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Everything posted by doctorbadsign
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Do Zombies Dream Of A Good Nights Sleep? (Zombie feedback)
doctorbadsign replied to SmashT's topic in General Discussion
The zombies are worse than ever. I've not played since they implemented the new respawn mechanics. I don't much care for running along, and having to stop, get my axe out every few yards to hit a zombie. Its made moving from A to B even more tedious than it was normally. -
This is probably going to be controversial, but I will posit my thoughts nonetheless. I think DayZ would benefit from some simple ambient music. Don't agree? Well you could just turn it off. Or you could try playing S.T.A.L.K.E.R at night and you'll see how much a simple eerie soundtrack can enhance the atmosphere and creepiness of a game. If it was done right I think a simple soundtrack could enhance DayZ... Combined with ambient background sounds like owls and wolves and you're onto a winner.
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If you forget your password steam will send a link to your email account to change it. If you want to log in to your steam account from a new pc you need to get a code from steam in an email to verify. He won't be able to do shit with people's locations. He would need access to your email address and your steam name. The point of this thread isn't lost on people, the point is that there is no threat in someone asking where you are from in DayZ.
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Want to See Molotovs in This Months Update
doctorbadsign replied to blunce's topic in General Discussion
I can see them adding molotovs I don't think they will be that good though. I can't see them setting things alight for sustained periods of time or fire spreading or anything. -
I think it could be good if done right. If you were soaked and then got extremely cold for example, it would be interesting if it did simulate hypothermia. However, the ruining everything part is just stupid. The only items I can think of in game that would actually be ruined if they got wet are matches and that is about it.
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It is pretty ridiculous if you ask me. It should just make you soaked (which would in turn create health issues) and make things in your pockets wet, and perhaps ruin certain items that would realistically be ruined if they got soaked (matches for example).
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Proper Evisceration & Decapitation Would Be Nice
doctorbadsign replied to Deathlove's topic in General Discussion
I don't think there should be anything over the top gore wise, but the wounds/blood could definitely be improved. A system where by you might be able to tell the direction of a shot from the blood spatter would be awesome. Decapitation and mutilation however seems a bit much to me. -
Another tip is to keep asking things constantly. If they are delaying their responses in any way they are probably communicating with their friend(s). In that case its probably best to kill them and leave.
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If they are adding an airfield to Balota they might as well delete the rest of the map
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I gathered, just a little ironic still.
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"Don't kill fresh spawns" *shoots a fresh spawn* Consistency ftw!
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By taking the authoritative position. Make them put their gun on the floor and walk away from it, if they don't the trade is off, and if they aren't careful their dead.
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Hunting- It better be damn hard
doctorbadsign replied to hannibaldaplaya's topic in General Discussion
There needs to be better stealth in this game full stop. Then we can have difficult hunting. If the animals are anything like zombies then they will see you at the same distance whether you are crouched or prone. I would love a system that takes this into account, along with camouflage (for hunting at least). I'm not sure how it could be worked, but perhaps items of clothing could be giving a camouflage rating which when totaled up affects the distance at which animals can see you. -
You immersion ruiners you.... *shakes fist*
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Pretty accurate tbh. I don't see why anyone without a vested interest would see DayZ as anything other than a bit boring and rubbish at this stage in development
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Just let him try it?
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Its only happened to me once, but I do appreciate the frustration. They need stricter rules about the naming of servers, also some sort of system whereby servers that consistently kick a lot of players get looked at.
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I think the whole of the coast needs rethinking in terms of loot. I know its not very realistic but loot should get proportionally better all the way up to the NWAF---where you find the best gear in the game. There needs to be some kind of incentive to get players to travel, I'm not fussed if people still head back to the coast after gearing up to kill fresh spawns or whatever, just as long as there has to be some effort involved.
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What Mods do you want in the SA
doctorbadsign replied to king_of_the_beans's topic in General Discussion
As long as its not self bloodbag, spawn with the most powerful gun in the game, and 100,000 vehicles, or easy-mode zombies I'm pretty much open to most suggestions mod wise. -
Okay can you think of an emotion based system that would be good? Cause I can't. More stuff to do in game will reduce KoS because a lot of people don't have anything better to do at the moment. Once you have a gun and get geared up you have very few options for what to do. Most decide they might as well use up their ammo on other players. If you spent ages developing some skills on your character that will be wiped on their death, would you want to risk it in unnecessary or unprovoked PvP? If this was implemented you would not eliminate KoS but a lot of people that engage in it now out of boredom might think twice. Nothing will ever end griefing, but I would posit that an emotion system is the worst solution because it will change nothing. My suggestions, which are planned will have some impact I'm certain.
