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Whyherro123

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Everything posted by Whyherro123

  1. Whyherro123

    so much for the struggle

    The thing is: you can't survive off jerky. Or, rather, just jerky alone. Jerky is, by definition, dehydrated lean meat (I prefer smoking meat, which actually does NOT make jerky, it makes something else), and you need fat to survive. However, jerky is easy to store for long periods of time, and can be re-hydrated to use in other recipes. Also, jerky forms part of the one food you CAN survive off of, meaning you can eat ONLY this with no ill effects to health. Pemmican. Take jerky and pound until the meat is shredded fine. Then, take melted fat and mix it together in a 1:1 ratio. You can, and I prefer to,. mix in dried berries like blueberries or cranberries, then wrap it up in a breathable bag. It will last next-to-forever, and it actually tastes pretty good. It was used as a "trade good" by Great Plains Native Americans.
  2. Whyherro123

    Better Bows

    http://forums.dayzgame.com/index.php?/topic/215247-quiver-arrows/ http://forums.dayzgame.com/index.php?/topic/205753-archery-bows-arrows-etc/
  3. Whyherro123

    so much for the struggle

    Requiring a lot of food is what happens in a real life wilderness survival situation. In a survival situation, or in a post-apocalyptic countryside, your metabolism often skyrockets due to stress and the "fight-or-flight" adrenaline reflex, and as such, you need to consume more food to compensate. This situation would only be increased in Day Z, where we run constantly with heavy loads on our backs. Also, in a chronically-stressful environment, your immune system often becomes compromised due to your body "prioritizing" other functions, AKA it works less effectively. I would like to see more sickness and disease in Day Z to reflect this. However, I do agree that crafting should be more "accessible". Check out the "suggestions" forum to see my ideas on a new improvised bow, and I agree that a fishing rod should be craftable with any old stick. Or, hell, not require the stick at all! Hand-casting is a thing, and I've caught fish like that before. Of course, this is coming from the guy that wants foraging to be a viable way to survive : medicine, food and crafting supplies from herbs and plants, more resources from animals, hand-made cordage, spearheads/knives/harpoon heads from knapped glass, and leather clothing that DOESN'T require fertilizer to tan. Baskets/backpacks from reeds and bark, fires from bow-drill kits, etc Essentially, I want to be able to survive without having to go into town. Surviving off the ruins of the "Silent World" is stupid, in my opinion.
  4. Whyherro123

    so much for the struggle

    The survivor population in-game is not large enough to empty all the buildings, I agree. But what about all the "other" survivors, that are now dead, or the people who got infected, but didn't die right away? They didn't just disappear. They ate food, shot bullets, and used medical supplies before they died. Even if the "immune" were only 1% of the population, which is a figure I've seen floating around, out of 100,000 people (which is a realistic population for South Zagoria), that leaves 1,000 people. The max server pop is 50. Where are the other 950 "immune" survivors? Or, alternatively, the people living in rural areas that weren't immune, but were not exposed to the disease until later? Or, the infected that didn't turn into zombies, and died from the disease? All of the above mentioned used materials before they died. Why should there be hoards of zombies in cities and military bases? They, rather explicitly, are not "zombies", but infected people lacking higher brain functions. This turns them into animals, not mindless shamblers. If there is nothing in an area to interest them, or for them to feed/drink on, they will probably leave the area. Animals, while not as "intelligent" as humans, are not stupid. They know they need to eat, drink, and take shelter. Hell, this could be a reason as to why there aren't as many "zombies" as there should be for a region of this size: they all died from exposure/starvation/dehydration! The reason we don't see them doing this in-game? 1) they aren't finished yet, and 2) Graphical limitations. Remember, the game takes place weeks/months after society collapsed, not a few days. If they weren't used by the people of Chernarus, infected, non-infected, and immune, then the materials have rotted/degraded, etc. Just because the "apocalypse" leaves the environment relatively untouched, doesn't mean there can't, or shouldn't be, a scarcity of resources. Remember, there is no "international trade" underway. All the gas you use in your V3s? It will eventually run out. In fact, why is there gas in gas stations? All the people trying to escape South Zagoria would've sucked the station dry in effort to fuel up their cars/ take some for the road. All the bullets you shoot? You can't just waltz on down to the corner store to pick some more up! Ditto on canned foods. And the devs aren't even going as far as they could. A lot of the cities should, if they want to be even more realistic, be flooded, both with rain/riverwater and the backflow from sewers. Remember, there is not more electricity to power the pumps! Having a near-permanent knee-deep water/sewer/rotting "thing"s level in almost every city would mean cities are nexuses of disease and death, as they would be in real life. Want to go loot Cherno? Bring your wellies and a gasmask, or risk breathing in straight disease-vapor! Get hurt and fall in the water? UBER-infection! This water would also cause the mains under the street to collapse, so if you walk in the center of the street, you might just fall into a crevasse filled with standing tepid water, sewer backflow (fecal material, ALL the fecal material), and a mixture of rotting vegetation and bodies. Hope you don't trigger your "mammalian breathing reflex"! Of course, all this wetness would lead to organic items degrading very fast, as well as metal rusting and such. No food in Cherno!
  5. Whyherro123

