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Everything posted by Zurvivalist
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Could any one give me some base line ideas on how long (unconscious) should last .Say from a Stun baton Cattle prod Punch to the head And which rifle/pistol is best for knocking someone out and has the least risk of one shot killing them ?
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General ideas about how the game should be
Zurvivalist replied to MaxTheSurvivor's topic in Suggestions
1. Starting location: It's likely that those who survived the infection are to be found in the city suburbs or small villages. Currently It seems we are all ship wrecked survivalist, mostly washing up on shore near boats Personally i would prefer we spawned randomly all over the map , maybe even by parachute to make it even more random. 2. Starting gear: Character starts hungry as it does now but player has a pack of crackers and a soda Disagree, Apple trees, gardening, trapping , fishing , all food needs are already easily covered with out ever needing to loot. Personally i would love to start out with a PET water bottle though ( multi use tool ) 3. Food spawn: Food loot very scarce, maybe one canned tuna every 10 houses Agree 4. Infected behavior: Low speed Zs roaming the streets in waves Agree , I would much prefer the slower walking dead as long as player speeds was re-balanced 5. Weapons availability: Cities should spawn only civilian handguns (mostly .22 or 9mm) Agree for the most part on this .Loot should match its location to an extent 6. Natural food resources: Wild Game should be more present in the country and in forests Agree Personally I always thought ( and if we get to mod this some day I will make it so ) that players should be able to find highly used / damaged guns Everywhere . About as common as they are now. HOWEVER. ammo should be near impossible to find . And when found it should only be a few bullets at a time , with the exception of a few ultra rare full boxes .Guns with attachments should never be found fully built , Heli crashes ? always hated them . I would like to see them replaced with small camp sites-smoking fire-loot in tents or on the ground. Same with police cars, Just replace with a dead body in the middle of the streets. -
Badboyz Roleplay lite -KOS and co BAN! - ts3+forum
Zurvivalist replied to dayz-spike's topic in Servers
Love this server. Been playing it for a few days now ,With no issues My play style . I walk unarmed everywhere . I will not pick up any guns ,or ranged weapons , Nor will i equip any large melee weapons on my back . I do not carry much in the way of gear. Rather i rely on my survival skills to trap,fish, and hunt. Crafting a bow when needed for animals. Thanks to the no KOS rules, Bandits are far more inclined to try and rob people. Which is what I am actively seeking out . To their shock and amazement I am far more prepared for this than they are expecting. I always pack a stun baton , extra batteries , rope /handcuffs,brass knuckles,burlap sack , and saline bags. I wait for the moment while being held up at gun point , for them to get close. really close , Then i strike fast and accurately. Once they are knocked out , I cuff them , saline , and sack . Steal their shoes and what ever else they have i want , or dont want them to have ( normally their weapons ) Force feed them a human steak and charcoal tabs, then run away to a safe distance and watch them break-free . The entertainment value of these situations far surpass anything I've done in DayZ in a long time. FYI your TS server is passworded -
was not intentional , I though the USE option was what i needed to USE on him....
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As someone who handcuffs a LOT of people, I am forced to agree with the log out=death penalty as a temporary solution . What I would much rather see , is -Once restrained player is unable to log out . -Dies if Alt-F4 while cuffed / tied -Hand cuffs are unbreakable. Or atleast a LOT harder to break out of . -If have keys,handsaw,or lock pick in inventory , able to use them while cuffed at desired time to break out. -Same with ropes , need some type of knife already in inventory to cut yourself out. With out knife , takes much longer to wiggle out Unable to sprint when restrained, But are able to jog ( required to still avoid zombies later ) *easy to prevent someone from escaping by just adding burlap to blind them -Should also have the option once hands are bound , to also bind legs to prevent any movement
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probably suggested before After playing breaking point a bit , I really like the idea of just taking any random house on the map and locking the doors making it more secure by adding fortifications (either visual or not) Ideally we could cover windows with boards and add stronger locks . eventually setting traps outside and inside for passive defenses . Maybe set so player can only own one house per server. would reduce the server load that would come with base building
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agree . but use on self option needs to be removed from defib
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You can set this up yourself using 3rd party software https://youtu.be/CPsDdLRdfBk
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http://youtu.be/XDTdm8EW64c
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agree Should have been the first implemented vehicle . Not the v3s.
