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Monkfish (DayZ)

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Everything posted by Monkfish (DayZ)

  1. Monkfish (DayZ)

    A use for rope; Frontier Justice.

    I'm amazed the Internet is not all over this comment like a bandit over a newspawn. :lol:
  2. Monkfish (DayZ)

    Gas Canister and portable gas lamp

    Can you switch it on and then put it down? I've only ever fiddled with the canisters/lamps prior to the latest patch and on a daytime server so I have no idea. Being able to switch it on and then leave it somewhere would be a nice way to lure people in (or perhaps distract zeds if they're attracted to light, which would be a nice feature in itself if it doesn't already exist/is planned).
  3. Monkfish (DayZ)

    Izh43 shotgun test/comparison

    Handy to know. Thanks. I imagine given its length, that the standard shotgun would be worn on the shoulder like other rifles/long melee items and won't fit into any backpacks. This would be where the sawn-off has an advantage as it'll fit into a backpack, allowing the user to still carry another rifle/shotgun and melee weapon.
  4. Monkfish (DayZ)

    Frankieontvin1080p wannabes?

    Given how you've deduced that from a random encounter with a random person with no evidence to support any of it, I'd be interested in your political and social views because I bet they're fucking hilarious. :P
  5. Monkfish (DayZ)

    The lack off loot is not right ???

    As posted elsewhere a few minutes ago... So yeah, exactly zero problems with loot here. And this was a full hardcore server in Berezino with people around. *shrugs*
  6. Monkfish (DayZ)

    HUD for masks

    Given the ballistics helmet is now visible in 1PP, I imagine masks/bike helmets/glasses will also some sort of affect on the way you see the world. At least I'm hoping that's the case anyway.
  7. Monkfish (DayZ)

    Dsylecxi & His DayZ SA charms

    I've watched many of his ShackTac videos; the guy is a fucking wizard. I'm glad he's playing DayZ, the bandit/hero balance could to with a little tipping back to the nice side.
  8. Monkfish (DayZ)

    Feedback on patch 114557

    I'm not sure what all the fuss is about with the loot. I've not long been playing on a full capacity hardcore server and, within about 30 minutes of play in Berezino, I had collected... - A box of 7.62 ammo - A Mosin to shove them in (I also sprayed it black to see what it looked like) - A box of .357 ammo (which replaced the loose rounds I had already picked up (which replaced some .45ACP I had already picked up)) - A baseball bat - A head torch - Bandages (taken from a medkit, which I had to leave because I had no capacity for it) - Two tins of spaghetti and a tin of sardines - A screwdriver to open them - Countless cans of soda I also met two people on my travels and heard several more in my vacinity but avoided them, so it's not like there weren't people around. Also, full server in Berezino. My only issue was not finding a backpack and therefore not having enough carrying capacity for all of the shit lying around. But anyway, my first impressions of the patch are good ones - Zombies now behave like they should and are actually a little easier to get away from because, you know, they don't run clean through buildings. They now seem to route to where you are or where you were last seen and then reroute if you're spotted again. - The sounds have had some work too. Sounded a little echoey to me, although I had been fiddling with the sound settings on the computer earlier and may have switched on something that wasn't on previously. - Environment actions such as opening doors seems a little more reliable - The inventory seems a little less fickle when performing actions such as eating food. Previously, doing this whilst carrying other items meant the character would fanny about removing stuff from their hands and then not doing the action you wanted. - Similarly, switching weapons now doesn't spack about (previously, the weapon would be put away about 2/3rds through the animation for getting it out. In the heat of a firefight, this was usually fatal) - More loot added than was mentioned in the patch notes, which is a nice surprise. I'm now curious as to what other goodies are kicking about - It seems to run a little better, especially out in the open, although that may have been placebo. My only real criticism at this point is that all of my configuration settings were reset on update and I had to spend some time setting them back. It's a minor gripe relatively but it'll get right on my tits if updates come with any frequency.
  9. Monkfish (DayZ)

    Server hopper just ruined my day

    Keep character in server after log out? Firstly, behave. Secondly, how in shit would that work? Thirdly, behave.
  10. Monkfish (DayZ)

    Is this how it is for new players? Or is it just me?

