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Ghostflux
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Everything posted by Ghostflux
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If H1Z1 will have squads and clans at early access why ...
Ghostflux replied to Demonio (DayZ)'s topic in General Discussion
The only thing that sets DayZ apart from other zombie survival shooters is the fact that it tries to be as raw and authentic as possible. A group system would be great, but it would detract heavily from the approach it is going for. -
EDITED - PETITION: Should a sound be made when we log on and off?
Ghostflux replied to Grimey Rick's topic in General Discussion
Not a valid reason, it would be better to just have things like doors/footsteps make proper sounds. Bugs need to be resolved, not worked around them. Also not a valid reason. Yet it isn't a proper solution, things like login timers are always better than having to ruin the immersion once ingame. -
So how soon before the first DLC? And what effect will they have?
Ghostflux replied to rickyriot's topic in General Discussion
Considering DayZ Standalone was born from a mod, I do think that somewhere along the line we'll see some kind of mod support, post release that is. If you can mod the game, then I don't think DLC is that useful, because modders could simply use the existing concept of the DLC and make their own improved version free of charge. -
As much as I'm looking forward to this patch, I am not looking forward to a rushed patch where there's tons of issues that don't allow for atleast somewhat of a stable experience.
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Petition: No more randomness in weapons, SKILL based combat.
Ghostflux replied to xalienax's topic in General Discussion
Yep, and I don't think that disclaimers or apologies should be methods of getting rid of certain arguments. If you have knowledge of things, then why don't you act upon that knowledge. It makes no sense to me. In my opinion if you wanted a thread focussed at delivering a certain point, then take what we already know and build upon that. Basically if it was like ACE you would be happy right? That however doesn't require you to criticize the current system, when it's still a work in progress. The topic would even be very useful if you perhaps have suggestions that go beyond the ACE system. -
Petition: No more randomness in weapons, SKILL based combat.
Ghostflux replied to xalienax's topic in General Discussion
The question here more importantly is: Why do you feel like they intend to keep it? When they have specifically mentioned that the whole system is getting an overhaul? This thread makes no sense to me. -
The fireaxe takes only 1 hit to kill zombies when they are not aggro'd. But it takes atleast 2 hits to kill once the zombie has seen you.
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Time to fix night time once and for all! (with pool)
Ghostflux replied to MLCA's topic in General Discussion
I wish BattleEye could scan for people that do things like that, and ban them straight away. Because that's nothing more than the behaviour of a cheater, you use an external program to give you an advantage in-game. -
Even the footsteps in this game could use work, some surfaces make nearly no sound while others make a ton. It's a good concept but it doesn't work well enough. Doors also make no sound, they don't all have to be squeeking, but some noise would be good.
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Will not be playing again until fire axe is un-nerfed
Ghostflux replied to DAUFvice's topic in General Discussion
Perhaps also something to remember, is that a zombie will more easily die when it's not being aggro yet. Aggrod zombies are substancially more resistant. -
It's a common issue for the zombie to give you one last hit even after it dies when there's a bit of lag.
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Perhaps you were facing an uphill battle?
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That doesn't matter to a zombie though, they are naturally vicious creatures.
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Will not be playing again until fire axe is un-nerfed
Ghostflux replied to DAUFvice's topic in General Discussion
Feel free. -
It's not an alpha issue but an intended balance feature. Zombies aim for the body while lashing out to you. If you engage them while crouched or prone, their hits will not hit the body but the head. When zombies give you a headshot, you die.
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Will not be playing again until fire axe is un-nerfed
Ghostflux replied to DAUFvice's topic in General Discussion
Luckily for the whiners about the fireaxe, the melee damage to the body will be restored in the next patch if I'm not mistaken. May I remind you of the fact that this is an alpha and you're free not to play the game while it is feature incomplete. What you however could also do, is play the game, accept the bugs, and instead of complaining about them, head to the bugtracker and start adding bugs that haven't been reported yet. You can also vote for the bugs that are most annoying to you, so they get resolved faster. -
Will not be playing again until fire axe is un-nerfed
Ghostflux replied to DAUFvice's topic in General Discussion
Impossible? I don't usually say this, but get good. All it takes is a little practice and you'll be chopping those zombies down with a single hit, straight at the head no matter what perspective your playing. Even if you're not giving headshots, circling them still allows you to dodge 90% of the hits they give. The only time zombies are not a piece of cake to kill, is when you're desynced. Also, it's easy to ditch zombies by sprinting, just don't run in a straight line all the time. -
Yesterday I played the Mod after 200 hours of Standalone.
Ghostflux replied to Bambi Population Control's topic in DayZ Mod General Discussion
I don't really see what the issue here is, the reason the game is easy is for testing reasons, because all the things that make the game difficult simply aren't complete yet. Lootspawns, they don't respawn yet, nor are all items in the game yet. Supplying the alpha testers with high loot spawns makes for easier testing as items are used more. The globalized loot system will combat things like server hopping and loot farming, while it will increase the rarity of the items being used on a hive level. The loot locations aren't finalized either. Player numbers, they are aiming at 100 player servers if possible. This will mean that more players are on the map which as a consequence brings a higher difficulty as well. More items get looted, more people that are trying to kill you. Survival, currently wetness and cold don't do much yet, combined with the overflow of loot, it makes it easy to survive, but again that's subject to change. It's not that hard to make the game harder once the game is actually feature complete. -
In contrary to bleeding, which can be easily solved by carrying around a bandage, an infection is harder to get rid of. I don't think that getting infected by a certain percentage of the hits, which is then decided by a random number generator is any fun to gameplay. Because let's say there's a 10% chance of it happening, now you may not get infected that often, but it may feel like it's sometimes a little too punishing, when you by pure chance die from receiving two infected hits shortly after another. Instead it would be better for gameplay if getting infected is a certain consequence for failing to provide to your own survival needs. Let's say you have some sort of "resistance" bar just like you have with hydration, energy, shock, health and wetness. Resistance could drop down after starting to gain injuries, or when you're cold and wet or if you're low on energy/hydration. Ruined clothing could also offer less protection. So if you get infected, you know it happened because you didn't pay enough attention to keep yourself healthy.
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"-Zombies can "infect" players by making them bleed. Once infected, their motor controls would decrease, they may fire off weapons on accident, lots of stomach issues, and lastly after about 2-3 hours an AI would take over and attempt to kill other players in the area. There is a cure to the virus, however it is extremely rare due amount of people that tried to obtain it." I would rather not be slapped around by a random number generator.
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You know what the problem with threads without a statement or question is? There's nothing to discuss.
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I don't see a reason to exclude helicopters from the game, like cars they could form the endgame. Difference being that helicopters were far more common in the mod than they should be. Helicopters should be extremely rare, and also extremely hard to find parts for. It's an immersion breaker when you see them flying around on every server. It's seems plausible to see atleast one functioning helicopter in one of your many travels.
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http://dayzdb.com/map/chernarusplus#7.122.061;item=Mosin%20M44%20Compensator Seems pretty accurate to where I've found them.
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How could we deal with hackers?
Ghostflux replied to UltimateGentleman's topic in General Discussion
There's 4 steps that any game can follow to discourage hacker abuse. 1. Developers closing the holes in the game that allow for the hacks 2. Having an anti-cheat system 3. Having decent admin tools needed to observe and to ban hackers. 4. Having report tools, that when abused punishes the person who reports as well. -
Once there's a server side check for ammo, this shouldn't be a problem anymore. Weirdly though I've never seen hacked ammo for myself yet.