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Imbalanxd

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Everything posted by Imbalanxd

  1. Imbalanxd

    The 'Learn to Play' Argument

    Would "be better" suffice? Tom foolery aside, the term learn to play isn't really used in DayZ in the same way as, for example, COD. When a COD kid says learn to play, he means learn to aim better, learn to quickscope better, learn to listen to dubstep better, learn to jump around like a druggy better, or whatever the fuck it is they do in COD. When a DayZ player says learn to play, what they mean (or at least what they should mean) is that you need to accept DayZ. That entails understanding that playability is never an acceptable reason to change something. You've got not gun and so you can't kill any zombies and bandits kill you? Nobody cares, that's DayZ life. The zombies have a large agro radius and you can't get past them? To bad, enjoy your zombos bro. None of these are legitimate reasons to change anything. In COD or BF3 or WoW they might be, but not DayZ.
  2. If you mean since 1.7.1 and its hotfix hit, then I've seen between 5 and 6. All in firehouse spawns.
  3. Imbalanxd

    Tank Trap Kit

    Found 3 in Solnichney glass warehouse. Didn't have the equipment to use them though.
  4. Imbalanxd

    The 'Learn to Play' Argument

    The notion of "knowing how to play the game" is a relative one. To my mom, I am really good at starcraft, to a Korean, I am utterly hopeless. From my perspective, a player who is currently having difficulties avoiding zombies, or struggling to survive without his starting Makarov, has shown that he does not know how to play the game, and therefore needs to learn to do so. Learn to play brah
  5. I must be some kind of DayZ pro then, since I play at night all the time.
  6. Imbalanxd

    Fishing

    This would need to be available at particular places only. Its already too easy to get enough canned food and soda to last you a life time. Infinite ensured food sources are too much I think.
  7. Imbalanxd

    what about night googles

    this thread is amazing
  8. Imbalanxd

    Tyres off of wrecks

    So the other night me and a friend found a totalled bus outside the church in Elektro. We thought we would fix it up and go for a joy ride. We ventured into Elektro's industrial area and began the hunt for the parts we needed. It was great fun, and after checking every single warehouse type building, we finally had everything we needed. We fixed it up and went on our way. We ended up picking some guy up who was in trouble and began transporting him to his friends location in Novy Sobor. While travelling through Mogilevka however, we unfortunately collided with a well concealed barrier (this was all in pitch black darkness) and lost the two front wheels of the bus. As we got out, and lit a flare, zombies began to swarm us. It was a truly awesome experience, and one of the most immersive of my entire gaming career. I thought it would be really fun looking for wheels in the remote and hostile environment. Well, it was fun, until we realised there was only one location capable of spawning tyres, and it hadn't spawned a tyre... Well, you can't just be handed everything you need! So off we set into the darkness of the surrounding wilderness, heading towards the nearest adjacent settlement, but still, no tyre spawns. Not just unlucky spawns, no locations capable of spawning tyres. We checked every settlement within 2km of Mogilevka, and found only 2 or 3 locations capable of spawning tyres, none of which had. What I suggest is the ability to retrieve tyres off of certain car wrecks. I understand that things like engine blocks, fuel tanks, and fuel itself really do need to come from special areas, which is fine, because those parts are rarely damaged on a vehicle, unless you come under heavy fire. But tyres are always the first things to go, and they go quite easily. If you have a collision in the wrong part of the map, you can essentially write off the vehicle because you may be 10s of km away from the nearest tyre spawn.
  9. Imbalanxd

    Rocket, GJ on this Mod But...

    To answer the original question: no.
  10. Imbalanxd

    Stopping to change weapons...

