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crimsonbzd
DayZ Supporter
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Everything posted by crimsonbzd
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WHY ARE YOU KILLING PEOPLE FOR NO REASON? -.-"
crimsonbzd replied to ThreeFailingPros's topic in New Player Discussion
Since no one seems to have given you any reasonable answer that actually addresses your issue, OP, I will. Yes, this is a zombie survival game, but that's essentially the ruse. The zombies are more part of the background to most players. If you're walking around alone, you're going to have to be super careful to not get kos'd all the time. I recommend finding some players, probably here on the forum or on the steam forums or something, to play with. Add 'em slowly and be cautious until you get to know them for some time - but i wouldn't expect too many assholes to go through a whole thing of adding you as a friend just to f you over quick and leave. But yeah, try to find a bunch of players, either individually or a group, and try not to play alone if you can help it. Granted, the way the map works makes that difficult even if you have a bunch of friends online - they may not be in your area. The more friends you have, the more likely you'll be close to one who is online and can team up with you quickly. Then, you get to the be the aggressor. -
DayZ alpha. Alpha. A L P H A Alpha. Al-pha. Aa Ele Pee Hache Aa Alpha.
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DayZ Alpha. I walked out of the half-constructed building in berezino, where there's like maybe a six inch drop to the ground. I stepped off that ledge - "YOU ARE DEAD"
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I have two suggestions for increasing player interactions. I won't be brief. 1. The ability to hide a handcuff key on your person. Shoving it up your bum was just a way to get you to read the post, however in reality I would like the option to "hide" a pair of handcuff keys on your person. I guess if you really needed to know where it's going, you could say it was hidden in the mouth if you don't like the southern portion of your map so much, granted there's only place your hands are close to when you're cuffed. This would need some sort of offset, so perhaps while you have a pair of keys hidden in your prison wallet (imagination people) you also must accept a certain percentage risk of infection, losing the keys out of your bum, or accidentally swallowing the key while eating, etc. Case in point: a system giving a handcuffed player more options for escape will cause more meaningful player interaction 2. The ability to light any pile of objects on fire. The idea here is that, should you capture a player, there is a higher incentive for the player to leave the other player alive. As we all know, however, griefing is a major part of this and many other games, and a game of this nature would lose it's appeal if you, lets say, got to keep all of your stuff after you died. Running into a hostile player, and your ability to defend yourself from said player, is a major mechanic of the game. The idea itself stems from my personal style of play - if I see a lone survivor with nothing but an axe, I may decide to handcuff the individual and loot his gear. Now, I don't necessarily want to kill him, in fact I'd say that might be a bit easier on him. What I would like to do, however, is to pile up all of his gear once I've picked out what I want, and light it on fire, leaving him to struggle free from the cuffs (or pull the keys out his rear) in nothing but his underwear. This, would, of course, attract zombies - leaving the handcuffed player in a particularly dangerous situation - albeit one much easier to survive than a bullet that already passed through your head. giving bandits, griefers, and those with a PvP mindset advanced options to "grief" or otherwise harm another player without killing them will reduce KOS and cause more meaningful player interactions.
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I believe you're forgetting that item damage will result from shooting other players eventually. The idea being that if you're mister KOS, you won't be finding much you didn't riddle with bullets already. If there aren't more options for messing with other players, you will see a bunch of KOS like the mod, or "drop all your stuff and i'll let you live" and then kill them anyways. Furthermore, if everyone is sure they're going to die if they get cuffed, they'll just log and kill themselves or wait around not giving a damn waiting for the other player to kill them so they can continue playing. The idea remains, and still holds true at this point, that implementing a system of player interaction where it ends up more fun for everyone if you don't KOS, KOS will decrease. I also wouldn't mind leaving a player with a burlap sack over their head and handcuffed to run away stark naked into the woods with no sense of direction until they're able to free themselves. edit: in the long term, fuel would not be an issue in burning players goods, unless they radically change the need for gasoline for vehicles from the mod
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OP, you're able to do to pretty much each and every one of these things anyways, there's just no bonus. Grab your gear and roleplay. Adding "classes" and "specializations" would only give certain players more to exploit without adding anything to the game that can't already be done. It's all already in the game, it's just not structured in the game so you pick "medic" class. If you wanna be a medic, go pick up a defib and some bandages and find some people needing help. If you wanna be a soldier, find yourself a rifle and fall in line.
