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Everything posted by Wolfguarde
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The ONLY Realistic Way to Prevent Deathmatching: Make DayZ a Living Hell
Wolfguarde replied to Time Glitch's topic in DayZ Mod Suggestions
I always seem to see this idea popping up in games with some kind of heavy loss to PvP death... Adding something like this would, in my opinion, go completely against the theme the game is built around. You're literally bearing your throat to another person if you choose to trust them in DayZ. That's how it should be; you're in a post-apocalyptic wasteland where resources are at a premium, blood is a luxury and your character's life is worth about as much as the goods you choose to adorn it with. -
This should be your ingame philosophy, 24/7. 90% of the players calling friendly are going to be bandits looking to get the first shot in. 8% of the rest are going to be bandits without a weapon who want the chance to find one.
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Should I invest my time in 1st Person Servers?
Wolfguarde replied to crazyandlazy's topic in General Discussion
Technically 3rd person view is cheating since you have a significantly wider view of the area around your character. Unrealistic in a game that aims for as much realism as possible. That being said, I don't really care that it unbalances things. It makes sneaking up on someone more difficult and driving vehicles something other than a living hell. -
Please do not change the loot of intensities to prevent Server hoppers
Wolfguarde replied to tiagoaccorsi's topic in General Discussion
I like the idea of things not respawning regularly. I'd like to see stuff respawn, just not on a fixed schedule aside from at server restart. It takes away the regularity to the ebb and flow of looting activity and evens out the likelihood of encountering other looters at any given time. -
How do you fill a canteen? Can it be done at a pond?
Wolfguarde replied to s1rGr1nG0's topic in New Player Discussion
I think refilling at ponds is buggy at the moment. Had to nudge my character back and forth for a couple of minutes at a stream to find a position I could refill at. Also, the water purification tablets work, but using them currently consumes the entire packet instead of a single charge. -
Possible solution to KOS, hear me out
Wolfguarde replied to jan3sobieski's topic in New Player Discussion
Personally I see no need for a karma system. All things considered, DayZ is a hardcore survival/apocalypse simulator. It wouldn't be if people were discouraged by game mechanics from killing one another. That being said, I think having cumulative item degradation acceleration on bandits who kill players with little or no offensive capability (ie. new spawns) isn't a bad idea. -
On the other hand, when you know it's extremely unlikely the person you're sighting down your rifle scope has ammo for the gun slung across their back, the only factor that might influence you toward not taking the shot aside from a moral compunction to not kill your server would be the risk that they don't have anything worth stealing. I speak of bandits in terms of skill and accuracy when I say they're the best players - in my experience the players who have decent accuracy are the ones who practice, and you don't see a lot of players hunting bandits specifically - they just shoot whoever they come across. Most of the players I've met treat bandits as the PvP-oriented part of the playerbase. While I agree in principle that someone who's got a good aim wouldn't need to camp, there aren't a great many people who are willing to risk their gear set fighting out in the open/alone when there's readily available ways to minimise the risk. It might not be universal, but in my experience that's generally how things pan out - the players who survive are the ones who prepare their ground when they want/know there will be PvP, and wait for people to run in. Incidentally, when I first started on DayZ, and then on Origins, I was helped to set up by a different group each time - groups which both turned out to be bandit clans. I always found it ironic that they went out of their way to help me for a few hours, then spent the rest of the time I played on the respective servers mauling pretty much everybody else. Off topic, I know, but I was reminded of it by the direction the conversation is heading in. Edit: I'm more speaking in terms of the completed game than the state of it at the moment - looking back at the mod and forward at what the finished standalone will look like. There's not really much point killing people at the moment aside from testing mechanics and just having fun, and probably won't be for some time yet. Personally I don't see the point in engaging in PvP at all if we have no means of storing resources.
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I disagree with most of the responses here, and I actually sought out a mod where lockable bases were the central focus because the game wasn't quite scratching the itch for me. That being said, it doesn't really bother me whether bases make it into the game or not - so long as the game is moddable, because it means that those who do like having base building in the game will, one way or another, eventually be able to do so. I liked the idea in Origins (never got around to trying Epoch), where you needed massive amounts of industrial materials to build a house, which could be raided if you were busted/camped and shot while putting your code in on the door. If something like this makes it into the vanilla game though, I'd like to see windows and lower-level houses have little or no resistance to bullets of differing calibre. You should never be completely safe in a game like this.
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Fair points, and it would be good if they prioritise louder noise when they don't have line of sight on a closer target. Nitpicking, I know, but if they wanted to go for a realistic level of detail they could have varying eyesight/hearing quality depending on how long they've been spawned in/just as a random factor.
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I would rather see it as something that replaces the backpack, but protects the contents from explosives/impact damage/bullets/whatever else someone can throw at you when you (or your vehicle) are carrying it around. Insurance, on the off chance you manage to survive a car crash with a decent gun in the back seat.
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=.= Personally I always wanted silenced weapons for PvP, rather than for avoiding zombie aggro, so I like that idea. If you don't catch the sound of the gun going off, you can tell someone's firing when the zombies all start shooting off towards one part of town. 600m seems a bit too big an area, though... are they even going to be able to spawn that far out from the player?
