Forums Announcement
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
-
Content Count
493 -
Joined
-
Last visited
Everything posted by Bottlerocket
-
Reddit - Aug 2012 - Q&A with Rocket
Bottlerocket replied to Max Planck's topic in Mod Announcements & Info
Frankly guys - I've read half of it (very late here) and my jaws on the floor. The plans for the standalone sound excellent and what's more - they all seems so achievable. I've really got faith in the dev team that they will pull the majority of this off. From the start, the DayZ's dev team have hit the right marks time and time again with their decisons, imho, but to see the breadth of vision laid out here is something beyond my wildest expectations. I can see that they have a full picture of the current build's limitations - from hacking to inventory - and are moving away from that with the standalone. Hopefully those that shout the loudest about DayZ's flaws will see this and gain some patience. Just a couple of thoughts - No to NPCs. Let's keep this real. Yes to more character persistance -"you build a base and the better it is the better options you have, such as storage and respawn etc...." Starting out in DayZ is the best bit at the moment, but that will change when more endgame gets added. It may eventually put people off if they have to keep starting from scratch. BUT - the current death penalty is what sets DayZ apart from the crowd. Don't tamper too much. Finally, I save my most scornful laughs for those who buy 'collectors editions' of games. But for the first time I'm going to do just that, should there be a special standalone version. Best of luck to you - The very best of luck. -
Problems with coast spawning to stop loot farming.
Bottlerocket replied to CptBywater's topic in DayZ Mod General Discussion
I thought this was a bug? You mean it's intentional??? Dev team - can we get some clarity on this? I mean, it's not working as intended.... I was in the north when I logged out. Later on, hours later I may add, I logged back in and was on the debug plains. Fuck it, I thought - and logged back out. I try and get in game, but hang on the loading screen, so I quit and re-log .... and appear at the coast. That's two log-in attempts. Only one of which worked. Also, I lost all my gear on the debug plains - but meh, shit happens and it's Alpha. Edit - thanks disgraced - so it's just specualtion. Phew. -
Totally fed up with DayZ two days after buying
Bottlerocket replied to RobertBob's topic in DayZ Mod General Discussion
FFS noregrets.... I admire the attempt, but some of us look at this forum during work hours. And, OP - You bought nothing except Arma II - this is an Alpha version of a mod which will one day spawn a standalone game. Comprende? -
Yep, seems to be connected to disconnecting - possibly also involving trying to get on another server and quitting because you're hanging at loading screen. Happened to me and I lost all my gear, including my backpack. Anyone filed a bug report?
-
Happened to me too today, with a side trip to the debug planins, meaning I lost all my gear... Was great! I got to keep my character's stats and do the whole starting-all-over-again thing. Got everything except a backpack. Thank god elektro was quiet :)
-
1.7.2.4 VS. Hotfix 1.7.2.5 which is better?
Bottlerocket replied to crusader_111's topic in DayZ Mod General Discussion
Hi ... I'd use that format, but you're over-thinking this a bit. If it works - and it does on my machine - install 1.7.2.5. You're here to test an Alpha version of a mod and give feedback. That's why it's free. -
Hotfix Build 1.7.2.5 Rolling Update
Bottlerocket replied to rocket's topic in Mod Announcements & Info
Thanks, man - after an hour of doodiling around doing nothing, it suddenly kicked into gear...... Installed and all running well, so far .. Aw, yeah. -
Hotfix Build 1.7.2.5 Rolling Update
Bottlerocket replied to rocket's topic in Mod Announcements & Info
Anyone else gettign absolutely terrible download speed on the torrent? Using utorrent here and am getting 0.5kb/sec. eh? -
DayZ giveth, DayZ taketh away ... Mostly taketh.
