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pillock
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Everything posted by pillock
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For me it's the other way round. Doors prevent zombies getting in/out of buildings maybe 20-30% of the time. And I get hit through walls often enough for it not to be worth it. And I got attacked repeatedly over a large distance by an invisible zombie the other day.
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I don't even agree that the forums are particularly negative in their overall tone, in terms of user feedback. I think in general the reaction has been positive.
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Things that make me wonder about the whole DayZ deal and idea/direction of the game in general.
pillock replied to Hetstaine's topic in General Discussion
That's fair comment. While I'd argue that the buildings don't look particularly badly decayed, and that ships often show a fair amount of rust and wear while still in use, that car really does look like it's been sitting there for a while - notably from the green mossy stuff growing on the wheels. I'd say months rather than years, though. The problem of the fresh fruit and veg remains, however. And the reclamation of man-made structures by nature should be much more pronounced in order to fit with those newly added game assets you mention - the game is very out-of-step with itself as is. -
What do I do with stones? aka How do I make a fireplace?
pillock replied to Ugly (DayZ)'s topic in General Discussion
Yep. You should be able to light a twigs-and-paper fire, and it should probably be able to heat you up a little, though perhaps not cook food. Given that you can warm yourself very effectively with a tiny little gas burner, it doesn't seem right. -
Sorry, but who, over the age of 6, calls it "pooping"?
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"Now to Kill On Sight." Good message, man. Count me in.
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Etiquette around people sitting by a fire?
pillock replied to Death By Crowbar's topic in General Discussion
I made a fire on the steps outside the church in Svetlo town square. Got shot. -
Things that make me wonder about the whole DayZ deal and idea/direction of the game in general.
pillock replied to Hetstaine's topic in General Discussion
I take your point about much of the graphics being left over from Arma 2. Perhaps they are just placeholders, and a more long-term post-apocalypse is in the making. Perhaps. I think it would be better that way, as I said before. But I maintain that judging by the environment we have now, the apocalypse appears to have been recent. Five years to decay a bale of straw? You must be off your head. And, as I also said originally, the game is called "DayZ", which carries implications, for me at least, of it being the first day of the new situation. -
Things that make me wonder about the whole DayZ deal and idea/direction of the game in general.
pillock replied to Hetstaine's topic in General Discussion
The cars are something of an anomaly - the rest of the environment is fairly intact. What about the fresh fruit and vegetables you find lying about? You try putting a tomato out on a table for a week, then come back and tell us if you'd describe it as "pristine". Also: What about the bales of freshly cut straw in the fields? What about low level of the grass and undergrowth in gardens and fields? What about the neat piles of logs stacked by the roadside? What about the state of the roads, trackways and general infrastructure like telegraph and electricity lines? What about the still-visible bloodstains inside houses? What about the partially buried, unrotted corpses? And anyway, the cars are all pretty old models - they were probably rusty before the outbreak (especially the ones in scrap yards, natch). And the totally destroyed ones could be explained by fire and accident damage from the panic of the infection. It's recent, I tell you. -
Binocs in police stations - if you get there first. Protective cases in civilian buildings like cafes/pubs and some barns. But they are rocking-horse shit. (and a bit unnecessary now that we can exploit clothing space).
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I used to have an anti-stab vest before the wipe. It was ruined, so didn't perform any function, but it disguised the fact that I was wearing a Biker's Jacket underneath (in combination with not carrying a backpack, this lead people to be more surprised when I pulled a sawn-off on them).
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Sorry what? Stupid people go to the places where... you go?
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What do I do with stones? aka How do I make a fireplace?
pillock replied to Ugly (DayZ)'s topic in General Discussion
We need to be able to drop them off of rooftops on to zombies' heads. -
I've seen one chicken. Not seen a rabbit since they stopped being immortal. I have never, EVER seen a Press Vest in 320 hours of playing, but I do seem to be finding those Ninja Throwing Stars everywhere I go...
