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Wolfguarde

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Everything posted by Wolfguarde

  1. Poor optimisation. I don't say that as criticism of the game, but simply as a statement; game's in alpha and their primary goal was getting a (relatively) playable game up for testing. Optimisation will, hopefully, clear up performance/lag issues and allow them to start filling the game out to be the monster it has the potential to be. As for having a year to work on things... I haven't done much coding, but what little knowledge I have in the field suggests that you start with one completed product as a draft and finish with something completely different once you're done reworking it. And most of that reworking is mind-numbingly boring, requiring countless hours of poring over every single thing you/your team has written to find inconsistencies and logic conflicts while usually having little or no idea what you're looking for. It's every bit as frustrating as it sounds.
  2. Wolfguarde

    Saving Gear: welcoming solution

    It's not a bad idea, though they should be raidable all the time. Indicators should differ depending on the terrain the item is buried in (torn-up grass around a dirt patch in grassy areas, dirty/rocky snow atop snow-capped mountains, exposed roots in forests, rough patches in fields). If animals are added, there should be a chance on server tick/restart that animals prone to digging will find a stash with food or drinks and ruin some of the contents, or eat the food if it's not canned. There would need to be a cap on how many the player can make, and they should by rights not be able to store much (a backpack full of materials per hole at most). The bigger the stash, the more disturbed the ground around it looks. As for players not knowing where their predecessors buried their things, I look at it this way: the roleplay element does not necessarily give you a character, just a shell with which to explore the world and feel its desolation. It is not deep enough to warrant questions of memory. And what's to stop a person in an apocalypse from searching for stashes? It's definitely not a stupid idea if you know what to look for.
  3. The idea that other people WON'T kill you for your shit, rather than scrounging for their own and wasting time they could invest in other pursuits, is naive. An expectation that simply cannot and does not hold up ingame - in a place where there are no true repercussions for your actions, usually referred to as the internet. Or a post-apocalyptic earth, to a lesser degree. The idea that you need to kill others to survive is laziness at its finest. People will do it if they can get away with it because it means they don't need to invest as much effort in gearing up, and therefore can put it elsewhere - like in PvPing, or just killing non-competitives/new spawns for fun. The vast majority of people do not enjoy being undersupplied and will do anything they can to cut down on the grind involved in keeping their character healthy and hale. Interacting with other players in a non-hostile manner involves risk, the negative result of which is the loss of their stuff, and therefore more work. Shooting - particularly shooting other armed players - involves risk, but on a much more acceptable level, as one is not sacrificing their ability to defend themselves. Edit: And yes, that is a not-so-subtle implication that the internet is a worse cesspit of amoral and unethical behaviour than any post-apocalyptic scenario could be.
  4. Wolfguarde

    What do we really want as far as zombies?

    The reward for fighting zombies should be your continued life. Just my opinion :P
  5. Wolfguarde

    You are dead

    No, but your report might give them the situation/detail they need to be able to replicate the bug and thus identify and resolve it. They want every man, his dog and its bone reporting anything they find bugging or glitching. It's what the alpha testing period is for. That being the case, you should have said 'I've tried the search, it didn't turn up anything helpful'. '...without using the search' simply implies you're being lazy and can't be bothered hunting down your own answers. I would expect you, or anyone else, to react the same way to me saying the same thing if I did so as a new member to a forum.
  6. Wolfguarde

    You are dead

    See... there's a problem here. The search function exists as your FIRST resort in any attempt to answer a question via the forums. Player help should be your second, mod/admin support your last. Having said that, I believe your issue may be a bug if you can't respawn without using the respawn button.
  7. Wolfguarde

    NO i dont want your help go away

    This is usually the point where you turn around and start punching.
  8. Wolfguarde

    What do we really want as far as Day/Night?