-
Hotfix Build 1.7.2.5 Rolling Update
Bottlerocket replied to rocket's topic in Mod Announcements & Info
Good stuff, DayZ dev team - and these Lulz rocket mentions seals the deal. But are they warm, santa-style belly-lulz? Or evil, Golem-chuckling-in-the-dark-style lulz? -
To not get shot. What will it take. Seriously
Bottlerocket replied to flat1820's topic in DayZ Mod General Discussion
I don;t shoot on sight and have had several friendly encounters. Apart from my missionary work, http://dayzmod.com/forum/index.php?/topic/22485-im-kinda-like-jesus-but-not-in-a-sacriligious-way/ I've also ran into a few guys who didn't want to fight and we teamed up. I once came across a Belgian guy I helped get a gun, and we raided Balota and the military tents nearby. Then I also came across two seperate guys in the middle of Electro, and we parted as friends, so it's not impossible. -
Can we dance if we want to?
Bottlerocket replied to omgwtfbbq (DayZ)'s topic in DayZ Mod General Discussion
I've always been a bit ...meh ... about dance emotes in games. The comedy value is somewhat blown by the whole immersion-busting thing. But, fuck me, the dancing vids are so funny I'd really like to see it brought into DayZ, even though it's pretty much against the whole dark and brutal spirit of the game. Naysayers should really go watch them before going all out against them. It's comedy gold. -
The Problem With Saving Location
Bottlerocket replied to thecoolsideofthepillow's topic in DayZ Mod General Discussion
OP - this has been posted about countless times. Welcome to the party - but please familiarise yourself with the search button or you're going to get a few odd looks. -
Best Hacker of All Time... Scariest Moment Ever.
Bottlerocket replied to [email protected]'s topic in DayZ Mod Gallery
That second one is really scary ..... Anyone who has Mountain Dew! Take it to Green Mountain! The spirits must be appeased! -
But I think I get some of what the OP is saying. Some of the movement in this game is .... clunky? The throwing animation springs to mind. I get why we can't shoot and run, but surely you should be able to throw and run? Or at least do the 'wind-up'. Just look at cricket....
-
Great news! To the OP - DayZ the mod for ArmaII is being made. DayZ THE GAME is also being made, with the Arma III engine! It's the ultimate win-win scenario for fans of this mod.
-
The tactical significance of sniper rifles, accumulated rebuttals and why they're here to stay
Bottlerocket replied to ZedsDeadBaby's topic in DayZ Mod General Discussion
fixed that for you, brah. -
The tactical significance of sniper rifles, accumulated rebuttals and why they're here to stay
Bottlerocket replied to ZedsDeadBaby's topic in DayZ Mod General Discussion
Have you read my sig? Ach, I forgot, you struggle with the whole 'reading' thing. Look, lovey - I appreciate your efforts killing snipers, and all, but perhaps you should run along now. -
The tactical significance of sniper rifles, accumulated rebuttals and why they're here to stay
Bottlerocket replied to ZedsDeadBaby's topic in DayZ Mod General Discussion
I'll note that you survived this 'dark, brutal' encounter unscathed. Sounds pretty safe to me. -
The tactical significance of sniper rifles, accumulated rebuttals and why they're here to stay
Bottlerocket replied to ZedsDeadBaby's topic in DayZ Mod General Discussion
Dear me, you're just not very bright, are you? Try reading my post - or better yet, get someone to read it for you - and then address the points in it. I'm not really bothered about avoiding snipers, killing snipers, tickling snipers, dropping my backpack in front of them and having a boogie... I don't care about sniper rifles being 'overpowered'. Every gun in this game will kill you far faster than any other FPS - and that's just great in my book. Fits right in with what I want DayZ to be. I'm bothered about the fact that once you have a sniper rifle, you are effectively removed from the 'dark brutal world' the dev's are striving to create. I want survivors fighting in the mud with hatchets over a can of beans, while a zombie horde approaches to tear their livers out and devour them before the survivors still-seeing eyes ..... I want running battles in the streets, where Cherno and Electro ring with the rattle of the AK and the pop of the Makarov. That's the fate I want - and I don't want anyone to be able to log into this game and escape it by sitting on a hill 800 metres away taking pot shots at people, pausing to drink a coke and eat a steak, and then getting right back to it. To me - that's easy mode. -
The tactical significance of sniper rifles, accumulated rebuttals and why they're here to stay
