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pillock
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Everything posted by pillock
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Someone asked this question in the Q&A session after Dean did the presentation at Rezzed, didn't they? He said they were working on a system where people wouldn't be able to spawn inside a barricade?
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I like how the guy rescues the girl from the cage, then tries to shoot her in the head. Very DayZ.
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Yeah. So you: -find a generator and fuel -haul them over whatever distance to where the vending machine is -spend hours of tinkering with the engine and fruitless yanking on the ignition chord -go and find some tools to work on the engine with -finally get the generator running -discover that it's an industrial generator and too powerful to run the vending machine -endlessly search the building and nearby buildings for an adaptor -plug in the vending machine and switch on... wait for the software to initialise -realise you have no coins -go on ANOTHER search to find enough money to actually get something out of the machine (by this time you're in a sort of trance - robotically working towards your goal of getting a tiny, un-nutritious bit of junk food) -pour the coins into the slot, and hammer at the buttons randomly to make the machine give you something - anything ... ... ...you smile with an insane satisfaction as you watch the mechanism move slowly through its delivery process... the chocolate bar wobbles forward and... STUCK! It fails to drop. Vending machines always fucking do that.
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Turn off the birds? I want to be able to bring the blighters down with me shotgun!
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Quick google search reveals this: All automatic weapons and all handguns are illegal in Russia. Also, guns per 100 citizens in USA = 89; guns per 100 citizens in Russia = 8.9. I'm not sure about the likely candidate countries for comparison with Chernarus, but it gives you an idea of the general difference. I think it's more plausible for DayZ's purposes to have a relatively small number of variations in firearms, to reflect the fact that they wouldn't be widely available to civilians, and the police and military would have fairly standardized equipment.
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Bohemia need to run the frickin servers themselves. This isn't a mod anymore, or an online add-on to a single-player title. They should back the game properly.
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Fucking. A.
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player characters are too fat for an apocalipse
pillock replied to papazombie's topic in General Discussion
look in yo mom's laundry basket then... (sorry) -
"Rrr crrrrn rrrrrrrn thrrrrrrrrr frrrrrkrrnnn wrrrrrrrlls"
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If it's humans vs zombies, do the press really need to be neutral? "Let's get the story from the other point of view... Mr Zombie - can I call you that? - what exactly are the aims of your side's uprising?" "RRRRrrrrrrrr" "I see. And what do you say to claims that... OW! Hey now, biting isn't polite... No, get off... Get the fff... fuckoff..aaarrrrggghhhh...."
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Drag your injured teammate to safety; drag a captured (restrained) bandit into the centre of town, fire your gun in the air, run off; drag a deer carcass towards where you want to build your fire; drag some heavy lootable item that you can't carry (for barackading, basebuildinging, etc); drag shopping trolleys/prams to carry more loot (if they ever introduce that)... it opens up lots of possibilities if the physics and animations are there.
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There are plans to implement containers like fridges and cupboards that can spawn loot - so it isn't much of a leap from that to having it spawn in backpacks as well. I sometimes collect stuff I don't need and leave it in the pockets of clothing items, or in backpacks I find... just for... I don't even know why!
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The point is, you don't need to be carrying a backpack full of canteens to survive up there - you can just jog down to the barns and lock-ups that spawn cans of drink, or a bit further to get to the wells. Or you can catch rain water in your canteens now.
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You always have the option of holding down Caps Lock and shouting "HHHHHEEEEEEEEELLLLLLLLLLLLP!"
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player characters are too fat for an apocalipse
pillock replied to papazombie's topic in General Discussion
There was indeed. And if I remember correctly, it was dismissed out of hand by Dean Hall in an interview because of "too much effort to implement something with minimal impact on the gameplay" or something. Which is a polite way of saying "Bollocks to that". -
player characters are too fat for an apocalipse
pillock replied to papazombie's topic in General Discussion
Yeah, and if you don't wash regularly, then other players and zombies can smell you from a distance. -
DayZ - Scam, no refunding, just money waste, thx!
pillock replied to MephosZERO's topic in General Discussion
I agree that the controls are clunky. But it's a bit of a leap from saying that to accusing the developers of lying and scamming you out of money. To me, there's no minimum benchmark performance for an Early Access title - and this probably applies to the disclaimer as well. You were warned before purchase, and that's it. Tough tits. I don't see why there isn't a reason to expect the controls to get better over the course of the development cycle, anyway. -
One possible way to mitigate this (it's not a total solution) would be to perma-lock direct chat OPEN. So if you're talking on your TS channel to your team, you're also blaring your voice all over the in-game Direct Chat.
