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Everything posted by KnT47r
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I like DemonGroover's suggestion
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1 - Don't care enough to comment 2 - Tents fulfil this purpose already do they not? 3 - Join a clan? The whole point of a sandbox game is for the community to build this shit, not having an in-game feature. But I want to ask; Why do you want to deter people from playing Lone-Wolf? What's wrong with being a woods hermit? 4 - So many levels of no...
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You were knocked unconscious on a (motherfucking) boat and woke up on a beach having dropped your baseball bat/hatchet/crowbar/lead pipe/police baton/combat knife/golf club/etc There, it's realistic once again No spawning with weapons kthx
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@Jagge The zombies are not dead!
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I'd say get rid of the whistle, can you imagine being on the coast? You'd hear nothing but high pitched ear-death :P
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Wouldn't the zombies be smelling all of the other zombies around them too? They are still alive and will need to shit/piss themselves after all that flesh eating and blood drinking, producing a FAR worse smell than that of a reasonably healthy survivor I'm not on board -1
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Adding upon the heartbeat monitor - Solving the "kill everyone you see" problem
KnT47r replied to [email protected]'s topic in DayZ Mod Suggestions
If anything, your accuracy/heart rate should get better the more people you kill because you're used to doing it. But still, terrible idea. No x678029347520345723452345 unless there is an equally stupid thing for people that aren't bandits implemented -
Than your first 6 words - "Maybe to help reduce player killing..." - are a little misleading then isn't it? :P Besides, why would I steal your beans when there is a nice tasty cow/goat/sheep/pig in the next field? Food isn't exactly the hardest thing to come by in this game
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This won't control anything. Bandits do not kill you to loot your precious beans (unless they need it of course) They kill you to rustle your jimmies
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-1 Needs to not punish people for opting to play as a bandit
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"they are locked out of that server" I dislike this immensely, it'd become too much of a hassle to keep track of which server you can play in and which server you cannot. Also what if I'm playing with a friend? I'm locked out of the only server he's locked out of and vice versa (very rare I know, but for argument's sake) Overall (after reading it 2-3 times btw) I'm not keen, such a large mechanic that will cause more annoyances than interesting play IMO
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'From my cold...dead...hands...' (rule based choices)
KnT47r replied to hoik's topic in DayZ Mod Suggestions
Not so keen on this one. The troll in me would just sit and wait for the person to come grab his death-gripped stuff and I'd kill him again...and again...and again...etc -
Life/Death Calculator = intrinsic value/culture
KnT47r replied to hoik's topic in DayZ Mod Suggestions
Honestly, the idea is what the devs need, the numbers are just things to be tweaked as time goes on Without having the official numbers that are stored on the hive there is really little point in working out the math at this stage. -
Helicopter Crash Site Implementation Change - More immersion, realism, fun.
KnT47r replied to 7-75 callaghan's topic in DayZ Mod Suggestions
You also get the buddy Jesus smile of approval Great idea dude, +1 -
Life/Death Calculator = intrinsic value/culture
KnT47r replied to hoik's topic in DayZ Mod Suggestions
Hoik is awesome so he get's a picture! Great idea brohan, +1 from me @HDFX - I don't think you've thought about it hard enough. If one was to kill (and statistically die) heaps, there'd be lots of shitty loot. If one was to survive heaps, there'd be shitty amounts of really good loot. -
There's 2 main playstyle achetypes (and a mix of both); "Survivor" - People who tend to be friendly whenever they can "Bandit" - People who tend to be unfriendly whenener they can If you punish the bandits for playing how they want to you need to have a similar punishment for survivors. So if you make bandits go insane from killing people, you need to make survivors have a similar but different negative effect from not killing people. Is it really that hard to understand duality? That is fairness, capiche?
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Or have it requiring a toolbox to set-up, pull down AND make it a rare® spawn
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Ah I misunderstood the OP then, it seemed to me that you were just bandit bashing lol Not sure if you've been following some other threads on this topic (there's a lot of them) but I reckon something like stealth bonus to survivors/peripheral vision range increase for bandits would be good. <- This is just an example off the top of my head, havent thought about balance/game implications much yet Very minor things (eg, this would provide the choice of do I want to sneak by zombie's better or have the potential to get the jump on a player easier?) would be far better than huge mechanical things
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I like it, but a comment on usage vs Zeds; they aren't dead zombies so they should still be able to be knocked the fuck out
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Random scripted events = 100% on board Dont think we need another military weapons drop though. Medical supplies, yep. Food/water drop, yep. But deerstands, barracks, firehouses, heli crash sites AND weapon drops would put too many milgrade weapons on the board IMO
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Tool Proposal - Flare Gun - Reposted from General Discussion
KnT47r replied to [email protected]'s topic in DayZ Mod Suggestions
I like this idea +1 from me :D -
At least you're thinking about both playstyles I don't particularly like the more damage/more blood thing as I would take more damage everytime hands down since I hardly ever aggro zeds and usually only die to being shot thus making extra blood useless. Maybe something like a stealth bonus for survivors (learning to adapt to how zeds react to stimuli) and having your peripheral vision work over longer distances for bandits (always searching for the next kill). Minor things that help but won't give too large an advantage
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That's right. Equality at its finest ;)