    Better Bows

    In my opinion, the "Improvised Ashwood Short Bow" should be removed from the game: It requires an axe (to cut down the tree), and either a rope or animal guts (which you are unlikely to get unless you can kill an animal, which almost requires you to already have a firearm) In its place, I propose that we instead gain the ability to craft a "bundle bow", that is, a bunch of sticks tied together. It would be very weak, only really capable of taking small game, with a reduced range. However, it would be easily craft-able with some sticks, say 10 (either cut from bushes, or foraged from the forest floor), and rags (from clothing) This would both increase the "availability" of a "low-tier" (you aren't really going to be hunting any large game/people with a bundle bow) ranged weapon, while serving as a nod to realism/authenticity.
  6. Whyherro123

    so much for the struggle

    (Numbers mine) 1) I agree, the foraging mechanic needs to be worked on. I think it should be a "do the animation, opens the "inventory" of the plant, then you take as much fruit as you want". BUT, you starving to death is on you. I picked apples in Berezino for 15 minutes. Got me from "orange hungry/thirsty" to "dark green hydrated/no hungry". Survival isn't fair. 2) I don't know why people expect to find loot in certain places, weeks/months after the collapse of society. In reality, the hospitals/clinics would be picked clean of medicine, grocery stores would have bare shelves (VERY quickly. Grocery stores only have about a weeks worth of stock), etc etc etc. It is very unrealistic/authentic that we can reliably find specific loot in specific buildings. Having things spawn randomly is much better, and adds to the feeling of desperation. The whole "broken vehicles/police stations/outhouses LOOTGASM" was a bug. 3) Guess what wilderness survival is in reality? A "scavenging simulator", and that is if you are doing it wrong. In actual wilderness survival, you are supposed to sleep as much as possible. Being "able" (AKA not worrying about food/water, as well as with "good" gear) to run around and PvP should be the end-game of Day Z, while the whole "foraging/hunting/farming simulator", as many put it, is the build-up to that end. Right now, basically the only reason people hunt/farm/fish/forage is for kicks, because there is enough canned food an ammunition to keep the PvP flowing without a hitch. The game should become much harder, and loot of all kinds should be much rarer. Have you seen anybody make the leather clothing, or a backpack? Why should they, when you can just sprint to the nearest junkyard to find a backpack? ETC
  7. Whyherro123

    Arming a zombie with a rock or bludgeoning weapon?

    They are essentially animalistic, and "animalistic" in this case means "no higher brain functions at all." Shit, they can't even climb ladders, meaning they lack the brain functions to grip with their fingers and the coordination to move hands and feet together. They probably lack the ability to grip things, which is why they beat the shit out of you in-game, vs grappling you to the ground Monkeys and such are actually rather intelligent. Makes sense, we belong to the same family.
  8. Whyherro123

    Authenticity: Time Acceleration vs Night Lights

    Exactly. Want some lights? Set up a generator. Just ensure that you have enough batteries or a sustainable fuel source to power it, or the lights could go out at a very inopportune time....
  9. Whyherro123

    where to find guns and ammo ?

    -sigh-
  10. Whyherro123

    Authenticity: Time Acceleration vs Night Lights

    Firstly, where did you get that it is 5 years later? In fact, it would be a couple of months at best, considering that morphine has rapidly-decreased effectiveness after a year or so. I has been a couple of months, a year at most. Secondly, I actually rather enjoy the whole "nighttime experience" in Day Z. Yesterday, I played on a server where I caught the whole sunset. Sat on a mountaintop and watched the colors recede over the horizon. Gorgeous. If anything, they should make the nights darker.
  11. Whyherro123

    Carpentry?

    Again: why waste time making plywood? It isn't insulated, is relatively weak, and requires support. It also required various glues and resins. Take logs (say, from the Berezino lumbermill), lay flat on the ground. Use axe to cut notches in logs. Stack logs. Use axe to split logs in half. Lay logs on top of others on a diagonal. Fill cracks with dirt. Boom, log cabin, using only one tool. Again, why waste time milling boards from trees? Just use the trees as is.
  12. Whyherro123

    Carpentry?

