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deepfried
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Everything posted by deepfried
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Hardcore fanboys Vs General gamers
deepfried replied to Genki Dama's topic in DayZ Mod General Discussion
You're entitled to your opinion but when you express it on a forum you've got to be prepared for others to express counter opinions. Welcome to the internet. -
tbh I don't really use soda, I have two canteens and I know most of the places you can refill water, from ponds and lakes to water pumps etc around towns. This is mostly because these sources of water are guarenteed, soda spawn is likely but not guarenteed, and I spend a lot of time in the wilderness where there is no soda. That just goes to show that soda isn't actually needed, and its quite possible to manage with just canteens.
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Post Spawn Loot Comments here ONLY
deepfried replied to rocket's topic in DayZ Mod General Discussion
Spawning with very little, or even nothing is fine from a survival gameplay point of view, however i'm just concerned that it will be open season on newly spawned players and bandits will spawn camp just for the hell of getting their kill score up and griefing other players. At least when you spawn with a Makarov you have some chance for self defence, and even the most tooled up veteran bandit can be gunned down with a Makarov if hes not careful. IMO the only way to make it viable is to let new players spawn randomly anywhere on the map, not just the beach. That way there would be no specific place for bandits to camp. -
Patch 1.7.1 - Definitely Needed
deepfried replied to External (DayZ)'s topic in DayZ Mod General Discussion
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Yeah I like it, soda is way to easy to find at the moment. But then there are quite a few spawn rates that need tweaking IMO.
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Not if eating increases the rate of regen for a period of time. The default regen amount would be very slow and only occur if all indicaters are green. Yeah, if it was done right it could work pretty well. I wouldn't mind seeing it implemented in alpha for a trial run. The only problem I can see remaining, assuming regen is implemented as we've discussed, is that when you get to low blood you'll be waiting a long time to heal up, presumably several hours if you get to really low blood. Is it going to be fun to play in that sort of state for such long periods? and if the regen is faster then we're moving in the direction of CoD and the current blood/food system would be preferable to that IMO.
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OP I can see where you're coming from with this but in reality I think it will just make the game unplayable for the vast majority of people. The problem is that there are very few places to get a blood pack, make the blood pack the only way to heal and these places will become permanently camped kill zones (more so than already). Further more 90% of players shoot on sight, forcing blood transfusions won't change that one bit it will just end up with most people having even shorter lives than they do currently (30min ave?). On top of that it will make the wilderness much less functional in gameplay terms, at the moment forests offer cover and wood for you to make a fire, fields offer cows sheep and goats, and boar and rabbits can be found too... all of that will be pointless if eating doesn't restore blood. As for regenerating blood as suggestion further in the thread... I think we have to be very careful about going in the direction of the modern day shooter regen mechanic, it could work, and it could work very well but the regen would have to be slow as hell and would have to require all status indicators to be green. Even then it still devalues the hunting/cooking aspect of the game which IMO could do with building on rather than undermining.
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There's no point complaining about the difficulty, either current or pending. High difficulty and easy death are key features of DayZ, don't like it? don't play DayZ. Besides this is alpha, they are bound to try all sorts of balancing changes and mechanics. We're basically just along for the ride whilst they test and develop the mod, so there is no point taking changes too seriously at this stage, its all testing.
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dark is TOO FUCKING DARK -> dayz devs listen ffs
deepfried replied to seannybgoode's topic in DayZ Mod Suggestions
its a know problem and it will be fixed. /thread -
Agreed, you dont need the server name in debug as you can just press "I". the debug monitor should be as uncluttered as possible. However given that it is called the "debug" monitor I kinda get this impression that it wont feature in the release version of the mod, I think its just and alpha/beta thing.
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But thats the problem, people arent "going mad from stress/paranoia" they are just shooting on sight, which is ruining the great potential this game has to foster coop play.
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how about this: you have the option in lobby to spawn to where you left off (though obviously not if you died) or to spawn on the beach somewhere with a friend or two from the lobby. This way if you're playing in a group and someone dies, you can all choose to return to the lobby and spawn together on the beach. That stops the problems inherent with "spawn on player" such as abusing the mechanic as a way to teleport to a friend who is in trouble.
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crossbows definately have their use, as a silent non-aggroing weapon that you can retrieve ammo for they sound pretty useful... the down side is that the "sight" is not aligned for the close ranges that it is usually used making an accurate shot difficult and the problem that it takes 2 chest shots to kill a zombie. I often pick up a xbow early in a playthough, but i always dump it for a winchester pretty quick.
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Make health values same as vanilla arma 2
deepfried replied to yedrellow's topic in DayZ Mod Suggestions
yep, good idea, i'm always in favour of more realistic damage/health mechanics but its not always suitable... I cant think of a game where it would be more suitable than DayZ. Also agreed zombie damage is more or less right, it could perhaps do with a slight buff but at the end of the day a zombie flailing at you with its arms is going to be considerably less lethal than being shot. -
Either FIX zombie speed or REMOVE the knockdown
deepfried replied to bjarnidk's topic in DayZ Mod Suggestions
Still missing the point by a mile I see. But I digress... No you're missing the point: its not bad design its an intentional and important game mechanic. Without it zed would be too predictable and easy to handle. Every time you engage or aggro zed there should be a real risk of death, that is a fundamental element of the game. -
sneaky zombies playing dead. Well thats going to make things interesting :D I do like that the woods away from buildings is currently a safe zone (so far as zed are concerned) but maybe its too safe, maybe just the occasional spawning zombie or two out in the wilderness to keep us on our toes?
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Either FIX zombie speed or REMOVE the knockdown
deepfried replied to bjarnidk's topic in DayZ Mod Suggestions
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Either FIX zombie speed or REMOVE the knockdown
deepfried replied to bjarnidk's topic in DayZ Mod Suggestions
You do realise that a zombie cant knock you down when you have 9000+ health right? so just learn to be more careful when you're low health. When you've been playing the game a while and you know all the best ways to get food etc you will be 100% health most of the time anyway. THis is agree with, the zombie speed is fine (given that player speed is so high) however the animation is ropey and janky and needs work.... just as well its being re-done in the next patch huh :D -
Friendly survivor system (hard-coded 'friendliness')
deepfried replied to Sabata (DayZ)'s topic in DayZ Mod Suggestions
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My argument for less damaging, less accurate guns
deepfried replied to [email protected]'s topic in DayZ Mod Suggestions
to be frank I think that the guns and balistics are one of the few areas of the mod that really doesnt need any improvement, its already best in class so far as i'm concerned. -
Yes, true. I think we do need something though, and as you say we're getting the heartbeat system anyway so that might well do the trick.
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Its easier than people are making out, you just have to get Arma to take exclusive control of the soundcard, locking out or overriding other applications like TS3. its possible, but you could hack around it.
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A new 'status' to encourage cooperation
deepfried replied to ScienceCow's topic in DayZ Mod Suggestions
whats the downside of depression? i mean how would that manifest in the game? Do you shoot yourself if you get too depressed (that would be pretty cool actually). I'd like to see depression or mental state linked to your number of murders in some way. However there is a problem with basing this on coop interaction: now that the global channel has been removed its very hard to find someone to coop with. even with global I only met up with two people for about 2-3 minutes each in 4 days of playing... without global its next to impossible unless you bring irl friends.