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Everything posted by solodude23
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Well since he wasn't communicating I'd have just left him.
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Some areas seem to have a higher density of ashwood trees than others. Sometimes I can't seem to find any in my area, sometimes there's several. There's a couple of em here that I chopped down the other day: http://dayzdb.com/map#7.132.008 And here's a pic for reference:
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Based on what I can grasp from your post, I'm not sure you'll like the direction of this game as a whole. I don't mean any offense by this, but the way I understand it is that as time goes on the SA will be more and more centered on survival and crafting. At the moment, campfires, cooking, and hunting are pretty much useless due to the massive amounts of food and other loot lying all over the place and as a result it's just a PVP-fest once your geared within the hour. Not to mention the upcoming implementation of survival mechanics such as warmth and sickness. I personally look forward to the day where not only will loot be rare, but cities will be much more dangerous to enter - perhaps convincing more people to hunt and craft in order to survive. Also, the the current AI for wildlife is still a placeholder as far as I know.
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For me they've run around the fences every time. Good strategy to put distance between you and a trailing zombie.They seem to have the most issues with certain buildings, especially the hoppers.
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Poll - Why aren't people playing hardcore mode
solodude23 replied to TimF's topic in General Discussion
You're making it harder and harder to take you seriously. A little less sarcasm and a little more substance to your posts would go a long way. -
Make server restart warning compulsory
solodude23 replied to General Zod's topic in General Discussion
Well the poll seems fairly conclusive so far. -
Why Dayz is the most tense game there is
solodude23 replied to archamedes's topic in General Discussion
This is why I can't smoke weed and then play DayZ. Shit freaks me out. -
The random and constant noises in this game annoy me.
solodude23 replied to Acher0n's topic in General Discussion
It's not so bad on 40 player servers but I couldn't stand being on that 100 player experimental server. It was constant noise! -
Poll - Why aren't people playing hardcore mode
solodude23 replied to TimF's topic in General Discussion
Look, I've played a share of both modes and the difference it makes is - for lack of a better word - huge. The entire reason I changed from Normal to Hardcore was because EVERY firefight on Normal felt like it was based solely on who better utilized the 3PP camera. It was seriously a "dance of the cameras" with all players too afraid to expose themselves because they know their enemy would see them using their own 3PP camera. Once one of the players gets brave enough to advance - BOOM - he gets killed due to the other guy using his 3rd person camera. Can you not see how this destroys gameplay? It literally removes the effectiveness of sneaking and tactics, no matter how effective they are on their own. Being able to look around a corner without exposing yourself is a massive game changer that rewards those who abuse it. "The flipside of the equation" is something I don't even think about - because I don't want to use 3PP to look over walls and around corners because it feels unnatural and removes the tension - which is why I choose to play Hardcore. In case you haven't seen the video, here's a good explanation of how 3PP effects gameplay. https://www.youtube.com/watch?v=v7zoVIsIT2A&list=UUtIBkKQD1u7asfuRsqSLvYQ -
Poll - Why aren't people playing hardcore mode
solodude23 replied to TimF's topic in General Discussion
No need to be condescending. Grimey Rick stated what the real problem is with 3PP in an organized and thoughtful manner. It may be a small difference, but this small difference leads to a great disparity in gameplay that not only rewards camping (by way of proning on a roof or sitting behind a wall), but also hinders stealthy, tactical gameplay. It's not about playing "uber hardcorz", it's about having a balanced playing field where nobody has unrealistically advantageous positions. What does this have to do with being "cool" or feeling better than others? Don't be childish. For me, playing on normal creates a sense of discomfort - knowing that at any moment someone could be looking over a wall or around a corner at me. It's funny too - because many people like 3PP because it gives them a "safety bubble" of sorts, but in my experience it makes you less safe because it's that much more easy for someone to see you around cover without exposing themselves. @ OP: Hardcore till I die! -
Yeah this was mentioned some time ago - looking forward to when it's added.
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I'm hoping a bit of everything for purification will be added. Boiling water, water filters/purifiers, and tablets should all be options.
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Please add slow (Romero-style) zombies as a server option.
solodude23 replied to rudiger650's topic in Suggestions
I've never liked the idea of slow zombies cause - well - they're nearly never a threat no matter what crazy numbers there are. As long as you can jog away from them, you're fine. So at that point you're wasting resources on increasing the number of zombies in order to make them remotely "dangerous" just to allow them to be..slow. I'd prefer zombies to be a threat - and quite a huge one at that. I can't wait for the day that I'm afraid to go into a city not because of other players, but because of the zombies. The only way that'll ever happen is with fast zombies. -
Wheres that from? Looks awesome.
