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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

  1. 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.
  2. 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.
  3. 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.
  4. RedDogMT

    Is this OK for young teens?

    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.
  5. 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.
  6. RedDogMT

    Viral Zeds need to be easy to indentify.

    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.
  7. 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. :)
  8. RedDogMT

    Crafting Suggestions (no discussion)

    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
  9. RedDogMT

    Crafting Suggestions (no discussion)

    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.
  10. RedDogMT

    Crafting Suggestions (no discussion)

    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.
  11. RedDogMT

    Crafting Suggestions (no discussion)

    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.
  12. RedDogMT

    Crafting Suggestions (no discussion)

    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.
  13. RedDogMT

    Crafting Suggestions (no discussion)

    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. :)
  14. RedDogMT

    Crafting Suggestions (no discussion)

    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
  15. RedDogMT

    Crafting Suggestions (no discussion)

    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.
  16. RedDogMT

    Crafting Suggestions (no discussion)

    Input (whisky bottle x1, wood pile x1) Output (water bottle) Tools (knife) FailChance .1 Enchantments = Usable as a water bottle ActionType = recipe
  17. RedDogMT

    Crafting Suggestions (no discussion)

    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.
  18. RedDogMT

    Crafting Suggestions (no discussion)

    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
  19. RedDogMT

    Crafting Suggestions (no discussion)

    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
  20. RedDogMT

    Crafting Suggestions (no discussion)

    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
  21. RedDogMT

    Crafting Suggestions (no discussion)

    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
  22. RedDogMT

    Crafting Suggestions (no discussion)

    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
  23. RedDogMT

    Crafting Suggestions (no discussion)

    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
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