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Everything posted by Zogvarn
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Ok and I was actually confused by your post :) Wasn't trying to be argumentative or anything. But I think secondary effects would really fix this issue instead of increasing the damage.
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The reason it is hard to find vanilla mod servers is because people couldn't handle the harshness of the vanilla mod. The mods like epoch and such brought about a kinder, gentler, and easier Dayz experience. Most of the true die hard survival players migrated over to vanilla Namalusk servers due to the Chernarus map getting stale. Once Namalusk became "spawning with heat packs, cold weather clothing, and an AK" there wasn't anything left for us die hards. So we just bided our time till the SA came out. And we are betting on Rocket making a true apocalyptic survival game, which is what he appears to be doing. We rejoice in this and do not want those looking for an easier experience ruining it again.
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Gews, you know the damage degrades over distance. If you're saying "sniper" due to the distance he was at then it must have been long range shots. Thus lowered damage. With all the knowledge you have about weapons in this and Arma did you forget or something? Either that or they were just glancing shots to legs/arms thus lowered damage. Or it was desynch. I'm really confused.
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No. Its not needed. Never has been. Plenty of pvp goes on already. You want this type of mode, then enter the Survivor Games once they get going again.
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Improve the game? It wont improve the game. Things similar to this were done in the mod. What it changed then was bandits and KoS'ers now had in game goals to shoot for. People were wrongly "flagged" as a bandit for defending themselves and suffered from it. KoS actually increased because of this in my experience. And it did not improve anything at all. Hence why it was removed. You really cannot reward or punish people for how they want to play. That goes against the nature of a sandbox game. Not only that it removes the unknown element from interacting with other players. Thus removing a lot of the tension that comes from seeing someone else if you automatically can tell if they are a bandit, KoSer, or hero. It removes certain play styles and possibilities by giving you knowledge you wouldn't normally have.
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Okay here's the problem : Gear Hoarding
Zogvarn replied to onebadbasterd's topic in General Discussion
Gear isn't an issue. You should always be looking to upgrade in one way or another. It just makes sense in an apocalypse scenario. Better gear equals better chance of survival. I will agree that hoarding is an issue though. It removes the mechanic of losing all your gear. Dieing becomes just an inconvenience instead of a major blow. When you can get killed and be fully kitted out again in 15-20 minutes due to having a hoard of gear stashed away in a tent you get the current situation we have in the alpha (due to easily available gear near coast) and what happened in the mod. Nothing but pvp. What I'm hoping is the gear degradation system (worn, damaged, ruined) will not only be based upon use or being hit with a weapon, but will also happen over time. Thus making hoarding not nearly as effective as it was in the mod. -
This is a post i made in another thread but directly relates to this one as well. I think the damage currently is good. What needs to be addresses is hit location damage profiles on target. Which seems to be what some of you are talking about. Let me explain a bit. I think most of us can agree that a hit to center chest, center upper chest, and head (all without ballistic protection) should be a kill. But if you hit someone say left/right of center chest, left/right of upper chest, or abdomen area then the target suffers from secondary effects. Left/right of upper chest is a broken shoulder. Left/right of center chest is a punctured lung and target goes unconscious with minimum time to live. Abdomen shot equals bleeding, low crawl movement only, and extreme shaking with short time to live. Things of that nature also pertaining to arm and leg hits. This assumes of course the medical system will become more robust. If so, it then allows friendlies time, even if it is short, to save their friend, and prolongs battles without removing the current damage done by weapons. It also means having a dedicated medic in the group carrying all known medical supplies a plus adding even more depth to the game. Just my thoughts.
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No. Stop beating a dead horse.
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I think the damage currently is good. What needs to be addresses is hit location damage profiles on target. Which seems to be what some of you are talking about. Let me explain a bit. I think most of us can agree that a hit to center chest, center upper chest, and head (all without ballistic protection) should be a kill. But if you hit someone say left/right of center chest, left/right of upper chest, or abdomen area then the target suffers from secondary effects. Left/right of upper chest is a broken shoulder. Left/right of center chest is a punctured lung and target goes unconscious with minimum time to live. Abdomen shot equals bleeding, low crawl movement only, and extreme shaking with short time to live. Things of that nature also pertaining to arm and leg hits. This assumes of course the medical system will become more robust. If so, it then allows friendlies time, even if it is short, to save their friend, and prolongs battles without removing the current damage done by weapons. It also means having a dedicated medic in the group carrying all known medical supplies a plus adding even more depth to the game. Just my thoughts.
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How/when can we make standalone cinematics?
Zogvarn replied to DannyFilming's topic in General Discussion
Never seems about right. You have to realize that for the devs to give the modding capabilities that arma had would directly reduce the security they have built in to the engine and are working on versus hacking. -
Yep I'm still up north. Pack full of food/water, plenty med supplies and ammo. Explored pretty much everything new that got put in. Some nice stuff coming down the pipe later and I can't wait for it. After that I started making the rounds from NWAF>>Stary>>Berezino>>NEAF for a while. But doing so I only ran into 2 other people. Now, I just camp the NWAF patrolling around it looking for action. Plenty to be had if you're patient. I like to keep people on their toes. Sometimes I just shoot in their general direction then move positions just to see what they do. Keeps it interesting.
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Anyone else see the password locked server with a weird number?