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DayZ is far more optimized than you think tbh...
solodude23 replied to Esccapee's topic in General Discussion
What makes it a nonsensical rig? -
Movement controls detrimental to gameplay in 0.47 patch
solodude23 replied to Ninja_Meh's topic in General Discussion
But in "real life" aiming down your sights doesn't automatically force you to move at a dangerously slow pace. Walk aiming should always be an option using the walk key, but it should NOT be the default action when aiming down sights in a fast paced or room clearing situation. "Real life" has nothing to do with the fact that you think that ADS should default you to an extremely slow pace. A defensive position is not advantageous because you know the enemy has to walk in slowly, it's because you have a defensive position. -
Movement controls detrimental to gameplay in 0.47 patch
solodude23 replied to Ninja_Meh's topic in General Discussion
That's where you're diving into a completely separate issue. This game has a health and energy system - one which will be further developed in the future. Hell, at this point you can sprint from Svetlo to Kamenka so we can agree there's some work to be done. I just don't think it make sense to assume that every character has poor nutrition when that's not necessarily true. I'm not advocating for a crouch sprint, I actually prefer it in 0.46, but I wouldn't mind if it went either way and I don't think it's the most difficult thing to do either. And knowing when and why should be handled by the player, not assumed by the game. -
Movement controls detrimental to gameplay in 0.47 patch
solodude23 replied to Ninja_Meh's topic in General Discussion
I'd like to imagine that the remaining survivors aren't as incapable as you play them out to be. If anything, the only ones left WILL be the more able bodied and fit individuals. Course that partially depends on the amount of time since the apocalypse. -
Movement controls detrimental to gameplay in 0.47 patch
solodude23 replied to Ninja_Meh's topic in General Discussion
Thanks for clarification. So from what I understand crouch shouldn't have a "crouch sprint" but should instead switch to full sprint as it did in 0.46? This indeed makes more sense to me. Although I found the crouched movement to be a bit slow, that is one change I enjoyed. I also like some aspects of the new prone but couldn't the two movement speeds be toggled with the existing "walk toggle" key? That way the sprint key would still be able to transition the player to sprint without going through the "stand up" animation. Also can't say I'm exactly into the new default "slow walk" ADS considering you could already do that before with the walk key. I thought the "combat pace/jogging ADS" was a better default with the ability to use the walk toggle for more precise shots. Feels odd to be forced to move at such a slow pace when you're just trying to pop a few shots off to keep your opponent's head down before moving position. So maybe it'd be best for both the thread and yourself if you kept away from it. ;) That way everyone's happy. -
Movement controls detrimental to gameplay in 0.47 patch
solodude23 replied to Ninja_Meh's topic in General Discussion
This is just the kind of constructive argument we need. Oh wait - this isn't constructive at all. -
Again, assuming O.P. and I are talking about the same thing, the sounds are separated by only 1-2 seconds and occur at regular intervals for short periods of time. It almost sounds like a large drum in the distance. "BOOM-BOOM-BOOM" ......."BOOM-BOOM-BOOM". I've heard these faint booms for many months now but it doesn't always occur when I play.
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Entertaining video - good watch. Jesus really? You're sensitive about aiming at guys? I can understand not shooting unarmed guys but aiming at them? Who gives a flying poop. On top of that you DON'T know they are unarmed. Or do you trust people in DayZ that easily?
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I think it's pretty close to pitch black more than people realize. The only real natural source of lighting should be the moon and without that, its VERY dark without streetlights and whatnot. In a zombie apocalypse, everywhere is pretty much "the middle of nowhere". I just went on a night hike with some friends last night for the 4th, and when we turned our headlamps off it was not unlike the previous nights in DayZ. You couldn't see your hand in front of your own face. Course none of this really matters unless gamma/brightness exploits are dealt with.
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Movement controls detrimental to gameplay in 0.47 patch
solodude23 replied to Ninja_Meh's topic in General Discussion
Yeah, I almost never had a doubt in my mind that these changes had to be, for the most part, due to a bugs. After the great improvement to movement that .46 brought I couldn't believe that what happened in 0.47 could be intentional. I can't even believe people think that 0.46 was "unreal tournament/counter-strike" style because it was far from it. No kidding. You don't force awkward movements in order to make a game more realistic, you give the freedom of fluid movement with penalties in terms of aiming and fatigue. -
Movement controls detrimental to gameplay in 0.47 patch
solodude23 replied to Ninja_Meh's topic in General Discussion
I haven't noticed any change regarding what you said from .46 to .47. Were the players really slowed down? Nothing to do with the changes in question. Why does everyone jump to this conclusion? It's like you guys run out of valid arguments and go to the b.s. "counter strike" accusations. I only want movement to be fluid and make sense. If weapons/ballistics are handled properly, this should never result in a counter-strike/UT type game. I DEFINITELY think that in general, movement should be slowed. I cannot wait for a more robust endurance system that prevents you from sprinting across the map. Not only is it unrealistic, but it hinders gameplay. However, I should not need to stand up before sprinting anymore than you have to think about standing up before sprinting in real life. You just do it. But, what does this have to do with what the OP was referring to? We just don't like the forced default slow ADS walk and crouch, and inability to go from crouch/prone to sprint without using several keys. Aiming at a combat pace is extremely useful and you can always use the walk toggle to get to that speed anyway.