more then trophies then.
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Have to admire your ignorance (ignorance is bliss). There is no reason for anyone to carry ID card in their inventory simply because it only benefits people that are out to kill you. Which is why any reasonable person would throw it away instantly. I imagine you will now shout non-sense arguments that ID should be integrated to the character, which again makes no sense in apocalypse. People should remain anonymous, so when if you meet the same people you met before. The interaction with them can be different. Chatting in direct comms is still away to find peoples names out, but requires more risk then sniping. What does your feats have to do with this conversation anyway? You aren't the only one that can play this game well. Anyone could stay alive as sniper and never die if they wanted to, but i for one enjoy the risks of social interaction.
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Why does this topic even exist? Barricades are confirmed to be added to the game at unspecified time before any proper base building features (except camps maybe). As for taking over good loot spawns, how about using fire axe and hack the barricades down? Or add molotovs to the game and burn him out.
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Worn is pretty much synonym for good condition ingame, when pristine means its essencially untouched.
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http://forums.dayzgame.com/index.php?/topic/103202-dayz-standalone-suggestion-seasonal-loot-balancing-hunger-season-cease-fire-season-zombie-infestation-season-etc/?hl=season You have to keep in mind this isn't about what you are suggesting on the thread, but what the creator of this topic is suggesting ;)
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Why would anyone be carrying ID card with them? They would be nothing more then trophies for bandits and hunters.
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You should really consider two things. 1. Name of your topic (more like random obsolete suggestions). 2. What DayZ development team are planning or announced that will be included in the game.
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*facepalm* Please do not troll around the forums. As for people whom are concerned about the saline bags. They do not replenish players that well. Its mainly for first aid purposes to recover badly wounded unconscious players, its always easier to recover with food and water.
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Your post made zero impact on anything including this whole topic, since whole suggestion has already been suggested long time ago on separate topics about the hordes and weather. I don't see how you reposting something that already has been suggested is going to make a difference. ;)
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This topic is rather obsolete, since this topic doesn't really consist of "events", but about weather and roaming zombies. There will be increasing number of zombies added to the game, including roaming zombie hordes and there will be weather effects which you have been seeing lately on the new patch (rain and thunder).
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Lighting should be decorative feature of storms to notify players about the strength of the storm (including increasing wind noises). If you get killed by lighting, it would create frustrating "What the hell!?" moments, so adding lethal lighting isn't worth the immersion.
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It depends how you look at it. Realistically speaking many survivors wouldn't be traveling as much, unless their current food source around them has dried out or they are threatened. Besides i don't think the typical roof top sniper bandit would become athletic by sitting around and waiting for victims. Also think your muscles wouldn't even develop that well in apocalypse unless you are well supplied with protein and water.
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I don't think sleeping should be implemented, but i think adding sleeping bags for resting would be useful addition. When player is sick, cold or low on blood you could use the sleeping bags to rest and recover faster and is less exposed then creating campfire or if you have safety, then rest in the bag around campfire. It would also create form of decorative appearance around the camp to improve the immersion.