    In reality, trying to make boards and such would be a waste of time and energy. There are literal stacks of both unworked logs and construction-ready lumber (boards) literally lying around Chernarus, so unless you really need wood, you shouldn't really have to cut any trees. There is also pallets of boards, pallets of what is presumably concrete, and actual concrete-and-rebar slabs. Materials-wise, basebuilding shouldn't be a problem, so long as you can actually move the materials
  13. Whyherro123

    Idea about landmines

    YES ALL OF THIS If mines should spawn anywhere on the map, it should be in "minefields" around military bases. If you want that sweet, sweet military loot, you have to brave the minefield, THEN the zombies.
  14. Whyherro123

    More Primitive/Improvised tools

    -ahem- http://forums.dayzgame.com/index.php?/topic/223786-hunting-and-foraging-equipment/ http://forums.dayzgame.com/index.php?/topic/220374-primitive-equipment-possibilities-and-such/ http://forums.dayzgame.com/index.php?/topic/221476-uses-for-bone/ Search Function, brutha Essentially, you've just compiled the same suggestions I (and others) have made in the past. Give the original threads at least some credit.
  15. Whyherro123

    Idea about landmines

    What is funny is that they look rather similar to the Soviet-era PMN antipersonnel mine, and in fact, they probably ARE PMN antipersonnel mines, what with Chernarus being a post-soviet State and all. (EDIT: Read up on the DayZ Wiki. They are Soviet PMN-2 mines) http://en.wikipedia.org/wiki/PMN_mine Of course, this means that the mines are DRASTICALLY overpowered. Hilariously so. The PMN is a "blast mine" as opposed to a "fragmentation mine", meaning it deals damage through an explosion vs through .... well, fragmentation. Also, most blast mines are deliberately designed to be relatively non-lethal, to cause severe injury instead of killing the target outright. This is so the targets comrades have to waste supplies, manpower and time taking care of him, when they could instead be fighting. Specifically, the PMN-class was designed to cause severe damage to the targets foot and leg, AKA the localized area around the mine. While it was rated "more powerful" (and more lethal) than similarly-sized US antipersonnel mines, it still wouldn't cause damage 15m away like it does in-game. Most of the force from the blast, as well as the small amount of shrapnel from the casing, are directed upwards (into the target), and downward (into the substrate), NOT laterally around the mine. So, if they were realistic in any shape or fashion, they would be lethal to a single target, the one who triggered the mine. Not everyone around the target (Which is what happened to my clan-mates and I. We set up a mine for shits and giggles, and all of us within a 15m circle around the mine died when one guy tried to disarm it). They would be useful for "blocking off" doorways and paths, not for taking out vehicles and covering large sections of ground. That is what Anti-Tank (AT) and Fragmentation mines are for. http://en.wikipedia.org/wiki/Anti-personnel_mine www.dtic.mil/cgi-bin/GetTRDoc?AD=ADA426229 ^ the above is a PDF desribing the effects of a PMN-class mine. Good read.
  16. Any indication as to why not? Easy to make, easy to use, effective. Plus, it makes more "sense" than to have a bow that-totally-wouldn't-work in real life...... Just...weighing in.
  17. Whyherro123

    What about Russian Spam?

    Uh, no, SPAM is fully cooked as-is. Technically, ANY food that has been canned is "cooked". It does, however, taste like ass when not "cooked", as that layer of fat doesn't coat the meat otherwise. I use SPAM as a "survival food" all the time. It is GREAT if you think outside the box with it.
  18. Whyherro123

    Developers giving in to Demands?

    Are.... are you actually trying to compare games of different genres? HAHAHAHAHAHHAHAHA Skyrim is an RPG, AKA Role-Playing Game CoD is a FPS Borderlands is an RPG/FPS hybrid The only thing similar between those three games (and the three genres) is that you can choose between different equipment. Day Z is not an RPG, as it lacks skills. It has elements of an FPS, but it is not solely an FPS. It has horror elements, but is not solely a horror game. It is an open-world sandbox survival game.
  19. Whyherro123

    Developers giving in to Demands?