    Should you be able to eat while running? How about read a map while running? What about taking a weapon out of your backpack, switching your current weapon into your backpack, all while running? All of these are, after all, physically possible. Its a COD style of thinking because it removes pacing.
  11. One thing that has always bothered me about DayZ is how ubiquitous weapons are. This is supposed to be an accurate depiction of an apocalyptic zombie wasteland, yet almost every player who isn't a complete noob will acquire a gun within 10 minutes of spawning, and will possess a fire arm in some form or another until his death. Not only that, but players will usually have an abundance of ammo available for their weapon. I can count on one hand the number of times that I ran out of ammo for all my weapons. To me, this isn't realistic, and is a by product of the association most people make between the first person perspective and possessing a firearm. Until recently, this approach was a necessity. Once alerted, a zombie could essentially only be stopped by a bullet to the head, or numerous bullets to the body. This is no longer the case, however. Zombies can now be slowed down and evaded, even once alerted. It is no longer imperative that every player in the game possess the ability to deal damage. So why not reduce the spawn chance of weapons and ammo? Make the discovery of a firearm a big deal. I remember the first time I found a Winchester, I was ecstatic! Now I feel that I'm doing badly if all I have is an AKM and 4 mags. When was the last time you put Makarov rounds in your backpack? Why would you? There were 100s of them in every building you could conceivably visit. At the moment I feel hard done by if there are too many Makarov round spawns in a store or church. Bullets a BAD thing in a zombie apocalypse? That feels a bit strange to be honest. Basically what I'm looking for is a dynamically changing experience. Its great that, when spawning, players need to approach the game differently in order to acquire items and weapons. But why is that the only time a different approach is required? Why don't players go through periods of having weapons and not having weapons, throughout their characters lives?
  12. Explain to me the difference between a friend of yours camping your corpse until you run back to it, and you running to your groups camp site and taking a gun out of a tent.
  13. Imbalanxd

    Long Day -> short night!

    Time cycle is inherent to ARMA2 and cannot easily be modified. This has been covered many times.
  14. Imbalanxd

    No Weapon = Crapshoot

    You assume that aim with a gun is the primary skill which shall overcome challenges in DayZ? Must... resist... reference to age... and... call of.. duuttyyyyyyyyy.
  15. Imbalanxd

    So let me get this straight...

    So far, since playing about 2 hours of the new patch, I have agrod between 60-80 zombies, and I have killed 8. I have not died yet, and I am not still running.
  16. Very few dedicated bandits kill for items, myself included. If this was the case, it would be working completely as intended. If someone is really well equipped, better equipped than you, then you should want to kill them, that is common sense. The problem arises when people kill others and take absolutely nothing from them, while suffering almost no consequences.
  17. I play realistically. I consider disconnecting akin to "going to sleep" or something similar. Thus I will only do it when my environment is carefully considered and I am 100% sure, or at least as sure as I could possible be, that I am at least 500m from the nearest alerted player/zombie. Thus I would say no, because even in a case as the one you described, disconnecting would require considerable meta gaming, too much meta gaming. I feel that such a thing goes against the spirit of DayZ.
  18. If you KNOW he is a hacker then sure, leave the server, play somewhere else. However, KNOWING entails having more information than you could possibly have. Teleportation is a symptom of ARMA 2's terrible netcode, and is not a valid reason for disconnecting. You THINKING he has a certain gun, without actually knowing for sure (spoiler, you can't know) is not good enough. Maybe he was wearing camo clothing and you got confused. By all means, if 20 guys roll into cherno with tanks and attack helicopters, leave the server and find another one. By the sounds of your story however, someone flanked you and you got scared, so you discod.
  19. Imbalanxd

    Amazing game takes dive. Player worries.

    If you're arguing that the night time visibility isn't realistic, then I disagree. If you're not arguing that, then ask yourself, if it was pitch black outside, would you venture out into a zombie infested environment? Only the brave/stupid and the well equipped play at night. Working as intended in my opinion.
  20. Oh hey someone is about to kill me, the only explanation is hackers. I am now justified in my disconnecting.
  21. I'll go along with that. It takes about 20 MP5 body shots to kill a player, which is also ridiculous.
  22. The Makarov was not a defensive mechanism against players, it simply was not. Its incredibly low damage coupled with atrocious accuracy meant that in order to down any non AFK player would require at least 4 magazines to be fired. Anybody who has a proper weapon and whose soul intent is to kill you is going to, and was going to, even in the last patch. The Makarov was only a defence against zombies. An incredible defence. I would even say the best defence, easily the best weapon for killing zombies in the entire game. Far too good, and it made zombies irrelevant. That is the issue that was being addressed. And it has been addressed.
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