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commanderbash

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Everything posted by commanderbash

  1. commanderbash

    improved end game,, suggestions?

    and ending that I personally liked was the ability to get off the island, and some score/reward system for doing so based on your items and other stats once/if you do
  2. commanderbash

    ducktape flashlight under gun

    I love this idea, you could use it to makeshift attach a light to any long-arm that doesn't have an attachment (shotgun,b95, .22 sporter, mosin, maybe sks?) beans!
  3. with the new patch changing zombies attacks to chest hits, it seem that my jacket consistently goes from worn to ruined after a single zombie hit, I don't know if this is lag on the server for showing the transitional states, or a new bug, but between this and instantly ruined pants for falling 5 feet. I thought a good system to avoid this is if any one hit to and item caused a maximum of 25% item damage, meaning that the item would have to transition from pristine -> worn -> damaged -> badly damaged -> ruined without skipping any of the condition brackets. its make sense, at least for the cloth items, that no one bullet or zombie lash, could instantly destroy a clothing item. and slips off stairs, (which I think would damage shoes more then pants anyways) wouldn't instantly destroy pants, but I can see it scuffing them up enough to lower them a condition level its a simple change, a minor nerf on fabric item damage like clothes, hats, gloves, backpacks(etc.), and would also help lessen the annoyance of the (now less frequent) broken leg glitches, and the 5' fall destroying pants and their contents. vote, support, and discuss
  4. commanderbash

    re-vamp item damage(specificlally fabrics)

    bump to raise awareness/support
  5. commanderbash

    severe desync with 0.42.116181

    me and the gf tried testing out the .22 rifle after the patch and have experienced serious desync, our characters would show not to be moving in respect to the others view, or simply disappear, and wouldn't update for a minute or two, even the zombies fell victim to this where they'd be running into a wall or something then suddenly they'd teleport to us and we'd be bleeding. also, for what its worth , a lot of clothing items seems to break after a single zombie attack, which I don't know if its a glitch or a lowered item HP. anyway who else is having serious desync issues with the patch? it shows us fully in sync when we check our latency stats, but acts like we've lost sync, no chain either.
  6. commanderbash

    severe desync with 0.42.116181

    you seem butthurt, so i'll just pm you, btw, you derailed my query
  7. commanderbash

