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Everything posted by commanderbash
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it's one of the reasons I want persistent item storage is to help other players, you see someone new that you want to help you could tell them where a stash is, or just burry it near a church for to help those looking for it. my thread is here. http://forums.dayzgame.com/index.php?/topic/165557-persistent-item-storage-shtf-style-buriable-tube-cache/ vote and discuss to keep it alive.
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there's functionality to chamber a round in both rifles, why a mosin? I have no idea, but it hasn't been implemented on the fxn45 yet
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Persistent item storage, SHTF style buriable tube cache
commanderbash replied to commanderbash's topic in Suggestions
you might, it depends how they're going to handle item in item storage, currently its limitless, I imagine they're going to remove the ability for clothing to be stashed with items in it in the near future, but for example if you have 2x4 you could hold a vest a pelican case, loaded pistol, can opener, and a bandage, that's if they remove clothing storage, 2x4 lets you store two major items, while 2x3 lets you store 1 major and 2 minor, assuming they get rid of the infinite storage in storage in the future. either option works for me, but I can see them sticking with the 2x3 to appease the storage whiners. -
a form of LTL round, I made a topic requesting their addition here: http://forums.dayzgame.com/index.php?/topic/167375-add-ltl-rounds/ I did a quick google search, 12 gauge tranquilizer do exist if the devs let us MacGyver a little, a recipe of a syringe filled with settivive and a shotgun shell could create a tranquilizer shell
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http://forums.dayzgame.com/index.php?/topic/165557-persistent-item-storage-shtf-style-buriable-tube-cache/ if you like the topic, keep it alive
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would like to see natural caves or sewer systems explorable
commanderbash replied to bdm634's topic in Suggestions
I think they'd make the best kind of spots to hide your loot and setup traps once persistence is added for item storage, but yes, caves and sewers ftw, you have my beans -
and anyone stating they want to be shot by lethal rounds will receive Darwin awards 10% copper and %90 lead by volume People saying they wouldn't use them is a moot point, the fact is you should want them used on you regardless. For example I'd carry a sawn off shotgun with two taser rounds around in case I got caught in a spot where i'd either have to kill or logout, then i'd have a third option where no one has to die.
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Less Then Lethal rounds are a form of ammunition that is meant to incapacitate, rather then kill, the people you shoot, they are designed to be just under the force required to penetrate the body, but can and have broke smaller bones. they incapacitate their target by the immense pain of being shot by them, such as with the bean bag or rubber bullets. there are some 12 gauge rounds that take a spin on this such as bean bags infused with military grade mace which give all the pain of being shot plus mace. or the taser round, a recent addition that constitutes a 12 guage shell which projectile is a self contained taser. there are .45 and 5.56 rubber bullet ammo. but as I said before, they don't work well, even in real life, because of the weight limitation of these relatively small rounds. so I'd be happy just to get 12 guage LTL rounds of some sort, preferably taser rounds. there effect in game, once you hit the damage threshold, could be to knock the player unconscious, then you could do what ever you decided not to kill them for. escape, cuff them and take their stuff. what ever it was they you didn't want them dead for. in all honesty there shouldn't be anyone that doesn't want these in game, because you can choose what ever ammo you want, but if I choose to use LTL then you're not dead after our firefight. they're usually as hard, if not harder, to use compared to regular rounds so there's unlikely to be a decisive advantage to their use. their sole purpose is to try not to kill the person your shooting at for those of us that want to eliminate the threat and not the person.
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I've used the cleaning kit a half dozen times but it didn't seem to do anything, is there a gun status like "dirty" that it removes? thanks in advance for the info.
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I usually scare off players by shooting near them, works fine for me
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spray cans have been added, lets start a topic on what we'd like to paint. if you have more then one thing you'd want added. list them in priority. 1. I'd like to paint the fire axe and face masks. 2. would like face paint to be added to camouflage the players face. 3. it'd be neat to have patterns you could choose from, some that require multiple colors 4. player decals that they could spray on flat surfaces to inform other players such as "keep out" "KOS" "looted" "town occupied" "candy inside" "friendly" "/" with the example given some of the messages could be sprayed beside or on top of each other to convey different messages.