Bottlerocket replied to ZedsDeadBaby's topic in DayZ Mod General Discussion
That's so far away from the point I'm trying to make it might as well have been dreamed up by the Mars Curiosity Rover. In simple terms, I think, as per rocket's vision, DayZ should be a dark, brutal experience. To my mind, sniper rifles negate this dark, brutal experience. Once you have one, much of the threat is gone from the game. It becomes 'sniper v sniper - with zombies!'. Not dark, not brutal - not cool at all. And just to rebut the point you quoted anyway - even though it's got nothing to do with my argument - it's bogus. The OP describes the 'skill' of sniping as though he is facing a similarly geared opponent (choice of sniping spot etc), when in reality, that's very rare. Also: "Lastly, it actually does require a fair amount of skill to effectively snipe targets using these rifles. Unless the target presents at a fixed distance and remains stationary....." A good point in real life, perhaps, or even in Left 4 Dead - where everyone learns to pogo around to put off hunters/smokers aim ... Less relevant in a game where the hostile NPCs are triggered by movement and the best way to avoid them is to go prone and crawl. Sorry, you're going to have to do much, much better than that to convince me. -
The tactical significance of sniper rifles, accumulated rebuttals and why they're here to stay
Bottlerocket replied to ZedsDeadBaby's topic in DayZ Mod General Discussion
Uh .... no he didn't. Please show me the heading where it discusses "sniper rifles make the game easy mode". Or are you yourself too fucking retarded to understand the point I'm getting across. -
The tactical significance of sniper rifles, accumulated rebuttals and why they're here to stay
Bottlerocket replied to ZedsDeadBaby's topic in DayZ Mod General Discussion
I read the OPs post - and not once does he address my main complaint about sniper rifles - they make the game too easy. This is supposed to be set in, as my sig suggests, a horrible, brutal world. Sniper rifles take you out of that world and give you an easy mode where you can engage just about any target with little fear of risk. The OP talks about having 'teams on overwatch' armed with sniper rifles while they go looting. How's that scenario brutal for those on the team? Short of coming up against a similarly outfitted group - and that's much rarer than these forums would suggest - there is no challenge being presented to anyone on that team by DayZ. The snipers are safe in their little bubbles, far away from the action, while the looters have an unbeatable god backing them up who can lightning bolt anyone who gets too close. It's easy mode - and that's why they have to go, IMHO. Imagine, if you will, that same scenario - only everyone armed with shotguns and AKs. They could never be sure that a threat could come from anywhere. Even coming across one survivor with a shotgun would be dangerous. How much more tense would that be for the team of looters? How much more in the spirit of DayZ's avowedly brutal style of play? "But ... tactical gameplay!" I hear you cry. But that's not DayZ, I reply. Tactics can play a part yes, but I don't think that we should have crack commando teams running around in a post-apocalyptic scenario where everyone is just trying to survive. There is a game that uses DayZ's weapons - and engine - which does this sort of thing much, much better. The game you are looking for is called ArmaII. You should try it. -
I believe the technical term for such an act is 'chimping'..... Anyway, back on topic - Well done getting DayZ the mod made into dayZ the game! A victory for modders, independents, and gamers who are sick and fed-up with the latest on rails FPS or theme park MMO. Good luck with the development - and just remember: "It's done when it's done".
-
thought cherno was a pvp hotspot?
Bottlerocket replied to Rifle Eyez's topic in New Player Discussion
It all depends ..... Chernarus is a big, big map. Sometimes there's people in the cities, sometimes not. On my current spawn I began standing up on the outskirts of Electro, instantly aggroed a few zeds and had to sprint for my life into the city. Working my way south to north, I got out with better gear, a Mak and an enfield. Only sign of acvivity was a dead body in the market and occasional gunfire. Previous life to that I met up with three randoms in the centre of Cherno - we stayed friendly - then got sniped five mins later. That's what's so great about DayZ - you never, ever know what's going to happen, or where that bullet with your name on is going to come from.