    Welcome to DayZ. Some things you need to know; 1) It's brutal. Really fucking brutal. 2) The Zeds will fuck up your shit. Other players will fuck up your shit. Bugs will fuck up your shit. 3) You will die a lot. 4) To help mitigate 1) & 2), and reduce 3), I would suggest reading some guides. Try S.T.A.L.K.E.R Dust's Survival Guide and Merino's guide to the health system 5) It's an Alpha at present as is buggy as shit. Expect this to ruin many a game for quite some time. 6) It isn't for everyone.
  11. Monkfish (DayZ)

    Fps lag after update?

    20-30fps in electro? Damn, I'm lucky to have that looking at the fucking ocean. Stupid shit machine. Srs. I was in Electro the other day and I'm pretty sure it was running at 0.25fps at one point. I won't be going back in a hurry.
  12. Monkfish (DayZ)

    N00b Questions about Night servers

    I think I like Gimpy. Whilst he could have searched and found the answers, because there are several threads already and Rocket posted about server issues in the Announcements section, that reply was fucking awesome. :lol:
  13. Monkfish (DayZ)

    Huzzahh, Zombies walk through doors now

    Psst. Read the thread title and OP again. He's saying the zombies now come through the doors rather than the walls. I'm curious as to how they cope with closed doors.
  14. Monkfish (DayZ)

    I just think the blood system needs to go...

    1) Not understanding how the health system works is not reason to have it removed. 2) Go and watch Merino's excellent guides on how the health system works. 3) Quit your yapping. 4) Beans.
  15. Monkfish (DayZ)

    Izh43 shotgun test/comparison

    Seems perfectly legitimate to me. Speedloaders don't load themselves, but they do allow you to load both barrels at once when they are pre-loaded with shells. To be effective, the speedloader should be pre-loaded with shells before you need to use it. That way, you'd have four shots available in relatively quick succession. To be effective, you should; - Load shotgun - Load speedloader - Fire shotgun when required - Reload shotgun with speed loader If you still need to reload the shotgun after four shots then you've either fucked up your shots or you've picked the wrong weapon for the situation. Looks to me like you have to aim low for the sawn-off to be effective at close range. Personally, I'm not sure why you'd want one unless it gives you a significant advantage when facing two side-by-side foes in close proximity (or if you can store it in a backpack once cut down).
  16. Monkfish (DayZ)

    Warning do not paint you Mosin 9130 !

    Clearly a design feature to stop bandits being quite so bandity as they're the only ones that would do something as sacrilegious as painting a Mosin. *This post may or may not be serious
  17. Monkfish (DayZ)

    What DayZ also needs to be even more realistic?

    Please clarify what you mean with your sweeping generalisation, because the entire simulation genre would probably like to have a word with you, as well as every other game developer that has produced a game that has at least some basis on reality.
  18. Monkfish (DayZ)

    Should this be called fun?

    DayZ is not meant to be fun. At least, not all of the time. DayZ is all about the isolation and fear of not knowing where you are and not knowing what is around the next corner. It might be some joy, or it might be your crushing defeat, the latter of which being far more likely than the former. DayZ us nothing short of brutal and surviving it for any length of time can be difficult, and if you think it's hard now, wait until the zombies are fixed! But what makes DayZ magic is the sense of joy and achievement you get when you actually beat the odds. It might be a small victory, relative to other games, but its a victory in an otherwise abysmal circumstance and that should always be celebrated. The other thing it does is get your pulse racing. Very few games do that for me, but DayZ gives adrenaline rushes in droves. If you don't think you can handle putting a significant amount of time into a character and then losing them (and you will lose them eventually; death is the only thing that's a certainty in Chernarus), then this game isn't for you. It's not for everyone and that's fine, but if it's not for you, then don't play it because you'll get exactly zero sympathy from the community if you choose to whinge about it. Run smart, run safe. :beans:
  19. Monkfish (DayZ)

    Vehicles: For or against them?

