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Your DayZ Team
SEF
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Player Identification and Classification System
SEF replied to ZedsDeadBaby's topic in DayZ Mod Suggestions
Im not sure if this idea cant be cheated, but any idea that gives consequences to one's actions is welcome to be tested. Right now bandits have only advantages in game, they are perfect in concept, collecting the spoils of war and fully disguised, while survivors that struggle to gear up and live without killing have...nothing. It makes more sense to me that any choosen way has its down and upsides. In your idea what if clan players judge each other as good when they arent actually? What if somebody is lucky enough to flag one's kill as murder and actually that person was killing a bandit who you havent seen? What if people troll you by flagging you wrongly on purpose? And i guess 20 meters isnt far enough, maybe 50. Unless you have a scope or whatever tool, 20 meters far is likely to see a bullet coming than somebody(specially with friends) unaware of your presence. -
Its not possible to get meat from gutted animals in current version. Also to keep people from diconnecting in combat, could the detection of current shot shock be a way to help that?
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[FIXED] Tents and items with ID's above 1 million don't syncronize (now it should syncronize, players to confirm) I guess this has nothing to do with the following issue that Im looking forward to being fixed: WARNING as of patch 1.7.1.5 tents will often reappear empty after server restarts regardless if the save command was used. NOT fixed in 1.7.2.3
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If its possible, another building or thing that can only be spotted by chance would be nice. With great and unique stuff at it to loot, like body armor or something. Destroyed tanks, cars or a bunch of dead soldiers with good gear.
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Players should be recognizable as friendly or not friendly
SEF replied to Brickle (DayZ)'s topic in DayZ Mod Suggestions
Actually removing the bandit skin is fake, since a killer in real life usually doesnt go unoticed. Something that REPRESENTS that must be done. The more people get killed, the bigger the bounty reward, most wanted announcements and notoriety among players in community. Right now killers have no downsides. Realism in game is bullshit since there will always be unrealistic features in game, at least in our time. I like to take on killers in game, but some balance should be done. Killing has become twisted since bandit skin was removed. -
No. You can create another character. I created 2 once to try this, but im not sure now since Im not doing this anymore for a while.
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Well the skin difference was removed but the way it is right now gives killers ALL advantages. Reality is unfair, but games dont have to. I hate killing people and Id just like to play my survivor style without being forced to kill people or being killed all the time because I dont want to kill most people. Just asking for some balance, a least advantage for being friendly. Personally if things should go for real like many claim, a killer should receive a permanent mark in game which reflects the bad reputation/notoriety in real world. Usually a bandit becomes more notorious the more people get killed and bandit skin would be a most wanted announcement. But now in game more players kill because theres no punishment to deal or agree with.
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Hotfix Build 1.7.1.4 Rolling Update (was 1.7.1.3)
SEF replied to rocket's topic in Mod Announcements & Info
Side communication was interesting since i think its important some general chat to see whats going on, be aware of things. But it needs to be redesign. Maybe taking out connection dialog and font decrease since it shines and bothers too much specially when its dark in game. Most of server admins are disabling it. I experienced a bug when i passed out (blood<3000) on second floor(Haystack store building). I fell through the floor to the ground by the time I logged into a server...and died. -
This idea is too subjective and unfair for lone-wolfs.
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This is nice and welcome.
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The Sanity System: A more balanced approach to Humanity/PvP
SEF replied to Localhost (DayZ)'s topic in DayZ Mod Suggestions
bandits=crazy junkies Yes, its not easy to work humanity out -
What if a bandit wants to become friendly?
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Murders: 1 The game is still in flux. Last month Hall got rid of the Bandit and Survivor skins. It wasn't working in practice, he says, explaining it was an experiment that in the end couldn't work without major changes. "One of the issues is that people often become Bandits because they're firing in self defense. And while the mechanics do have it that if someone shoots someone else, they can be shot without penalty for three minutes, it doesn't handle situations for when someone starts shooting at you but don't hit you. :exclamation: And I mean, we could probably make it work, but it also removes the ability to alternatively find clothes in the wilderness and put those on instead of having one Bandit skin.:exclamation: Clothes that represent your character more." Source: Player versus evolution - http://www.theverge.com/gaming/2012/6/15/3085293/walking-with-the-dead-dayz-zombies ------------- Ok, Rocket says they could probably sort the problem of bandit mechanics out, but there is still the changing skin one. What if only part of your body skin becomes semi-permanent as a bandit? Everyone is free to choose head skin since start for ex and then a scarf shows up around your head only once bandit. The Ghillie suit which covers everything would be a prize to conceal what you really are. Is this impracticle?
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I agree, but 1 bandage would be nice to start with too as a least defense against a shot and easy bleeding damage zombie hits.
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The kind willing to cheat.