Forums Announcement
Read-Only Mode for Announcements & Changelogs
Dear Survivors, we'd like to inform you that this forum will transition to read-only mode. From now on, it will serve exclusively as a platform for official announcements and changelogs.
For all community discussions, debates, and engagement, we encourage you to join us on our social media platforms: Discord, Twitter/X, Facebook.
Thank you for being a valued part of our community. We look forward to connecting with you on our other channels!
Stay safe out there,
Your DayZ Team
RedDogMT
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Everything posted by RedDogMT
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Rolling Changelog: Stable Branch: 0.32.114557
RedDogMT replied to rocket's topic in News & Announcements
Let's see...what did they say when I purchased this game...ah yes... WARNING: THIS GAME IS EARLY ACCESS ALPHA. PLEASE DO NOT PURCHASE IT UNLESS YOU WANT TO ACTIVELY SUPPORT DEVELOPMENT OF THE GAME AND ARE PREPARED TO HANDLE WITH SERIOUS ISSUES AND POSSIBLE INTERRUPTIONS OF GAME FUNCTIONING. Asking for stuff is not a very good way to support the development of the game. They are they devs. They have their own road map. They will roll out changes as they feel they need to do. If you bought the game just to play, then you bought for the wrong reason. If the day/night cycles aren't customizable when DayZ is considered full release, then by all means, whine and troll to your hearts content. -
It's a minor gripe, but... I understand why they made these containers so that they can only carry specific items, but I don't think it is really necessary (and it breaks immersion a tiny bit). Instead, I think it would be enough for Ammo boxes and medi-kits to only allow items that take up one or two inventory squares.
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Rolling Changelog: Stable Branch: 0.32.114557
RedDogMT replied to rocket's topic in News & Announcements
I just played for an hour or so. When I logged into many of the servers, I would spawn again on the coast. Each time, with a different, new character other than my default. After trying several different servers, I finally found one that brought up my character...although it was a 'copy' from a few days ago. My guess is that many servers are having trouble communicating with the hive resulting in the server thinking many people are new spawns. Perhaps this is due to bandwidth issues while updating. It could be an issue with the patch, but I kind of doubt it. It looks like some of the bugs I encountered have already been reported. Hopefully it gets sorted in the next day or so once server updating has been completed. I love that they 'secretly' added some minor content...Spite and Pipsi soda, beer, etc. It's a cool little surprise when you come across something unexpected. -
A definite NO for multiplayer (which is what this game is at the moment). And the NO is not so much due to the game as it is the mentality of the players. As it is a survival game, the vast majority of players take on the mentality of "trust no one" in order to survive in the game. That means new players looking for friendly players will be in for a rude awakening. They will be mistrusted, attacked, and ignored...mostly attacked. Unless your 14 year old can handle people at their worse, don't buy this game for them. Also, it is unlikely that DayZ will have a single player mode.
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Attn: Dev's, Give us a break to help u test the game
RedDogMT replied to Morbius221's topic in General Discussion
Nope...no food or water to start. I hope that they stay with no backpack on start as well. Heck, they can loose the flashlight and make that loot too. All you should start with is the shirt on your back. Now, start survivin. -
Viral Zeds need to be easy to indentify.
RedDogMT replied to Muncywolverine's topic in DayZ Mod General Discussion
Don't have different models. Make the sound files for the virals slightly different. If there are several zombies around, you don't quite know until you engage them. -
If you could have 3 things changed or fixed
RedDogMT replied to pythonmsh's topic in DayZ Mod General Discussion
1. Zombie movement: Fix zombie movement and attacks through walls and objects 2. Inventory system: Make it more intuative and add more checks to remedy item loss issues 3. Zombie animations: More frames, less twitchy Honorable Mentions 4. Gas tanks: Limit gas in tanks (some empty) 5. Car Parts: Make car part spawns rare. Players must remove car parts from spawned vehicles with a toolbox. Increase slots needed to carry car parts. 6. Fatigue system: Slower run speed when fatigued (but not as quick to tire as Arma 3) 7. Bleeding: Remove blood fountain and make bleeding on the player model more subtle. Use an overlay where the edges of the screen pulse red while bleeding. 8. Knockout: Haze screen when knocked out. Haze remains for 10 seconds after the character wakens. I know. I know...you asked for three. :) -
put (grenade x1, bible x1, duct tape x1) Output (holy hand grenade of antioch) Tools (none) FailChance 0 Enchantments = Along with the normal explosion, angels sing ActionType = recipe
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Input (range finder x1, charged batteries x2) Output (charged range finder) Tools (none) FailChance 0 Enchantments = range finder usable until charge runs out. ActionType = recipe This assumes that the devs might consider adding battery mechanics to the mod.