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i am no sort of expert and as soon as someone posts below me, feel free to disregard this, but since they're paying cash money for their server, i guess they can buy a private place to gear up and circle jerk it. i'd find a new server
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I must say I disagree with elements of both of your responses. My character, deleted by the update, had been alive a couple of days, long enough to reach a consistent healthy status for a while. The amount of food and drink required to maintain that status is quite unrealistic, however factoring in the forever sprinting it becomes pretty realistic. Also, the 1:1 cycle adding a strategic element to the game. In the end result, I believe it forces players to either submit their entire playtime this session to the server's cycle or join a daytime/nighttime only server. The idea is that many points of the game are engineered to provide a realistic end user experience, not necessarily one that's realistic when you delve deeper. i.e. in no place in the real world could you carry 25 cans of beans in an average child's backpack, but I doubt many would vote for realistic mass and volume be taken into account with inventory. So again, why is the day/night cycle not compressed, or at least server owners not given the option to compress it? This would force people to change tactics in a more active manner, instead of one that ends up being server based and generally fixed.
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I've personally experienced this glitch numerous times in .30 with both the fnx45 and the mosin. edit: sorry, obviously without the spraypaint. the spraypaint seems to have caused it.
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so, i didn't quite understand that. you're saying that your gun-cleaning kit was causing your gun wear? also, I don't think they implemented the item damage system yet - even with the patch.
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As sarcasm is hard to read through text - if by some weird coincidence dean hisself decided to read this post and suddenly add dismemberment to the game, I personally believe it would break the game. But imagining how that would look on screen makes me laugh every time, simply because I'm sure I'd spawn at some point and five minutes later it would happen to me. But no, it probably shouldn't be in the game, that would be silly. And to that one dude, there are certainly not a lot of ways to troll players. If that was the list for the entire release of the game I wouldn't even worry about handcuffing people in the long term. But seriously now, anyone not want to be able to burn random piles of stuff - generating heat, light, and having the added benefit of destroying another players gear you can't take with you?
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Hopefully sawing friends out of handcuffs at least. Now, if they added a system for persistent character damage, that'd be something. i.e. you handcuff a guy, hacksaw of his arm, and let him go... not sure that would actually be too good of a system, but seeing some dude going around with one arm all the time would be awesome.
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Yes Vector, the idea being hiding it really anywhere, it would probably just sit in it's own inventory spot, but the idea goes that even if they make you take off EVERYTHING at gunpoint, you'll still have the key. The idea was bred from watching some dudes holding people up in a couple of videos, I realized they didn't always handcuff the guy and they didn't always make him take his shirt off too. So I keep a kitchen knife or something similar in my shirt just in case, but to take it a step further would be cool. In essence, I believe that no matter how much work they put into making this game, unless they put in a system meaningful enough interaction system to add a new layer to existing gameplay that actually make's KOS a huge disadvantage, there won't be too much of a difference from the mod. Unless of course they added penalties to banditry. I saw someone suggest a while back a kind of "insanity" or "paranoia" scenario, where the more people you kill the more random noises and crazy shit starts happening around you, i.e. fence rattles or zombie noises randomly, or for the most extreme bandit a random sniper round or two every once in a while. Seems to they should add something to banditry if they're trying to discourage rampant KOS. perhaps a time-based meter that causes some sort of penalty for too many murders in succession. Then, to survive and bandit, you'd have to let some people go. Edit: Don't try to claim I was shittin' out of my mouth when you on the internet and clearly can't even read, because if you could you would have already known what I was thinking when I made this post. So, what I was thinking, and still maintain good sir, is that with an expanded amount of options for players to grief other players, they may less often choose to KOS. And, in this case, if they decided to continue KOS, they would miss a large segment of the player interaction portion of the game. Specifically, adding more content to player interactions. I don't know about you, but I've played enough shooting games in my life to have probably killed Earth's population in video game people twice or three times over now. Unless you're new to firing a gun a game, you may feel the same. And, unless you like it when you're nicely going about your business and your character falls over dead from a gunshot, you might want some more player interaction options.
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I think, a good change to this, would be to implement a system where increased player's activity in an area spawns more zombies. i.e. there's 20 people in elektro, fighting carrying on etc. Increase the zombie spawns in the area in response to increased number of players to the point where it becomes a hot-zone. I notice on problem with zombies in the mod is they are secondary, as in never really dangerous. If this system were implemented it would change the flow of players through major towns. Basically the zombie count in an area would get so high players would be forced out of town til things cool down.
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I have a simple suggestion for the flashlight. Simply put, an optional key press to hold that will have your character cover up their flashlight's beam. Discuss.
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I'm sorry, I was unclear. I meant to cover it to allow some light to pass, but to prevent your beam from reaching through windows. Perhaps even a context option if a whole keypress or some sort of contextual keypress is not favorable.