    Night visibility at 20 metres outside with no moon would be reasonable, I think, though I would go less. 10ish. Inside, depending on moon cycle and window/door states/presence, 1-3m. Absolute darkness beyond a perimetre gradient on your vision that sharply darkens from shadow to full black. (Basically: Around where your vision is clear, it tapers off to complete darkness, rather than just being cut off at a certain distance). The gamma/brightness idea isn't so bad, though some/a lot of people are going to be willing to deal with shit graphics in order to maintain permanent night vision, and for this reason I don't like it. However, if there were to be a reasonable cap on how high one's gamma can go (take a look at different monitor specs, see what is necessary to play, make that the max gamma setting), it could work.
  9. Wolfguarde

    What do we really want as far as zombies?

    Short of having the sort of numbers you see in that Walking Dead episode where the main character is cornered in a tank, you will never, ever see zombies of that sort be a realistic threat to anybody. (For reference: Large city intersection, 100m visibility each way. Four lanes. Completely and very densely packed with zombies: walls of flesh on all sides) It would be nice to see variation in walking/running speed though. Consider the idea that the fresher a zombie is, the better its motor functions and general functionality will be. Its body parts haven't had time to decay. Most of its ligaments and muscles are still intact. It runs fast. On the flipside: Its body looks like a motley patchwork. You can see inside in places, sometimes to the bone. He's been through a lot, a real survivor... but he's not getting anywhere quickly. Or if he does, he's not going to be hitting anyone very hard. If at all. They should also be able to spawn in driveable vehicles, along with dummy zombies (decoy bodies). Same thing with normal spawns - have some spawns that are just dead zombies, persistent until restart. Some zombies obviously start lying down and not moving, so it adds another element of risk to the game. Sure, it adds to resource consumption, and so will probably have to wait for a lot of optimisation to be done, but the idea's there. Lastly: I mentioned the idea of zombies grabbing and tackling you. I would like to expand on this a bit. Crawlers, when they reach you, aren't going to get up and start belting you in the face. They will wrap their hands/arms around whatever limb is closest to them and start trying to eat it, or bashing it with/into whatever they can do so. Crouchers will bite/beat at legs or feet, potentially causing enough damage to limit or prevent walking/running. They can also pounce from their crouched position, crash tackling the player to the ground, into props/furniture, or into walls, dealing damage depending on the surface and speed of collision. Runners will simply bowl into the player, striking, biting, etc... usually after having knocked the player (or players, depending on proximity upon collision) to the ground with their initial charge. Good co-ordination means they will be able to pivot on heels or quickly recover if they miss on a charge/pounce/other manouvre and immediately try again. Zombies could additionally drool or spit when they make their more agitated noises, potentially infecting a bleeding or heavily wounded player.
  10. Wolfguarde

    What do we really want as far as Day/Night?

    If there's no source of ambient light, then you should not be able to see. At all. Without a torch. Pitch black with no moon/clouds and rain, or in dense forests. Moon cycles, and light quality changes with how much of the moon is visible. 4:1 day:night cycle would be acceptable to me, but I'd rather just see a flat 4 hour day/4 hour night cycle. Absolutely gotta have to lock gamma/make brightness not affect lighting quality at night. No visibility at all inside rooms with no windows. Make torches and night vision goggles actually mean something. People complain about not being able to see because they don't want to use their torches and risk discovery. Let's face it, this is the ultimate motivation behind any call for changes to the depth of the game's darkness at night. Personally, I don't see that the devs should change it at all. Take the Dark Souls approach. Listen to your players, look at how their suggestions level with the overall game balance, and if you see something that affects your game balance in an adverse way, change it. Otherwise... ...Nope. Though to be purely selfish, I still want to see perma-night servers.
  11. Wolfguarde

    Which vehicles would you want to see in DayZ?

