Forums Announcement
Read-Only Mode for Announcements & Changelogs
Dear Survivors, we'd like to inform you that this forum will transition to read-only mode. From now on, it will serve exclusively as a platform for official announcements and changelogs.
For all community discussions, debates, and engagement, we encourage you to join us on our social media platforms: Discord, Twitter/X, Facebook.
Thank you for being a valued part of our community. We look forward to connecting with you on our other channels!
Stay safe out there,
Your DayZ Team
-
Content Count
149 -
Joined
-
Last visited
Everything posted by discipled
-
I'm sorry, but I hate this idea. I think it's pretty silly. I do want packs of roaming wolves in the wooded areas away from civilization though. That would be worth it. It's a survival game, not a domestic game.
-
I think .22lr should be in the game so when you shoot a rabbit you don't blow it to pieces, but it's fairly weak vs. armor players though. A headshot to a zombie though should do the trick, unless they have an armored helmet on.
-
I can see molotovs being useful if/when they add mass zombies. Right now it'd be cool, but nearly pointless.
-
I would also like to bring up a point that does coincide with zombies and this game. The purpose or drive to continue. If the purpose is Survival then what pushes us to drive our characters to survive. It's totally fun to grab guns and blast away, but currently most hover around the coast, as some have pointed out, and take out other people. Everyone agrees we need a ton more zombies. I think their running speed needs upped a smidge. Game content needs to be added, like being able to make baracades (but destroyable with enough zombies pushing on it). Survival requires food and water. It's a calorie game, like my two favorite Survivalists have say, Dave Canterbury and Cody Lundin. There is far too much food. I have never starved or run out of water. It's always been stupid choices and getting eaten or bleeding out. (On that note, player characters who die should turn into zombies, and I'm not saying they have our items or even look like our characters but get replaced by a zombie.) People want to stay close to the coast, and can, because there is so much food. What if the water spickets ran out of water? Players would need to find another, purify some lake/river water, or move on. Same with food. Running from massive Zombies, looking for food and water, should be the driving forces to keeping players moving about the entire map. Picture this, you're slowly searching for food, because you've run out and hungry, and mostly you can sneak and whack a few on the head without alerting the herd. But you turn a corner, one sees you and begins to bolt at you, yelling. The yelling alerts the others, who just begin to look about shuffling curious. You can either shoot it and alert the 20-50 nearby in the town and buildings or run away, being seen by a few who happen to be around various unseen corners or hatchet the one coming at you but you still have others who are shuffling out of their holes looking for what made the scream/yell. They should have a very short eye sight so you can see them easily before they see you, but their hearing should be sharp. Currently the choice to roam is out of curiosity, discovery, new items, guns, or bandits. Zombies have little effect. They need to be a much larger driving force to why you don't enter a town/city alone. What needs created is a reason to trully fight to not die and it's hard for me to see skills, though possibly, being the driving factor.
-
I believe I found the nothern most edge, in which there were no trees or grass but a vast land of basically nothing. I can't wait to watch it develop. I was kind of waiting for the forest to catch fire to force me away because I found their undeveloped map, like Hunger Games.
-
To add, I was thinking about this. Cordage should be highly valuable. 1. Making make shift tents out of sticks and tarp (need to add tarp to game). 2. Rope can be used to create back packs (like with a burlap sack and rope do). 3. Rope can be used to make traps for animals and for people (new bandit tactic? :D) 4. Rope can be used, like handcuffs, to lash people(s) hands together. 5. Cordage should be able to be taken off of sneakers. 6. Duct Tape could be used in many of these ways as well. 7. Stones/rocks and be used to make deadfall traps 8. more to come.
-
I would also like to add that I think there should be a minimal safe distance for zombie spawns. It's pretty redonk to clear a room and go into the next and have a zombie spawn behind you and attack. But I think we all agree that there needs to be a greater number of them.
-
The point of this game is survival, not find the nearest NPC trading post to get what you need or have the guards gun down your trailing zombies. Now if some player wants to set something up in a house with his buds as a sort of bartering hub, that's legit and a choice persons can make in an attempt to survive. But NPC trading post is counter to survival game.
-
Crafting bow does take skill and various items, a knife or some form of rope/yarn to create. I doubt bambies would be able to craft one immediately. You would think knives would be less rare than they are on the coast. Arrows are exciting because, survival wise, arrows can be crafted and reused while bullets are manufactured and used up, unless you have the right equipment which is expensive and heavy. Being able to retrieve arrows from dead zombies or animals or even other people is pretty cool. Also there are bows which are called Take-Downs in which they actually come apart to save space and fit into tubes, so that could sling accross your back in a melee or gun spot. Bows also have a shorter range then guns and take more skill to shoot accurately. Sights and bow attachable quivers do exists and all should be something you would need to find.
-
Having only played this game for one day, I can see and agree with Bean Kings point. What is more important than items? Experience/skills learned by your character. That's dead on and it makes goals in the game to aim for. Want to learn to be a mechanic? To be able to grow food, or trap animals? Heal people? Need to do that stuff more and more and get better gaining experience in a skillset or something. I think another point that is very slighty hinted on is that when you have a ton of items, doesn't it make you incredibly hard to kill outside of bandits? Does the game get boring a that point because then you aren't surviving any longer but being pretty comfy?
-
Just 2¢ from someone who has used these weapons in his day job
discipled replied to Robert Allison's topic in Suggestions
I understand the balance argument. What could be added is a natural sway and rhythm/pulse that people have when trying to aim instead of a perfectly still hand. -
On top of this, I would love to be able to trap animals and warning traps around ones camp. Trapping would be great. I instantly thought of this. I'm new to the game, started yesterday, loved it, saw a rabbit in the distance and instantly wanted to either shoot or trap for animals.
-
Variety is fun, but aren't they going to, or will impliment a hunting/gathering ability and should add in fishing?
-
Take a look a the variety from The Walking Dead and you'll see what I have invisioned. Slow zombies without legs that drag themselves. Walkers, Runners (which you have to sprint, for awhile, to get away from). Zombies missing an arm. Masses of zombies, but none smart enough to climb or open doors (or phase through walls). I think Zombies real threat has always been not ones ability to escape them, but their massive numbers. Big towns have more, roads have small bands of rovers, they should have difficult going up steep slopes, more than humans, and fall down easily when sprinting. They don't have much dexterity or coordination. Yes, one should be able to melee a zombie, even a strewdriver to the head should one hit them, but that's why sheer numbers. I don't mind zombies stand around doing nothing, and we should be able to walk/crawler/prone by them without making them hear us. The problem is how do we make them a threat to heavily geared players while at the same time making players spawn with nothing able to survive at all. Possibly the more gear you carry the slower you are so you are forced to fight because you can't run away, while less gear can sprint away more simply. I feel numbers is the answer, not making them super hard to take out or sneak by or run away from. Short attention span might also be key, such as if one is following, you're able to weave between a few buildings and lose it, maybe. I also think I shouldn't be able to hear them very well on the other side of a building. They have a low moan/groan, barely audible at 15 yards. They have poor eyesight, but the smell of dripping blood is intoxicating and like a shark draws them to you. Further edit: I would also like to find zombies spawn inside of structures. They can't see you from inside, but opening a door being jumped on by a zombie seems a necessary addition.