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you chose the most customizable weapon on the planet for your game, so lets see more parts for it. I'd like to be able to find uppers for the m4 like the 300 blackout aac conversion for a better suppressed rifle, longer and shorter barrels, different calibers, lasers. there's tons of possibilities. take your pick
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patch update update (defib the dead, gun cleaning, burlap sack)
commanderbash posted a topic in Suggestions
the update has added a few items to its list that were still being talked about so I just wanted to post here so people know they look to be implemented by end of week defibs can revive the dead burlap sack can be places over someone head blocking their sight and muffling their sound. gun cleaning kits will be added these and a few others weren't on the list when it first came out. and now you know. :) -
that is essencially what you're doing by eating a portion of a food item each time
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that's a bike attachment, won't be added 'til later XD
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patch update update (defib the dead, gun cleaning, burlap sack)
commanderbash replied to commanderbash's topic in Suggestions
by me or rocket? I'm quoting his patch, and I doubt he's trolling, you could do the competent thing and read it here http://forums.dayzgame.com/index.php?/topic/165709-pending-changelog-experimental-branch-031114500/ its been added to the bottom of the original post -
bikes are one of the most balanced in game modes of transportation, on the one hand they're faster, and on the other they leave you completely defenseless and vulnerable. I mentioned roller shoes here http://forums.dayzgame.com/index.php?/topic/166640-roller-blade-shoes-as-vehicle-holdover/ just because they could be done with even less coding. but I agree that something to move us faster in game should be implemented asap. I'd rather it be buggy and there then not have it at this point.
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I agree the defib should be able to revive players within a time period with some restrictions. such as a shot to the head pre or post mortem should disallow revives. on separate occasions both me and the gf fell around 12 feet and instantly died. no damage to our kits, just instant death. this would be an example where I feel a defib should be able to revive a player. when they suffer no external injury. :EDIT: *pop* its in there now :)
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couldn't find anything about it. the 10 story apartment complex sometimes has good stuff (like rice) but 90% of the rooms are bare and its just not worth checking for the 10% that might have something good, has anyone made a loot map for the apartment complex to speed check it?
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this is a suggestion of the least resource intensive thing I could come up with so we have SOMETHING as a mode of transportation, I'm sure someone could implement this over lunch in game. these are a thing (albeit rare) shoes with built in roller blades. they usually are either fixed in place just millimeters beyond the tread of the shoe or flip down slightly for use. as far as modeling goes you can just reuse the sneaker models you already have and say they have built in roller blades. give us double sprint speed on roads, and done. simplest item ever, you loose almost nothing in project time if you wanted to remove them later.
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less ideal melee weapons should have tool specific loot oppertunties
commanderbash posted a topic in Suggestions
for the less ideal melee weapons. there should be special loot nodes that require them as their purposed tool to open. this would make the new spawn gambit a little more engaging and possibly have end game player choose something other then a fire axe for their melee weapon (once bayonets work) for example: a crowbar could open a soda machine for a few sodasa shovel could bury/dig up itemsa fire extinguisher could put out a small fire blocking access to a loot node.I'm sure there are other realistic uses these items and others but I'm just thinking off the top of my head. this would allow modest opportunities for someone with the right tool. I'm thinking low tier items for this like soda and low grade kits, but later on if the devs wanted they could ramp this up as a locking mechanism for higher grade loot areas. -
I don't think you understand the significance of how small a 200m sight-in makes for the offset of your point of impact, what I 'm also saying is if I know pretty well where the bullet will land, I can still be effecting at hipfire at 100-300 meters, and deadly at 100 meters and less. if hip fire was as inaccurate as it is in Red Orchestra 2, you would see a lot less of it.
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Persistent item storage, SHTF style buriable tube cache
commanderbash replied to commanderbash's topic in Suggestions
sorry, if you read the post carefully you can see that's what i meant to say, I accidentally did the math in my head, that's why there would be a difference between the two that I wanted to pole, with 2x3 vertical you could have a pistol or a medpack but not both , any 2x2 item would limit you from adding any 1x2 so for example having a medpack would limit you from having a canteen in there. if it was 2x4 then your prospects would definitely broaden. pistols are very common, every fire station has a slew of them, and currently they're amazingly inaccurate imho, but I wanted to use that as the example of the most powerful thing that could be placed within the tube. with the terrain detail being what it is, you couldn't place them too near spawn areas because other people will just find and take them, and keeping track of more then 4-5 mentally would be taxing for most player so I doubt they'll propagate the map like gopher holes. persistent items has always been limited to a single server so this would also cause players to setup a home base of sorts and play mainly on a certain server instead of being server nomads. plus how neat would it be to setup care packages for new spawns that you wanted to help out? "yeah there's a couple canteens a compass and a can opener in a cache by the car under by the wrecked tree, good luck to you" like most things there's a lot of hassle in finding the parts to combine and use, as well as the items you'd want to bury, and then having to goto the place you'd like to hide them, so I really doubt you would have to worry about having a cache at every new spawn even on a single server due to the time they'd have to put in for it, but if they really wanted to, they could. I've edited my post and poll to reflect the 2x3, 2x4 that I originally ment to say -
OH! better idea! that plus update/replace once a month with that months deaths