    severe desync with 0.42.116181

    its alpha alpha derpa derp! man some might do better with a frontal lobotomy you know that part where it say 'we will be working with the community to resolve these issues' I'm identify an issue and asking the community if its wide spread or just local, we play on the same network connection and have at times had issues not experienced by others so kudos on you for not picking up on this so you know that cute little thing you have to click "I Understand" on every time you load up DayZ? You shouldn't like that anymore :rolleyes:
  8. leaving item storage out of it, since saving items after restarts is a whole different ballgame of programming. there's a few things I'd like to at least see a start on in the upcoming patches. team rocket has made amazing strides in the content and dynamics added to the game. I'm really impressed and surprised with the pace the team has been going at. but there's a few dynamics that haven't been touched yet that I'd like to see a start on. and some of them are very little projects to implement. 1. working bayonets- preferably with a key mapped toggle - if they're made effective enough against zombies they'll allow players to keep their main weapon in hand while still remaining stealthy in their advance 1. suppressors - currently there are sub sonic (pistol) and super sonic (rifle) rounds available, and suppressors for both. there's also a .22lr rifle on the horizon that, once suppressed, the action is louder then the bullets discharge (irl). I'd like suppressors working for the same reason, stealth. with the quieter rounds being realistically as quiet as an axe, if not quieter. while leaving the player armed in case a player lays down fire. there'd be a bit of fleshing out for the use of suppressor on supersonic rounds, but i'd like to at least see a start on this. 3. transportation - I'd like to see trucks and cars, dirt bikes and quads, but I'd settle for a bicycle or a pair of roller blades at this point. I honestly believe one of the chief reasons for server hopping at this point is the nuisance of travel. 4. cooking - the mechanic is 99% there and even before hunting the most basic things should be makeable. like adding water and rice to a pot on an element, or even adding powered milk to a canteen full of water. although I'm sure a balance needs to be found for the worth of cooking vs the current eat everything as is method. but again, a start needs to be made. the can all be implemented, at least for their early stages, with very little work, and all add new and different dynamics to the game. if there's anything else, that can start out small, feel free to add comments on it. discuss!
  9. let me start by saying the bane of this suggestion forum is that every good idea gets beat down by people who seem to want the game to stay in its current state. but for every good idea that gets shot down, an alternative emerges. everyone wants to question whether night vision should even be in the game and if it was, what level of clarity it would provide and what its balance would be to those without night vision and even amongst those that do have night vision. now the reason I wanted night vision is to see further and with a wider field of view, and without making myself an enormous target by holding the equivalent of a spotlight, while I loot a town at night. there's a few ways this could be remedied. they could implement a much larger lightsource, though that'd make you an even more visible target they could implement piles of disposable lightsources (think flares), you wouldn't have to hold them, but then the amount you'd need to toss around would be almost unrealistic to keep on your person(dozens) they could implement a hunters moon all the time giving a decent light sources at all hours,,, I don't have a problem with this but i'm sure other would. finally,,, we could turn the lights on... that's the one that hit me all equipment has been ditched were it stood during the outbreak, that much is visibly clear. what if we could reactive the power station for a city for say a half hour at a time, all lights from all buildings, light it up like downtown at 8pm, an overall medium-low but very visible amount of light spread across the town. it'd give a clear message that someone is in the town, which onlookers could either take to stay away or enter at everyones risk. it could require some sort of fetch quest of finding fuel or parts, or some other thing to get it started towns without power stations near could do the same thing with a mobile power station, which is a large diesel generator that fills a semi trailer. its not an implausible solution and means that no one has the constant nvg advantage across the map I like this option because it lets people know your in the area (common nvg complaint) but doesn't really say specifically where you are (except when the lights turn on since,,, well your at the control area to do so) and it requires a little effort but just enough to make it worth while, and when the lights are on, friend and enemy have the exact same advantages. this answers all the criteria that I hear people complain about: difficulty, balance, visibility, and player stealth. discuss and support! :)
  10. I found a half dozen .22 rifles and pistols and a couple boxes of ammo in the residential district, but the only found one mag, and it was in the military prison, I feel there should be some available in the residential areas, but I'm not finding any
  11. I've played a few hours on the experimental build and wanted to share my experience with suggestions backpacks: I've noticed a lack of backpacks, this was the first time I had to make a courier bag and later its improved version, I checked though 4 major cites and about a dozen smaller cities (cross servers as I had time to play) and didn't find a single larger backpack until I was at a military base, I like the scrounging for a backpack,, or at least something that makes the courier bag a feasible option, but this is excessive, I have no problem with backpacks being reduced but this is too far IMO item spawns: you give and you take away. it seems that for every new structure added, an old one ceases to have item spawns, not just decreases(though that is happening too), ceases. I like the new hospital, the police station is of an odd design, and the new shacks are nice too. and they seem full of items, but older building are spawning progressively less items, and in some instances, nothing at all, and this is on top of the plethora of buildings that never spawned items to begin with. the majority of looted towns barely had a door opened as most building are becoming a waste of time to even check. on one hand I don't want the cities filled with so many items that looting stops at the second house. but like backpacks things are becoming too sparse. mags I've found all the new guns and their cartridges, but I haven't found a single magazine for them, this should be more like the m4 where mags are much more abundant then the firearm, also with the .22 I think the ammunition should be much more abundant in the residential sector, I have only found one box of 50 rounds in all my searching. I probably have between one and two thousand rounds of .22 personally, not because I hoard it,, I just usually buy a 1000 round box when I'm running low, its cheap and plentiful, I guarantee anyone that has a .22 will have an abundance of ammo for it. and if were looting homes, there's bound to be more of it laying around. I see people complaining about the damage it does to the living dead, though I believe a shot to the face that doesn't hit a helmet should kill with a single shot, the .22 causes very little trauma or cavitation and I could only see it taking out the undead by hitting a major organ(brain, spine, heart), without bumping up shot placement tracking on the AI I find the current model practical, though I'd prefer 1 to the head or 4 to the chest to be able to take down zombies. sks I was put in an interesting situation where I found an sks and ammo, but with the new speed loader requirement to use more then one round for the sks, I had to trade it for a blazer 95 I found, in hopes of finding a speed loader for the sks, now I liked this in the sense that the sks is probably the most powerful residential weapon you can find, but a speed loader is not a magazine, and unless you want to separate the magazine for the sks as a spate findable item, then I find this in poor taste from a realism stand point. painting blazer 95:the paint is used but it remains the same color, so not working axes: not paintable, even though there was something about it in the patch now for a few items of fluency I want to address speed loaders as whole this game is overly complex, adding unnecessary actions to simple concepts, currently speed loaders work to speed up a reload by having the action bound to "r" on your keyboard as opposed to navigating the GUI and physically move the rounds to the gun, but this is tedious and incorrect to their function, when ever you press your reload key it should just reload, faster if you have a speed loader, and significantly slower if you don't, but it should reload all the same. you could set a priority sequence of what to reload a weapon with right down to individual rounds, but it should be taken out of the GUI and out of the scroll wheel as it only adds clutter and needless fastidiousness. also, for weapons with internal magazines (sks, revolver, mosin) you should be able to reload a partially loaded weapon, having to unload it to reload it makes no sense what so ever) weapon fluency and with melee weapons needing to be readied now, its becoming ridiculous how long it takes to do this common sequence primary->melee->attack->primary, it takes longer to do this in this game then any game I've played in 20 years. because the server needs to okay every point of this change you have to wait for it to okay the change to melee, the change to attack stance, and then the change to primary, and because the server confirmation of these changes can be delayed or lost, you can be running in circles for 15-25 seconds or so waiting for all the handshakes to occur, this puts you in a very vulnerable position when trying to strategically advance through a town. personally I think weapon changes should be handled client side, and just raise a red flag if someone does something too quickly(hack), and the axe(and other melee weapons) should be readied by default as I'm never taking it out just to look at them. finally , as pure suggestion, I think that all the rifles should allow optics, you can even see the dents in the blazer 95 for a mount. optics don't improve accuracy, so I really don't understand the devs reasoning behind limiting them. and working suppressors, including one for the .22s which I think would help it carve a really nice niche of its own well, that took awhile to write, to please like and comment :)
  12. commanderbash