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I have solved the server hopping/combat logging forever
Wolfguarde replied to bfisher's topic in DayZ Mod General Discussion
Problem: Punishes internet disconnection/whatnot unfairly. If someone's going to die in PvP or to zombies when they log, then it should at least be the result of getting shot/attacked. It's not going to make any difference to the attacker whether they combat logged or disconnected, but it's more fair on players who actually lose their connection at an extremely inconvenient time. Personally I think I'd stop playing altogether if I was geared to the teeth and lost all of my gear because my net decided to reset before I could log out properly. On the other hand, I'd merely be extremely annoyed if I happened to be shot instead. -
When they're ready. The game's in alpha, which means it's nowhere near finished and there's a massive workload ahead setting down the major elements of the game before they move into beta and start tidying things up. The game's still missing a lot of its content, and probably will be for some time. Just be patient. Yes, it's a pain to not have vehicles, but you have unlimited sprint and - if you really can't live without them - the mod to make do with until they're implemented :P
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I'd like to see something like the case in that picture as a super-rare chopper crash drop.
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Ah, awesome. Cheers for the headsup :P
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True, but what I'm trying to point out is that the people who get the early advantage will keep it. Others might make their way to military zones/other high yield places for guns and ammo, but the odds of surviving when heavily armed bandit gangs are doing the same is incredibly low. Personally I like the unbalanced element to combat, but it makes levelling the playing field a pain in the ass when you start late on a popular server and everyone else is set up.
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True, but alpha is the time for brainstorming, when a lot of the game content is yet to be finalised. If the idea's on the table early, the chance of it conflicting with existing code is lower, thereby increasing the chances of it being implemented if it gets support :P Also, nice flare.
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Surely I'm not the only one... who else is enjoying being able to sprint (endlessly) across the verdant fields of Chernarus, wild and free? I know it's eventually going to be capped/balanced, but right now this is THE single most enjoyable thing in the game for me, after the sluggish and slow running speed of ARMA II. Thumbs up for alpha :D
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Finn, you're probably right. I've been haring around with a pack full of food and soft drink, so I haven't really been paying much attention to them until they message spam starts speeding up. Twin - Interesting, haven't noticed that as yet... I tend to walk indoors, since turning tends to be awkward in confined spaces when you're moving quickly. Did it happen around furniture and such, or just while running through the place? Twice now I've sprinted from Kamenka to Cherno. What was once a soul-crushing trek from the outskirts of the (once) civilised world is now a five minute power-walk that outdistances zombies and could probably keep up with a running cheetah. Honestly... this has to be the only online game I've played thus far where moving, both regularly and sprinting, actually feels like you're moving at a realistic speed.
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If you ever need life-shattering grief to drive all coherent thought from your mind for at least a few hours, then The Road is for you. DayZ sort of achieves the same feel, until the bandit sniping Chernogorsk spots you and starts unloading which you're digging into your baked beans with a bent, rusty kitchen knife.
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Yeah, after heading halfway up the north end of the map on a mad dash away from someone trying to beat me to death with a shovel, I noticed the angle at which you start slowing down seems a bit unrealistic. Makes sense for zombies with impaired motor skills, but... Which brings me to another idea... tripping? XD
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Anything long-range that I can put a silencer on would be great.
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Yet to see any gun other than an M4, and I've only ever found two clips of ammo for one. That being said: Making ammo rarer isn't going to make the KOS mentality go away. It just means the people who are good at the game (ie, the bandits - everyone eventually goes bandit) are going to have an even bigger advantage over the people who are not. Think it through. Anyone who knows the map, knows the ammo spawns. If everything spawns on server reboot, bandits can just get in their vehicles with their teammates and sweep the barracks/forts, clear the ammo and guns out and leave them barren for whoever else comes through. No competition whatsoever.
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Zombies with weapons stuck in them (thinking axe blades/knives, etc) should get a damage bonus - even if the blade isn't hitting you, wood and metal are a lot harder than flesh and bone, and being struck by the back corner of an axe blade is still going to hurt. I disagree with a lot of the OP's infected ideas, but I would like to see variation in zombies. Zombies that spawn in water having a higher infection rate (faster decay, right conditions for bacteria), zombies spawning without body parts, missing eyes, etc... and behaving accordingly. Zombies missing part of their torso structure, who risk snapping their spine when running due to the lack of muscle support (basically become crawlers). Maybe have a few with sharpened teeth that deal extra damage with bite attacks. Another idea: Make zombies actually dive on you when they knock you down. Large weapons and guns are impossible to attack with; you either need another player to help you or to have a pistol or small melee weapon to get them off you. When knocked down, you risk being bitten repeatedly (armoured clothing isn't going to help much here), and several zombies can attack you at once from the sides as well. Zombies become less a shambling nuisance and more a very real risk of death if you engage them in melee. Plumbing a town without watching your back would actually become dangerous with the addition of this one mechanic.
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That's your opinion and you're entitled to it. Mine is that storage is a necessity in a survival/PvP game if you ever want to get to the point where you can consistently PvP. Hoarding encourages raiding. If you don't like it, don't do it. Easy as that. That being said, if the feature doesn't make it into the original game I imagine someone will eventually mod the content in anyway. No big deal either way.