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Input (nvg x1, charged batteries x2) Output (charged nvg) Tools (none) FailChance 0 Enchantments = NVG usable until charge runs out. ActionType = recipe This assumes that the devs might consider adding battery mechanics to the mod.
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Input (flashlight x1, charged batteries x2) Output (charged flashlight) Tools (none) FailChance 0 Enchantments = flashlight usable until charge runs out. ActionType = recipe This assumes that the devs might consider adding battery mechanics to the mod.
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Input (gps x1, charged batteries x2) Output (charged gps) Tools (none) FailChance 0 Enchantments = GPS usable until charge runs out. ActionType = recipe This assumes that the devs might consider adding battery mechanics to the mod.
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Input (entrenching tool x4, woodpile x1, duct tape x1) Output (crude hatchet) Tools (none) FailChance .1 Enchantments = Usable as an hatchet up to 200 times. ActionType = recipe Hatchets should be a lot less common BTW. :)
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Input (shotgun shells-any x8, tin can x1, nails x1, duct tape x1, cloth x1) Output (improvised pellet grenade) Tools (knife) FailChance .1 Enchantments = 1/4 power grenade. No concussion. ActionType = recipe
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Input (wood pile x1) Output (Fire Plough) Tools (knife and hatchet) FailChance 0 Enchantments = Can be used to start a fire in a fire pit. ActionType = recipe Usable up to 5 times or 20% chance of breakage with each use. 10% chance of starting a fire. Change matches so they have a maximum of 10 uses. Add a magnesium fire starter as a rare item that can be used infinitly with a knife or hatchet.
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Input (whisky bottle x1, wood pile x1) Output (water bottle) Tools (knife) FailChance .1 Enchantments = Usable as a water bottle ActionType = recipe
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Input (razer x1, wood pile x1, paracord x1) Output (crude knife) Tools (tool box or hatchet) FailChance .1 Enchantments = Usable as a knife ActionType = recipe Curde Knife is usable up to 5 times or 20% chance of breakage with each use. Make the standard knife rare.
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Input (baseball bat x1, wire fencing x1) Output (improved baseball bat) Tools (toolbox) FailChance 0 Enchantments = More powerful baseball bat. Increased bleed chance against survivors. ActionType = recipe
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Input (crossbow x1, tin can x1, duct tape x1) Output (crossbow with simple sight) Tools (toolbox) FailChance 0 Enchantments = more accurate sight in iron sight view. ActionType = recipe
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Input (backpack x1, sand bags x1, duct tape x1, paracord x1) Output (enhanced backpack) Tools (knife) FailChance 0 Enchantments = Enhanced backpack of the same type with 2 additional slots. ActionType = recipe
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Input (grenade x2, duct tape x1, paracord x1) Output (car bomb) Tools (toolbox) FailChance 0 Enchantments = When attached to a vehicle, bomb explodes as soon as the engine starts. ActionType = recipe
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Input (satchel charge x1, duct tape x1) Output (car bomb) Tools (toolbox) FailChance 0 Enchantments = When attached to a vehicle, bomb explodes as soon as the engine starts. ActionType = recipe
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Input (crowbar x1 or knife x1 or hatchet x1, fire) Output (brand) Tools (tool used) FailChance 0 Enchantments = Usable only at a fire. Cauterize wounds to stop bleeding. Causes 200 fire damage and temp shock. ActionType = recipe