    Random You are Dead

    happened to me two days in a row now, second time was in an empty server
  13. there's been a lack of communication channels for the recent updates and experimental server changes that has been getting worse over the last few weeks. we used to be told well in advance of the change log, then it was a "living document" and now its a dead document. there are changes being made that the community isn't being made aware of. this only bothers me because as a community funded alpha project, I really liked it when we were on the forefront of any changes being made. I like the idea of suggestions being made on experimental content prior to it going live and a detailed log of these changes. it makes me more excited and feel more involved in the testing of this game. if the team is reading this,,, we want to be a part of this game as much as you want to make it. please don't forget us.
  14. commanderbash

    sks mods wishlist

    though I wish they'd allow the long range scope on the sks, If that's not the role they'll allow I would like to see the following mods: rear weaver rail adaptor- lets you mount any m4 optic onto the sks extended mag(20 rounds) - another popular aftermarket part for the sks compensator - either a crafting option (MacGyver) with the mosin compensator or its very own front weaver rail - allows mounting of bipod and or weapon flashlight (requires screwdriver to mount?) paintable like the mosin if anyone wants something I didn't list on the poll, just put that in the comments and of course, all things within reason. vote and discuss to keep this thread alive
  15. can't find any info on the reason why, is something going on?
  16. is this changelog even relevant now that we've changed to .35?
  17. got the gf into playing it, but she's not big on the whole you loose everything when you die aspect, so she usually hangs back.
  18. commanderbash

    SKS Attachments

    attachment weaver rails have been available forever but you make an EXCELLENT point, perhaps the greatest balance to using non standard optics is that you have to zero them to the rifle your using. i'd find this to be a welcome addition to the realism of the game
  19. commanderbash

    wire cutters and cutting fences

    server restarts are a current work around to respawn loot and zombies, as well as reset areas. the devs have already spoke about their intended respawn mechanic, so once that's set in place, restarts may no longer be nessessary
  20. all magnification scopes are nerfed right now, I get it. most games do this, but its usually done to limit the range of encounters due to lack of bullet physics or because encounters are generally close due to map size. rarely is it done to this extent on such large sandbox games ( though sandbox game of this scale are few and far between to reference) right now the pu scope offers 5-10% more magnification then squinting an its rarely enough magnification to be worth while. I think more people would fid enjoyment in the optics mechanics if a 3.5x scope actually gave 3.5x magnification. same goes for the acog. if you think its somehow game breaking, try it on the experimental servers discuss!
  21. commanderbash

    Did he die or log out?

    when they get bayonets working, having two guns instead of an axe will be my next request
  22. commanderbash

    SKS Attachments

    topic was started earlier here, feel free to add to it http://forums.dayzgame.com/index.php?/topic/170630-sks-mods-wishlist/
  23. commanderbash

    what's in a name? (for a server)

    when you look through the server list there are servers with names like Trojan virus, testing server do not enter, character will be deleted, hackers server, kick upon entry, etc.. some I take with a grain of salt but are there any servers you should not enter?
  24. commanderbash

    wire cutters and cutting fences

    beans for a good idea! if they implement wire cutters i would like to see the majority of fences fixed, so that you would need wire cutters to create an alternative enterence. they could also be used to limit some item spawn locations to players with wire cutters i really like what this idea could do to change game dynamics
  25. commanderbash

    bayonets,suppressors, cars, and cooking, what first?

    i don't know bout extra food, but more food per space would make sense, with top tier foods only being edible after cooking, i imagine rice will either not drain water, or just won't be edible without cooking. and cannibalism can have serious side effects (irl), the body has alarms that sound when it starts digesting itself(or something very similar)
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