Zogvarn replied to HailExecute's topic in General Discussion
I've been looking at the passworded servers and trying to keep track of them. Most seem to either disappear after a few days or they change their names alot. -
Would have a use for all those porta-potties by the tent cities then :P
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Is there going to be a debug monitor?
Zogvarn replied to camwhyy (DayZ)'s topic in General Discussion
Is your screen hazy and/or losing color? Then you need blood. You got hit by an M4 but still have a decent amount of color and its not hazy? You're fine it was a glancing shot. We do not need a blood count indicator. Would be nice to have infected killed count though or km. traveled stats listed out of game. But a UI element added on the screen for these thing? No. -
That picture was photoshoped to be a representation of what night should be like for the vast majority of players to actually enjoy it. And yes it was an awesome picture. I can't find it now though. Thought I had it saved somewhere dammit.
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Nice story OP. Combat loggers are almost the worst type of person playing this game currently. They rank just below hackers/script kiddies. Why the hell would you play Dayz, a game that prides itself on not getting attached to gear and knowing you will die eventually, if all you're going to do is take away the point of the game. Was at NWAF yesterday. I had just logged into the treeline by the industrials overlooking the tents and immediatly heard shots from a M4 and a Mosin about 75m away towards the strip. I slowly make my way there with my trusty *cough* bullshit *cough* M4 and see two guys in the trees facing away from me. scanning the tents and prison. I get about 15m away from them and as I'm starting to raise my rifle to take them out, one of them turns his head, sees me, and poof. Both of them are gone. Five minutes of hard sneaking and tense nerves gone to waste without the adrenaline rush of a firefight. I quickly moved outside the fence line incase they were going to ghost me and waited to see if they would reappear. Nothing. I just don't understand this mentality of logging off when things aren't going your way. Stay and take your beating like a man dammit.
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The M4 sound is very bad, along with the ballistics
Zogvarn replied to [email protected]'s topic in General Discussion
Problem is, unless you have those exact attachments, are prone, and have the bipod deployed the gun is way to inaccurate to be used reliably at mid range. But its getting fixed so we'll just have to wait and see. OP: I agree as of now the M4 sounds terrible, but with the new sound guy on board we can only hope for eargasm inducing sounds coming down the pipe soon. -
Nice write up OP. Wish more people would post something like this instead of the constant whining we get here on the forums. Infected aggro range: I'm actually ok with it. Sure they will aggro from a couple hundred meters (not feet) when you are running, but only if you are in their direct line of sight or fire a weapon in the direction they are. Crouching and crawling actually does lessen the distance they can see you at in my experience. Makes moving around towns (not through) more interesting. I liked the way the mod worked with sound and visibility having a direct impact on the aggro range and can't wait to see something similar happen in SA.
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Basically I handle any interaction with other players in just a few ways assuming I'm solo and not with my group.. 1. Bambi: will try to help as long as they keep distance >15m, come closer and get shot. 2. Armed melee bambi: same as above except I'll watch them a bit before announcing myself to see how/if they react to others. If aggressive w/out provocation shoot them. I don't run into many bambies seeing as how I'm normally in the North. 3. At/near a Military spawn location: Free fire zone usually unless they aren't armed. If they find a weapon I assume they found ammo also and treat them as a threat. 4. In one of the northern towns: Depends really if I need food/water. If I do, I'll engage any target seen. If not sometimes I shoot, but often I just watch them. 5. Someone gets the drop on me: Depends, but usually I'll shoot unless they try to communicate over voice comms. If they talk to me I'll see how the situation goes.
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hunger, thirst, sickness, sniper Choose one.
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After some testing vs zeds using the acog's built in rangerfinder, I will confirm that the M4 w/ acog+ bipod+ PRONE+ MP grip/stock is pretty damned accurate. Without those exact conditions, it is still hit or miss (see what I did there) on whether you will strike your target at range. It still needs to have the dispersion lowered a good bit, cause when I'm hitting to the left/right of a stationary target at less than 100m, fully rested and zeroed to 100m something is wrong.
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60+ hours played of the SA. Died once to a glitch in the cargo ship. That is all. :)
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I would prefer none motorized. That's right I said it. Bicycles at most. But since I know that isn't likely to happen, then only 2-3 civilian vehicles at most per server. No military ones at all. And by civilian I mean small cars and maybe a old, beaten truck. Maybe one 2-seater civilian heli that takes ages to find parts for to fix. Vehicles are all well and good, but having more than a couple is more of a problem than anything imo. Vehicles take away from having to be careful moving across the map.
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EZ mode. Popular with the kids these days...
Zogvarn replied to jjw100's topic in General Discussion
All is cool man. Seems I misunderstood what ya were trying to say somewhat. And yea, quite a few of the roleplay diehards go a bit over board with what they classify as roleplay and what is not. -
Why are we making it harder to be friendly??
Zogvarn replied to Lidskjalf's topic in General Discussion
Got news for yall, variations of this have been tried in the mod. They don't work. Move on already. Oh, and about the killing someone IRL has negative affects on someones psyche justification. Sometimes it does and sometimes it doesn't. My buddy, yea he has some issues after being a deployed in the sandbox a couple times from what he went through there mostly from seeing unarmed civilians/children getting hurt. While myself, I was deployed 2 times to Afghan and once to the sandbox. Engaged hostiles on a regular basis on all deployments. It doesn't bother me in the least. The rest of my team isn't bothered by it either. So drop that bullshit about "Oh but IRL it blah blah blah.." You don't know unless you've been there and experienced it for yourself.