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I don't see what all the hostility in this thread is about, to be honest. I don't play the game the way Macdeth does, and I probably never will, but people like him are the ones who provide the tension for me when I'm going into the more dangerous locations such as this "golden triangle". He enjoys his experience, and I enjoy mine. I'm always paranoid about snipers when I'm in that area, and that fear is what makes DayZ interesting. Snipers keep other players honest, and stop them becoming complacent (or at least they ought to have that effect on people). The only part of Macdeth's post I would take issue with is this: ... partly because it's fairly arrogant, and partly because it's complete bollocks: intelligent people play the game however they want, and that manifests itself in a variety of different ways.
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Unlucky. What's your point?
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Increase Chernarus size with the new engine.
pillock replied to TiredMiner's topic in General Discussion
I really dislike the fact that The Edge Of The Map is so close to new high traffic areas. To my mind, you want as few players as possible to see this place - for reasons of immersion and authenticity - and there should be a significant area of "nothing much" around the western and northern borders in order to minimize the likelihood of players witnessing the environment's limitations first hand. -
Things that make me wonder about the whole DayZ deal and idea/direction of the game in general.
pillock replied to Hetstaine's topic in General Discussion
Judging by the environment, the apocalypse didn't happen longer ago than a week - and that's hardly enough time for nature to start growing up through roads pavements and buildings. Sure, there'd be debris lying around from the panic stage of the outbreak - and more of that can be added later in development - but there's no way they should be adding major decay to structures and roads, unless they overhaul the entire setting for the game. "Day Z" means "The Day" of the disaster, as I see it, or perhaps the day after. Having said that, perhaps they should alter the scenario. Perhaps they should eliminate fresh fruit and vegetable spawns, and make the rest of the environment look more decomposed. After all, a player's character might be alive for months on end, and it doesn't square that they are permanently in a world where every day is the only a few days after the emergency that they didn't witness. By setting the game scenario further from the outbreak, it allows you to maintain the authenticity of a non-dynamic environment, because changes brought about by nature's reclamation of the human world become less noticeable day-to-day the longer it goes on. -
Increase in burlap sacks and rope? Also, the mystery of the mountain backpacks
pillock replied to BeefBacon's topic in General Discussion
It was working to an extent in 0.48, I think. But I don't think it is anymore. From what I've seen of 0.49 so far, loot is only being replenished by restarts, and the loot that's on the server afterwards doesn't seem to bear any relation to what was there before. -
Last I heard, the devs were saying that they expect the Alpha to be "feature complete" by the end of the year. So that means at least one vehicle - probably buggy as all hell and not necessarily very useable (look at persistent storage), but it should be in the stable build nonetheless by that time. I don't see any reason not to trust them on that claim.
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The amount of a-holes in this game. Share your stories.
pillock replied to Aussie Connor's topic in General Discussion
First spawn after the new patch/wipe: It was night, and I was inside a cowshed swapping newspawn junk items into my newly-found cargo pants, when... *Swish-Thunk* > Unconscious. I awoke to find myself bleeding from at least two places, wearing nothing but a badly damaged pair of jeans that had an unopened tin of beans in the pocket. The bastard even took my shoes. There was nothing left in the cowshed, or the surrounding buildings. Unable to bandage or open my beans, I succumbed fairly quickly. -
Increase in burlap sacks and rope? Also, the mystery of the mountain backpacks
pillock replied to BeefBacon's topic in General Discussion
The scattered backpacks might be from people testing out the persistent storage (which doesn't work)? -
When walkie talkies are functioning, I will keep the battery. Until then, the both of them get chucked in the sea.
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Temperature effects are broken since hotfix
pillock replied to ColonelBurton's topic in General Discussion
I don't think running should have any effect on your heat - not while we still have infinite running. When stamina is a thing, fine; but not until then. -
Temperature effects are broken since hotfix
pillock replied to ColonelBurton's topic in General Discussion
You know you can sharpen them from "Badly damaged" to "Damaged" by using them on a rock? That gives your axe infinite tree-cutting uses. Granted, carrying a rock around takes up 4 inventory slots, but you can buy that space back by putting a couple of pairs of cargo pants in your backpack (they need to fix the clothing-slot exploit, by the way: it's bollocks).