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https://youtu.be/Tr_KVNrxtRI Not going to happen here
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They will never get fast zombies to balance out right . The engine is just too limited . As I have been saying since the beginning . Walkers are far easier to create, Far simpler to reduce player movement speeds and ammo supplies to balance out threat levels. Large hordes of fast moving , animated , clothed, textured ai will always result in lag and glitching . Game would be far better off with ( someday) large herds of slow walking zombies, slowing over whelming solo survivors . Looting areas with high populations of infected should require planing and team work. The slower they are , the less animated, the less detailed , the higher the spawn count can become .
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Ban on a pound of Bananas ?? Topless porn for us lonely survivors ?
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thats why i always pack a stun baton , and hand cuffs. If i get the drop on them , I dont leave them with the option disobey . Stun - Cuff/rope - Burlap sack - Saline Sometimes take their shoes , just for laughs . Once tied , you should be able to distance yourself pretty far before they break out .
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thats not what I see in that picture
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Once upon a time , their was a bug . If you put on a burlap sack , then re-logged, you could see through it and use it as a mask. lets bring this back. Maybe rather than a bug . simple combining burlap sack with sowing kit or knife , makes a new hood personally kind of miss it .
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Suggestion for putting a pistol in your pants as a holster...
Zurvivalist replied to .joeys's topic in Suggestions
wouldnt work , too many clipping issues with all the different jackets, dresses and shirts what would be nice is belts and belt holsters -
Come at me bro
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What are these "zombies" you speak of ? This is strictly a hunter /gatherer survival simulator . Jokes aside. I have been testing the zombie horde concept personally for a few years now. As my original desire was to figure out massive hordes of zombies ( ie: 28 days later / world war z style ) I have come to understand a LOT of complicated fundamental design flaws with doing this. In the most simplest way of explaining it. Large hordes have a LOT of inherent problems. Mostly due to current hardware . That much animation and rendering translates mainly into a LOT of lag. Either server side or client . The very best I have managed so far , by testing and retesting different horde make ups . while trying to balance performance and aesthetic quality . Are hordes around 20-30 in max count per horde , Slow walkers to reduce FPS and server sync demands that come from faster more animated designs . "nude" skins to remove extra external mesh over lays (clothing) which was just one more thing that had to be rendered in . and other overlay textures ( blood splatter ) and such . Removal of many "shiny toys" did help to raise the over all horde count but also required other changes in the game to maintain balance and threat levels . In a nut shell since we are limited by today's hardware tech . If you want massive sized hordes , you have to sacrifice the fast moving more animated complex zombies, and get very creative with the slower walking corpses .
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tested again tonight just to double check , went to a few night time servers. Stars are so far away , its near impossible to determine constellations , Sun &Moon would be far more helpful if they Rose/Set on primary cardinal points (N,E,S,W) Rather than SE-NW ish. I know this could be argued as "realistic" but some sacrifices need to be made for play-ability . Especially for un geared newer players who have not yet mastered navigation skills.
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I'm fairly certain I've never seen any constellations in the night skybox, I'll double check again tonight . Or could this .. like clouds and shadows, be video related ?
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Simple fix. Delete items in dubug land upon restart like in the mod days . Set fog levels around the map to max so you cant see endless openess , Make fog toxic as they plan to do this anyways with in the new Tisi military base so if you explore too much into that area you die . This fits into immersion aspects as well , because it explains why all us survivors dont just band together and pack our bags, get out of this murderous zombie infested country . From what I understand , Debug land is actually randomly generated land terrain . So if that be the case, I would personally really love to just see the code changed a bit so it created a endless thick forest . Leave it as is, Where we can park cars and place tents out on it . But just endless overgrown wilderness. A place for us camp builders to go and find security . With no maps and no land marks , we would have to rely on more creative navigation methods to re locate our camps. (ie: 10 min run North by North west from this dead end road ) My primary reason for always hating the cherno map has been mainly due to its total lack of thick forests for setting camps .
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I really want to do a halloween outfit , with this mask, and chainsaw lol . I've been throwing pumpkins at people for days now. Sadly they do no dmg , but it is fun to get them raining from roof tops
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Simple formula and idea Sprinting X distance tires you Forced reduction into Jog Jog for X distance tires you more Forced reduction into walk. Fuels off Stamina meter +Energy meter Stopping to sit and rest (F3) recovers stamina over time. Other poses ( prone, crouch,standing) recover stamina at different rates. Too low of Stamina + Energy = results in passing out Higher weight penalty on large items in inventory increases stamina consumption So you can no longer toggle sprint across the map with a inventory full of car batteries , weapons and gear. Pros : Long distance travel requires more forethought , Vehicles gain an increased value beyond , just convenience.
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Looking for a hunting scope on public hive server. Willing to trade just about anything you could want. Send me a pm or something if interested .