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1. Vehicles, rare items, bases to name a few. 2. Stats, perhaps some cool appearance type things, and learned skills that develop over time
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Not sure if any of this would be possible to achieve. Even if it were, its never going to stop people killing. Why would anyone care about these effects? Most would just find them annoying at best. Also I disagree with the concept of anything persisting beyond death in game. You want to stop DayZ being a deathmatch, which is fine, but this would be the worst possible way of doing so. Here's some simple things that would work: 1. More stuff to do in game 2. Make the character more valuable than gear 3. Better zombies etc etc.
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What do you envision?
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Ok so I want to make it emphatically clear that this topic is mostly my opinion and I am willing to accept that it may differ from yours, despite this I wish to keep things civil. Also I want to make it clear that despite some heavy criticism of the map, I do not hate DayZ, I am just thinking about how it could be improved in my opinion. Finally if you want to scream "alpha" you'll just get ignored, this is not about any features that are subject to changes that radically alter my criticisms, its about the map---which despite some minor changes will be pretty much as it is on release. Any changes that are made, unless they are ridiculously large and beyond the scope of the project do not invalidate any of my criticisms. Now that's out of the way, lets get to some of my thoughts. I think that defenders of Chernarus are often touting the fallacy that large = better. Whilst size is a factor in a good map, I think it needs to be balanced with a map that draws you in and makes you want to explore it. I hear some of you about to say "well I like exploring Chernarus" and that is fair enough, but it is evident that the majority of the player base are happy sticking to a few select areas, thus it would seem that for most the map does not call for exploration. Why doesn't Chernarus call for exploration? Firstly because the terrain lacks a great deal of variation, we do not see any mountains that call out for us to climb them for example. Secondly we know what to expect everywhere. What I mean by that is, we know what the buildings look like in every town on the map as they are just pasted everywhere and most of us do not feel an overt desire to see them in different configurations. We also know exactly what all the forests and fields look like from a glimpse of any of these areas. Even the potentially cool exploration points such as castles are just copy/pasted. Many people will protest that they only hang around the coast because there are no vehicles. But the thing is people will not use vehicles to explore they will use vehicles to drive around to specific copy/pasted buildings in search of specific items and this will be done in a very formulaic "there's a piano house in this town" manner. The distance is a chore that requires a car, not a pleasure that would be fun on foot. In my opinion Chernarus doesn't feel like the kind of map where I think "I just want to drive around and get lost" like say San Andreas did. Even if it were, if cars are made exceptionally hard to maintain this would not be plausible anyway. Another problem with having a larger map is that the larger the map the less chance you have of encountering other players. This is probably the main reason people hang around spawn points. No matter how the spawn system works, people will hang out where people are, that's what DayZ is about anyway. If the map size was reduced people would feel more like exploring because the chances that there will be someone else around that area will be increased. I know nothing will be done to change the map in DayZ, but that does not stop me from criticizing it or us from discussing it. In short I think DayZ could do with a smaller map with a much higher attention to detail. Whilst it is cool that BI used satellites and shit when making Chernarus, this data does not necessarily create a great game map. Really a new map could be designed with every aspect of gameplay considered, with enough wilderness, containing enough variation to satisfy explorers, with no copy/pasted buildings to remove the extremely formulaic looting process and encourage everyone to explore, that is not so big that people view it as a chore to traverse. An example of a good map would be Skyrim. When I am in that world I think "fuck the fast travel I'm walking everywhere" because it is so beautiful and fun to explore. When I am in Chernarus I feel no such inclination. My exploration is limited to, "there's a town, there's a chance of such and such an item in that house, lets take a look, ignore everything else. Fuck it I'm going to log out, I'm bored of hiking." Basically, despite being a really good concept pretty much all other areas, DayZ is let down by its map, which fallaciously assumes that larger is better, and in doing so sacrifices any inclination to explore because of its copy/pasted towns which make looting formulaic and boring and it lacks of places that call out for exploration. If you've been to Electro, you've basically seen every worthwhile building on the map, and if you've been in the trees around it you basically know what the rest of it is like. Players hanging around a small portion of the map is not a symptom of poor spawn mechanics, or loot balancing or anything, its because the map is poor and the map is poor because it sacrificed so much in order to be bigger than everyone else's map. TLDR? Find another topic.
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I don't. When I do I feel real guilt and doubt etc. Why simulate it? No need to explain what an emotion is. DayZ is not real life, nor is it a simulation, it tries to create an authentic experience that balances fun with aspects of realism (to paraphrase Rocket). Some things such as simulating emotions are too far and will ruin the fun of the game. Also how the fuck do you do it effectively? I feel actual emotions during my gameplay. I do not want my character to simulate emotions that I am not really feeling. "You are feeling guilty" Fuck off no I'm not...