    Funeral hurse, ice cream truck, anything with sirens. A couple of really fast, really nice vehicles, with extremely rare (random) spawns. Some heavy vehicles that can plough through props and other garbage on the road, possibly also into (but not through) houses, causing them to collapse. Not completely on topic, but I would love for people to be able to spray-paint a 'tag' (think L4D-style tagging, where you upload your own picture as the image file) onto their vehicles, located either on the doors, bonnet, or roof. While I absolutely love helicopters in the mod, I think they should stay there - bases are far too easy to find with them, and flying vehicles mean that eventually you're going to have a 90:10 ratio skewed toward underground bases if they're implemented, with little or nothing visible above the ground.
  12. Wolfguarde

    Defibrillators

    Probably already been mentioned, but here's a tidier/more realistic idea. Defibs can revive the player if: - Not shot/struck in the head - Not killed by excessive gunfire/vital organ shots - Not killed by excessive melee damage with a sharp weapon Most importantly: - Player died within the last three minutes. Other conditions: - Player revives with any bleeding, broken bones, infection, or starving/dehydration debuffs intact and at the state they were upon death. - Player revives with no/negative blood and nearly no health - health loss is suspended for a period of three minutes to allow a fair timeframe in which to feed, mend, or restore whatever issues killed/damaged the player. - Depending on the severity of the damage the player died from, the defib has a significant penalty on its success rate. Thoughts? Personally I think this would balance somewhat the potential to bring a person back to life. Of course, they should be pretty rare, as well, but all this makes them more or less something you cannot make effective use of without an organised team, rather than something you can just pick up and shock your buddy back to life with.
  13. Wolfguarde

    What do we really want as far as zombies?

    Shitloads of them. Absolutely shitloads, roaming in packs pretty much everywhere, if they haven't already infested a place. I recall Rocket mentioning that they planned to have areas be 'clearable' - meaning zombie spawns could be wiped out by killing everything off in a specific area - but still infestable by wandering packs of zombies. This idea really appeals to me, in combination with a few others. The main one of which being the idea that zombies can grab and tackle you. That single change turns zombies from a mild pain in the ass that never stops chasing you to something that is still a moderate or high threat even on an individual level. Sure, once you have a weapon you can handle one or two - as it should be. But a pack? Cornered in a house? You're fucked. You should be fucked in that situation, and in my eyes we don't need specials or tweaks to zombie speed or strength to do that. They just need to be able to put us on the ground and start eating us. Plus, as I mentioned in the thread that I originally brought this idea up in, it would be fucking hilarious in the early stages after the change to watch ravening swarms of zombies converge on unsuspecting Cherno/Elektro snipers after they fire off a shot or two into the city. It would add a whole new dynamic to player interaction - particularly to PvP and firearm kill-on-sight, since every shot can potentially bring every zombie within two hundred metres down on your head.
  14. Wolfguarde

    Why Was Music Removed?

    Another poster nailed it, I think: Why pay someone for their music when nearly nobody has it on by their second week (or even day) of play? But there will be other factors contributing to the decision. They might not want to pay royalties for the music, or the artist producing it might have revoked their right to use it, etc, etc. Couldn't hurt to post it in an FAQ thread or some such. The devs seem pretty responsive to the playerbase.
  15. Wolfguarde

    Is there a benefit to surrendering gear?

    If you're looking for an interesting/RP experience, you go along with a holdup. If you value your gear more than the potential hilarity/immersion of the experience, you fight for it. Simple as that. Each play style has their option, and you might find you enjoy one more than the other in different situations.
  16. Wolfguarde

    DayZ in general, bandits and nighttime

    What I've heard/read of things suggests zombie AI will come in late in the game's pre-release development - I'm guessing it's one of the more complicated issues to tackle, and they want everything else stable and secure before they start building on it. I may be going out on a limb, but I expect that loot and water outlets will get a hell of a lot rarer in the late alpha/early beta, to make it a more realistic experience. Loot table variety will be greatly enhanced, though likely more heavily in beta than in alpha. And I know Rocket mentioned sometime before the Alpha release that the team intends to work something out that cancels the advantage provided by gamma adjustment at night. We just have to wait and see what comes through as a solution.
  17. Wolfguarde

    PvE and PvP Server

    While it would technically be doable with a fully functioning zombie AI, I can't help but feel you'd lose the majority of the challenge factor of the game that way. PvE is doable on servers as they are, you just need to be alert, observant and careful. Like a fox.
  18. Wolfguarde

    I'm now killing on sight.