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We NEED some way to identify heros and bandits.
pillock replied to 1S1K-Airborne's topic in General Discussion
If you see DayZ as "Heroes vs Bandits", then I can understand why you'd want a "humanity ranking" system. It makes sense, and assists that sort of gameplay. But is DayZ a "Heroes vs Bandits" deathmatch? Not to me it isn't. To me, it's an apocalypse survival game - a humanity system is not just unnecessary in an apocalypse survival game, it is positively detrimental to gameplay. People complain that KoS is too prevalent, and a humanity ranking system allows people to be accountable for their actions; but in an apocalypse, people are NOT accountable - there is nothing or noone to hold them accountable. The only reason for an arbitrary in-game "humanity" ranking system is so that people can justify to themselves the fact that the people they KoS are bad. It's utter hypocrisy: if you don't approve of KoS, then don't do it. Don't ask for the game to tell you it's ok to KoS certain people, but not others. And don't ask the game to tell you which people to approach, and which to avoid - if you're that paranoid, you should probably just avoid everyone. The point is, you never know if you can trust someone until you get to know them. And in an apocalypse, it's more of a risk getting to know someone. You either take that risk, and accept the consequences, or you reduce the risk by avoiding or killing any other survivors you see. That's your choice: that is the game. -
My answer is this: When I notice the server I'm in has hardly anyone else in it anymore; or, if the server kicks me out.
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Do Zombies Dream Of A Good Nights Sleep? (Zombie feedback)
pillock replied to SmashT's topic in General Discussion
Yo this is a zombie feedback thread. The devs need feedback from everyone, even if the feedback is the same-especially if the feedback is the same. If the feedback is the same(ex endless spawning) then the devs get to hear everyone's opinions on it, even if the opinions are the same. This is how gaming feedback works, if anyone should be tired of hearing that same stuff, it should be the devs and they're probably more tolerant of it than you. At least you can stop following the thread, but they can't. So just remember that and chill. One - maybe two - new spawns will die unnecessarily now. I hope you're happy. You have blood on your hands, sir. -
Ammo and weapon attachments spawn in those square things on roofs that you have to step-over to get to and can't see unless you are crouching next to it with your inventory open.
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Do Zombies Dream Of A Good Nights Sleep? (Zombie feedback)
pillock replied to SmashT's topic in General Discussion
I like the speed and aggression and strength of the new zombies; obviously the dodgy collision detection, clipping through structures, punching you from 30 feet away running around inside the floor, spotting you through a wall from 10 miles away, etc. all needs addressing. Overall, though, I think I would prefer zombies that you can't permanently 'kill'. I really dislike how they disappear into thin air a couple of seconds after you kill them, and then reappear out of thin air again some distance away. The whole concept of monsters that magically vanish and respawn reminds me of playing 1990s 2D platform games. Would it not be better if zombies didn't vanish when you put them down? Then maybe after a few minutes - 2, 5, 10, whatever - they'd just get up again? That would allow you to temporarily clear an area for looting without removing them altogether until the server resets. And it would be less crap-looking in terms of immersion than having respawns. -
We NEED some way to identify heros and bandits.
pillock replied to 1S1K-Airborne's topic in General Discussion
There is already an easy way to tell if someone is a bandit or a hero: if they shoot you or rob you, they are a bandit; if they help you, they are a hero. -
Do Zombies Dream Of A Good Nights Sleep? (Zombie feedback)
pillock replied to SmashT's topic in General Discussion
I'm not talking about the effectiveness of particular melee weapons (although it is disappointing how under-powered things like pipe-wrenches and bats and crowbars are, and how overpowered bare fists are). I am talking about the overall mechanics of melee combat, which are clunky and shit. Circle-strafe-running while swinging an axe does not feel like realistic melee fighting - it feels like a gamey pseudo-tactic. The new zombies force you into more frantic melees now, and this really shows up how crap melee combat is. I don't mind the way zombies are in the new patch, but it'll be so much better when there is some semi-realistic ragdoll physics and less glitchy melee collision-detection, as well as better balancing for the various weapons.