    The "hardcore survivalists" WANT guns. We just want something else to do other than clusterfuck on the coast, decked out with the latest issues of "SPESHUL FORCES MONTHLY". Oh, and if the devs could also make "survival" in any way realistic, requiring the player to eat, drink, and pay attention to their surroundings more than once a play session, that would be nice. Protip: I've seen streams of players who sit in a house in Berezino/Elektro STARVING to death, all waiting for PvP to happen. That needs to stop.
  20. Whyherro123

    Item degeneration and maintaining

    No... if you leave a tent out in the woods for a week, exposed to the wind and rain, and with no ground cloth, it will get rips, and let water seep through. In all actuality, storing "sensitive" things in a tent would be a pretty poor choice.
  21. Whyherro123

    so much for the struggle

    If the server you are on is broken and has no loot...... LEAVE. If you stay on a broken lootless server, and complain about finding no loot, you are both a masochist and stupid.
  22. Whyherro123

    so much for the struggle

    You know, some people actually enjoyed the challenge. Right now, I can loot Svetlo in 5 minutes after freshspawning and come out fully healthy, energized and hydrated, with medical gear, primary and secondary w/ammunition, and be ready for PvP. I know this because I just did.
  23. Whyherro123

    Does DayZ need aeiral transport?

    1) Don't need a mine field. In fact, a minefield would probably be "too hard" to maintain. All you need is the "threat" of a minefield, or beartraps, or even Punji-stakes. Low (effectively none) maintenance, and all the effectiveness of an antipersonnel mine. 2) If anybody, much less this hypothetical clan, leaves their front gate unlocked and unguarded, then they essentially deserve to be bent over the barrel and reamed out. I am assuming that this clan is competent and organized enough to avoid this, much like any real-life counterpart would be if they "got that far". 3) The whole point of there being fortifications is not "force" in and of itself, but instead the "threat of force". Imagine you are a bandit, gazing upon a palisaded camp, surrounded by 2-3 rings of ditches. You've heard from the trader you just killed that the clan that owns said camp has punji-stakes and beartraps in the ditches, as well as up to the base of the wall, which is itself regularly patrolled by guards on foot, accompanied by guard-dogs to sniff out anyone trying to sneak through the ditches. In addition, the treeline has been cleared away from the first ditch, meaning that you would have to cross 100m of open ground until you reached the first ditch, all while under fire. The only "safe" way to get to the fortress is to follow the path up to the main-gate, where there is an open field right next to the gate for traders. Said road is defended by 2-3 small bunkers, made from logs and dirt, and could feasibly "hold" an LMG. All of these bunkers have overlapping fields of fire, meaning while you are trying to take out one bunker, you are under small-arms and LMG fire from the other two. Not including the small arms and sniper fire from the compound itself, or from the traders who would be .... quite put out to see their favorite (as well as safest and most profitable) trading location taken out. At that point, your really have to decide: waste a lot of time, ammunition, and personnel attacking this, as well as being blacklisted by the traders on this server, or say "fuck it" and attack traders once they've left the safety of the compound?. I am willing to bet that 99% of bandits would choose option 2. NOTE: the above compound, while feasibly and realistically the "top of the line" in basebuilding, would not be all that difficult to construct, even with hand-tools, just merely time-consuming and materials-heavy. Work-gangs of bambis could be directed in digging ditches with shovels, and directed in cutting down trees (from the ditch out to 100m, would give enough trees for a palisade, some buildings, as well as the mentioned bunkers). Using a tractor would cut both the time and labor required for ditch-digging and earth moving exponentially, and I expect any clan "worth their salt" to use a tractor for farming purposes anyways I would really like to see tractors with different attachments be a viable vehicle in-game. Rototiller for farming plots, bucket for digging, attachable mulcher for cutting down brush and trees, etc. All very useful for basebuilding, and capable of being powered via diesel fuel or ethanol. Look up "hill-forts" for what Neolithic/ Bronze-Age people were capable of using only hand tools. And the compounds I refer to do not have to be nearly as big http://en.wikipedia.org/wiki/Hill_fort
  24. Whyherro123

    Does DayZ need aeiral transport?

    Because 1) It isn't really all that "authentic" 2) It is against the "theme" of the game, as evidence by quotes from the devs and 3) With server-hopping, any and all mechanics made to limit anything in the game (AKA making parts rare, etc) become meaningless, as someone can just pop in and out of servers for a few hours and loot parts. Compound that with a clan doing the same, as well as duping, and within a couple of hours, said clan already has 15 buggys and 10 autogyros. Protip: it is already happening, and has been happening, even with the .55 loot shenanigans. Server-hopping should be fixed, or at least limited severely (more stringent effects with changing servers rapidly.), because until then basically any implementation of a loot-economy or scarcity, especially with regards to vehicle parts, becomes little more than a speedbump to hoppers. "Difficulty" as well, because if any player in the game can build an autogyro, regardless of how "difficult" it is, they will.
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