    You're going to die a fair bit using this kind of strategy to find allies. I know because I have done it. All I can say is that it's worth the grind and potential dozens of deaths to find even one person you can trust that you can play with. It can take time, or you can get lucky, but it will be worth it in the long run - especially when bases are implemented, and you find you need help acquiring the materials you need to build and improve your buildings.
  19. Wolfguarde

    24/7 night servers.

    Just putting it out there. There's 24/7 day servers but no 24/7 night servers that I'm aware of. Don't know about the rest of you, but I think it would be amazing.
  20. Wolfguarde

    24/7 night servers.

    I don't really approve of 24/7 day servers either, but I'm an 'each to their own' kind of person. I don't see the point arguing over it - it's not going to stop anytime soon. I would love to see permanight servers though, simply because I have a lot of my more interesting player encounters at night, or did back when I still played the mod.
  21. Wolfguarde

    24/7 night servers.

    I remember reading that Rocket intends to fix that exploit. Has he given up?
  22. Wolfguarde

    PvE and PvP Server

    OP, if you genuinely desire a play experience which minimises your chances of dying to bandits, these are the things you have to know. http://dayzdb.com/map/chernarusplus#2.071.098 The above link will take you to the DayZ Standalone map of Chernarus. This map is interactive and, while not complete, shows you a reasonably accurate spread of resources across the map. For reasons other than what I'm about to go into, you will obviously find this useful. 1: The game is about resources. Your life is a liability. This means that most people you find are going to shoot first and ask questions later - either because they want what you have, or don't want to lose what they do have to you. This means that staying around places that are frequently looted by other players is going to stand a pretty high risk of getting you killed. 2: Be prepared to waste a few lives looking for friends. Most people who are going to shoot you will do so on sight, or after robbing you. If you want to find a group of people to play with, don't bother looting for your first few lives. Go looking for people and ask them if they want to team up. You will die quite often, but you will, if you're persistent, eventually find a person or people willing to let you join with them. Once you've found yourself a group or partner who hasn't tried to kill you, exchange contact details and be ready to start looting next time you log on. 3: The coastal cities are the ghetto of Chernarus. Elektrozavodsk and Chernogorsk in particular are popular looting zones, which makes them ripe places for the opportunistic or desperate to go to kill each other for gear. There will usually be at least one sniper covering each city and a lot of people running around with guns and ammo. If you want to survive for a decent amount of time, get off the coast. 4: Low output loot zones are relatively safe. I spent a lot of time playing the Origins version of DayZ last year. One of my survival/looting tactics was to find a relatively small town with nearly no loot prospects and farm the hell out of it. While my looting strategy at the time was based on loot cycling - which I expect will become redundant in the standalone - sticking to places with relatively little loot on that map I linked you will significantly increase your chances of surviving. You'll still encounter people from time to time, but you'll be away from the killing fields that everyone tries to farm because they can't be bothered running for fifteen minutes to get away from the coast. *** Short attention span, didn't read version: I understand you don't like dying to PvP, but it is a core element of the game, even though by rights killing on sight should not be. There will not be PvE servers. But you can take steps to minimise your chances of being slaughtered by PvP players by avoiding the places they frequent and keeping well away from established looting routes. Provided you're willing to take the appropriate measures, you can easily avoid most PvP in this game with very little effort.
  23. Wolfguarde

    Modular Clothing

    Would be nice to see dyes and needles/thread for altering clothing. I would love to see clothing be repairable, and to be able to have a motif on your shirt/pants that can be selected from your computer, much like the spray tag in L4D/L4D2. It would also be nice to see some alternate-style clothing with storage space, or just a much wider selection of clothing in general, though I see the things I have in mind (trenchcoats, mascot suits, etc) as being more likely to be modded into the game by the playerbase than added in as a core feature.
  24. Wolfguarde

    Don't publish additions or changes in updates

    Actually, ideally, you would have all of those 1 million people testing. More bug testers means more bug reports means better game for all and more stress for whoever's sorting bug reports :P
  25. Wolfguarde

    Why some people even do play DayZ ?

    Blasting Daymanstep through local chat while riding a flat-tired old bike down Taviana's Mitrovice highway was one of the more interesting nights of my DayZ experience.
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