    Hell fucking yes! Here's how I think the vehicles should work... - There should be about 100 vehicles in random locations throughout the map. This would result in an average vehicle density of 0.4/km2 (assuming map size doesn't change), but obviously that density would increase a fair amount in towns and be next to zero out in the middle of nowhere, save for maybe the odd random vehicle in a barn somewhere. - Vehicles should spawn in with a random levels of brokeness, be it that they've been crashed, have parts missing or require fuel, water or oil. Vehicles with no oil left should have a ruined engine that cannot be fixed, and these should represent a small proportion of all vehicles. - No one vehicle on the map should ever be fully functional at spawn (which should only happen on a server restart, which would be rare once loot/zombie respawning is in) - Parts required would either need to be found in buildings (garages, residential etc) or liberated from another vehicle. - Liquids would need to be topped up, so fuel (which should be quite rare) would need to be syphoned out of other vehicles or petrol stations (using a pump, a hose and a container of some sort), water could be carried in the traditional way or syphoned into a larger container from somewhere, and oil could be contained in oil drums/barrels, containers or drained out of broken vehicles. - The containers should be a realistic size. So, for example, a 20l container of something should take up almost an entire mountain backpack. This would mean people would have to work in teams if they wanted any hope of getting a vehicle running - Vehicles could run without coolant or oil, but not for long. Running one without oil would permanently ruin the engine. Running one without water would cause it to overheat and stop after a short period. It shouldn't be possible to get it running again until it has either cooled down (30mins+) or has had coolant added - Vehicle damage would contribute to the state of the parts and fluids in it. So, for example, shooting a radiator of a car, for example, would cause it to leak coolant and eventually overheat. Obviously, shooting other parts like tyres should cause damage that needs to be repaired. Not all damage would disable the vehicle. It sounds fairly complicated but I don't think it would be that difficult to implement given how vehicles work in the mod (and assuming the devs aren't making significant changes to how they work for SA). However, I believe it would add a very interesting dynamic to the game and the following would happen; - People would team up to get a vehicle running - People would steal vehicles or parts of vehicles from other players. This would result in a lot of cautious behaviour from vehicle owners and a lot of underhand tactics from those trying to get the vehicles. - Shooting at a running vehicle in an attempt to kill its owner(s) would likely damage it, so people would have to think carefully about how they might attack or ambush players with running vehicles. Whilst emptying an assault rifle clip at it would likely kill the occupants, it would also likely disable the vehicle so that you can't immediately take it. - They would be a finite resource and require care to keep and maintain What say you, Internet?
  20. Monkfish (DayZ)

    New Stuff never found before and never mentioned in patch notes

    This update information is making all wet about the gills. :D
  21. Monkfish (DayZ)

    Fix (not remove) Third Person Perspective

    *sigh* We've been over this ad nauseum and, to be quite frank, I can't be fucking arsed repeating myself. I've already pulled apart this ridiculous argument, go and read one of my posts about it and try to understand why you're wrong.
  22. Monkfish (DayZ)

    What DayZ also needs to be even more realistic?

    One thing to do when thinking about suggestions in game is to ask yourself a series of simple questions. Often, by asking them, you may realise that, whilst something would be cool to add, it might not necessarily be technically possible, 'realistic' or just might not work in the setting of the game. So, for trainable birds, ask yourselves these questions... - Where would the birds come from? Where would you find one? - How would you acquire one? How would you keep one? - Would you have to train it and, if so, how? How would the training mechanism work? Detail some steps. - What purpose would it serve? - What perks would it give you? - What are the disadvantages of it? (Yes, there should always be some sort of disadvantage or mechanism to balance it) - What other impact would it have on the game? By asking these basic questions, you might find that your proposed idea actually sounds a little ridiculous, won't work, would be difficult to implement or brings nothing of any real value to the table. Or you might find it reinforces the idea as a good one (in your own opinion, of course). But at least by asking these questions yourself, you'll have the answers for the questions people will inevitably ask when it's posted on the forum. This would be cool. Not for headshots, obviously, but it would be cool if a fatal body shot resulted in the victim dropping whatever they were holding, grabbing the wound and screaming as they dropped to the floor. I'd also like a more subtle slip into unconsciousness. You know, screen gets darker, sounds get distant and echoy, light at the end of the tunnel, that sort of thing.
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