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Everything posted by Ubernaut
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Devildog, how exactly would that sort of setup encourage teamwork, though? If I can do everything already, I still have no use for anyone else beyond safety in numbers and bloodbagging. Maybe Rocket did get it right the first time. Maybe we don't need any of this after all. I've just been playing with a group of three, and thought it would be neat if each individual had something unique that they brought to the table to make us depend on one another and others would have a reason to seek out friends.
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That was fantastic. I would've personally ran a little faster from Balota, but that's just me. I'm a chicken.
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Wow, okay. I definitely understand and respect what you're saying here, but I don't think a basic class or profession system would necessarily be the "kiss of death" for DayZ. It should only encourage more team-based play; which, if you haven't tried playing DayZ as a part of a group, is a lot of fun.
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I think most people would see that sort of realism as being in poor taste. It would also probably attract some unwanted attention from the various moral crusader groups. I don't personally see any benefit in child zombies being added to the game. Besides, they'd have to mo-cap an entirely new set of animations, probably. I'm no expert on developing, but I'm pretty sure they can't just "shrink down" the current zombie models into children. TL;DR: No. Just no.
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Joining as Group - How it can lead to a better game
Ubernaut replied to Milkman080's topic in General Discussion
I think the work that goes into assembling all of your buddies in the same place before moving out together is an important part of the DayZ experience and should not be watered down. Simple as that. -
Day Z Standalone: Tips and Tricks or New Players
Ubernaut replied to 360Nation's topic in New Player Discussion
Balota is far more risky than NWAF at this time. I wouldn't go saying it's that good of a place. You know where seems to have quite a few backpacks? The construction sites. Seems you can always find one there. Less risky than a military area too. I'm not sure this particular thread is any more useful to new players than the myriad of resources that already exist. Also, this belongs in the New Player Tips subforum, not General Discussion. Look, there's already a whole subforum dedicated to this. -
The press vest was one of the items shown off in some of the earliest pre-alpha footage. I guess it's just really rare. Good on you for finding one!
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I know people are used to the idea of skill building and improvement, but don't you think dying and losing your character even WITHOUT having invested time in skill building is bad enough? I think it'd be more of a reason for people to try to kill one another, because they feed off that feeling of making someone rage. The reason I support the all-or-nothing approach (aside from learning 1 or 2 additional skills through books) is that trollbandits won't get that satisfaction, but the average player has everything to gain from talking to you and finding out if you can be useful to each other. Right now, we're not useful to each other because -besides bloodbagging- we can already do everything ourselves. I put my trust in Rocket that he'll figure out a way, even if it isn't this. And really, if KoS remains the norm, I don't mind. I've got a clan.
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Actually, it's great that the hackers haven't held back. Alpha is the best time to close the loopholes for hacking. Let them come.
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I liked Pushtoshka a lot in the mod. One of the quietest, most overlooked market towns. Zelenogorsk has grown a lot in the Standalone. I'm really liking it these days.
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Dude, you definitely got yours for going after that guy in the first place. LOL! Karma!! Pretty great video, man.
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This guy gets it! And that is why I propose that once you've learned a couple skills of your own through books, you'll need to rely on other players for the extra stuff. "Oh, you're an armorer and a medic but you want to see Chernarus from the air? Well it so happens I have a buddy who could use a few stitches, and he's the best flyboy in these parts..."
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I suppose skill advancement could be a thing, but I'm not sure about anything that's too "grindy". You'll have people shooting their buddy in the arm and then bandaging him back up, just to shoot him again in order to "level up" their medicine skill. Anything that encourages farming is not a good thing in my book. It's not how things are done in the real world... Sitting there, taking a tire off and putting it back on... No. Here's what I fear about learning skills from other players, especially if you're allowed to learn any number of skills: "Hey buddy! Thanks for teaching me how to fly a heli!" *Shoots player in the head* "Now respawn as a medic this time!" Skills should be taught from tech manuals ONLY. Maybe you have a bit of a career track, but maybe that career track needs to be advanced by reading more complex books? Anyone see how Project Zomboid did that? Dean's a fan of Project Zomboid... I am not a believer in the apocalyptic Mary-Sue. There should be no characters with godly skills in everything, even if they have survived a long time. The character that's completely self-sufficient is prone to playerkilling just for something to do. Dean wants us to have things to do, and what could fill that void better than this?
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It's a little more watered down than I was originally thinking. I'm not too keen on anyone spawning in with equipment already on them. This is about what a character *knows*, not what they have. Besides, then you'll get people killing doctors just for the med supplies they come in with. No, what I'm saying is that someone with no skill in engines will not be able to get a car running. Whatsoever. They won't go through more materials; they just won't be able to do it. Sure, anyone can change a tire, but to do it right, you need someone with a skill. If you don't make people with certain skills *absolutely essential* for a clan to assemble a high-end base with working vehicles and an aircraft, you won't be rid of KoS mentality. This would be a great use for the radios. As soon as you find a radio, you'd be able to link up with the doctors and trappers and handymen you need. Here's another: How about a gunsmith? I doubt you could make weapons from scratch, but the ones you've found and stockpiled will need maintenance. This would go well with the item condition aspect the Standalone introduced. For that matter, you could have all sorts of professions dedicated to maintaining things. Maybe you could find a skill book on leatherworking! Patch up that backpack of yours that's falling apart.
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I couldn't figure out how long the pause should be for each set of .'s. I gave up after 30 minutes.
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The struggle between Arcadish and Realism, my opinions!
Ubernaut replied to the_annoying_fin's topic in General Discussion
I think there's a lot of other games out there that do "Arcade" better than DayZ would. For the sake of not fragmenting the DayZ community any more than necessary, I say let's keep it firmly in "Realistic". DayZ does realism better than anyone, and isn't that why most of us are here? -
Great feedback. Having a class that can build traps is another good one. Perhaps the devs could use their book system to teach a character a new skill, and thus increase our investment in ourselves beyond gear? Perhaps you'd have to actually spend a certain amount of time with a "skill book" equipped? What if that could be spread out over the course of several hours or days? Afterthought: I hesitate a little at letting people learn new skills other than the one they started with... unless there was a limit of 2 or maybe 3. The point of this, remember, is to get people to rely on each other a little more, and see the value in that bambi they'd otherwise kill for a measly can of beans or 9v battery.
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If your knowledge of firearms is limited to what you've seen while playing F:NV, then maybe you'd better just lurk for a while instead.
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You'd be surprised. State of Decay made a great case for the .22 LR. Plentiful ammo, good accuracy. Pop a zombie in the head, and the round tends to ricochet around inside the skull, according to Max Brooks. Of course, if you're a PVP'er, you'll want something else. Not everyone is a bandit, though.
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I am absolutely in favor of .22 caliber firearms being added to the game. They come highly recommended for dispatching zed quietly and efficiently. I happen to have a 17 HMR that looks just like what gibonez posted above. She's a beaut.
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I think the problem with this is the length of time you'd have to stay alive to notice any result, like in real life. But in DayZ, most people get themselves killed in a matter of hours, so I find it hard to justify asking the devs to spend their time and effort programming it in.
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I don't see a canteen. Hydration is essential.
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Doesn't kill the guy till 1:35. Spoiler Alert! The guy dies and was holding a can of tuna. Runs around holding the axe in a blocking stance. xD
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He was carrying one in his gun slot and the other in his hands. The drawback to this is that you would drop the one in your hands every time you used an object or climbed a ladder, etc.
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I wish more game designers were as cynical as you. ;)