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pillock

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Everything posted by pillock

  1. Automated player/server allocation, characters locked to a single server, forced change of server when you die. That solves most of the exploits surrounding persistent loot storage, as well as many other exploits and gameplay problems that we currently see. I know this requires big changes to the way the game works currently, as well as a big increase in the player capacity of each server. But if it could be done, it would, at a stroke, settle so, so many of the issues that people complain about with the current state of the game.
  2. Giant 50ft trolls that live in the forest and eat Christians, like in that Norwegian film, Troll Hunter.
  3. Child's backpack. If you don't have that, you can't fill it with rotten fruit or anything.
  4. pillock

    my screen image become more grey or less colour.

    While we're at it, I've noticed my vision goes blurry if I take hits off zombies. I don't lose colour - just sharpness. Is this part of the same injury mechanics? Because I've discovered I can fix it instantly by entering the graphics settings menu, then returning to the game.
  5. pillock

    Should Cannibalism Be In DayZ

    I voted "Yes", but mostly in jest. There's no way it wouldn't lead to the game being banned in most countries, I'd have thought.
  6. pillock

    Books ? why they exist ?

    Fair point. But then they really would end up as firelighters. Even if they included an English-Russian-English dictionary, I doubt very many people would attempt a translation.
  7. pillock

    Night server - Cant see anything

    I agree to an extent. Your eyes do adjust, but only if you're out in the open, and there are no clouds: otherwise it is fucking dark out in the boonies at night. Also, your field of view is very limited, and you can easily trip over stuff or bang your head. I think it should be substantially more hazardous to run around in the dark in the game - especially if you don't have your torch on. If you aren't on a road, and you aren't looking where you step with the torch, you should lose your footing easily when you try to run. If you're in a forest, it should be even worse. Forests are VERY dark places at night: you need to watch your every step to avoid getting tripped by roots or rocks or just uneven ground - and constantly looking at your feet means you're likely to get clotheslined by a branch.
  8. pillock

    Books ? why they exist ?

    [in case the OP hasn't figured out how to read books in-game yet; it took me a while]: Drag it from your inventory on to one of the hotkey slots, and you can open it from there. All the books are old enough to be exempt from copyright, so I think they are all complete volumes (though I've never read one cover to cover). Exit the book by pressing Esc. Some of them aren't even completely irrelevant to the game, and can help you in a practical way.
  9. Unfortunately it is very difficult for a game to simulate those "cold eyes and the emotionless expression" that you would get in a real scenario. Some people just give you the creeps, and you make an excuse to leave if you meet them. But I think it can come across in-game to an extent over the direct coms. I've seen two videos this week of people trying to "prove" that being friendly to people in DayZ is worthless and only gets you killed. Both videos had one thing in common: the guys making them sounded really insincere, distrusting and even semi-aggressive in the tone of their voice while they "experimented with being "friendly" (and they both ended up getting killed by the person they were trying to befriend, so that's two things in common). One of them was like: "Hey you! Stop immediately! Come here! I'm friendly! Now we're going to trade! Give me something!" Personally, I would have run away from this guy, but the character in the video punched him out instead. If people have no social graces whatsoever, it's probably best they do stick to KoS, because they honestly aren't going to get very far with any other method of play.
  10. It will never be possible to play a 'hero' unless they tie characters to a server. Bandits need to be locked in, so you can track them, hunt them down, administer justice (not necessarily involving execution). If they can simply jump off into the ether of the server list, never to be seen again, anyone playing 'hero' is on a hiding to nothing. I really don't think DayZ can ever be anything but a PvP tactical combat game unless your character is trapped in a single server to face the consequences of its actions - and by 'actions', I'm talking about the more menial survivalist actions and player player-interaction, as well as the combat, robbery and killing: none of it has consequences if you can jump into a different server.
  11. Server-tied characters + forced change of server when you die. I know this isn't a new suggestion, and I know it requires a big upheaval of the current system and carries many problems with it... but it also solves quite a lot of others. It solves server hopping for loot farming; it solves combat logging and ghosting; it solves exploits around persistent loot storage; it allows greater control of the balance of loot per server and loot respawning; it allows players to build reputations in a specific game world (as a bandit, as a medic, as 'law enforcement', etc); it encourages you to get to know the people in your gameworld, because you might run into them again; it allows a server to develop a narrative and encourages players to improve their status within it. It could only work if per-server player capacities are greatly increased, and might also require automated player/server assignments to avoid you being locked out of your server. But I'm starting to believe that it's the ONLY way to sort out the exploits and gameplay problems that currently affect the alpha.
  12. pillock

    the zombie thing

    Total zombie count should equal house/appartment count x 1.5 or maybe x 2 (in my opinion). That way you've got roughly the right amount of 'residents'. And their location should roughly correlate to town sizes, too - but they move around according to aggro (attracted to loud noises, chasing players, etc.)
  13. pillock

    Killed a guy out at the NWAF

    It's be cool if you could 'revive' a dead body so it becomes a zombie. Or revive dead zombies (if they stop them from vanishing). I'd do that.
  14. What sort of Player are you on DayZ? Your Result: Survivor 86%You are the all round DayZ player who depending on his mood will choose whether to kill or not to. You tend to talk to people but shoot anyone who appears to be a threat. At least however you don't go around sniping new spawns on the coast. 50%Hero 16%Bandit 8%KOS'er I should qualify this by saying that the most 'heroic' thing I've ever done in DayZ is open someone's beans for them. Other than that, I generally just mind my own business.
  15. I'm really not sure persistent storage can ever work properly unless the game ties each character to a single server, and disallows you from respawning in the same server where you died. But this would cause all sorts of other problems. Therefore, you either have to accept that persistent storage will be exploitable, or you don't include it at all.
  16. It's quite obvious: players shoot other players because there is nothing else to do. Without player interaction, the game is just a tramp simulator - you travel the map scavenging stuff and that's it. You can do this on empty/near empty servers if you want. But eventually, you'll naturally go looking for other players to interact with. Player interaction is limited to either: - 1) chat for a bit and maybe exchange some inventory items; 2) fight. The gameplay appeal of #1 is pretty short-lived. Fighting is more fun, and provides longer term replayability - therefore it's more common in general. You cannot 'discourage' KoS until there are other things for players to do besides fight each other. The only thing we as testers can do at present is wait for more gameplay elements to be added. That's all there is to this argument, as far as I can see.
  17. WHEELBARROWS AND CARTS YEAH MY BLOOD PRESSURE'S FINE THANKS
  18. Tameable stray dogs and horses? What about packs of savage feral hounds? Or wolves? How about bears? They would seem more convincing to the scenario to me, and more interesting for the game. Where exactly are these horses going to be, anyway? Standing about in fields waiting for someone to come along and ride them? Kick the idea into touch.
  19. pillock

    Fewer Sewing Kits, Please!

    can sewing kits be used infinitely? I mean, they don't seem to deplete at all run out as you use them?
  20. Increasing zombie count and their reaction to hearing gunshots will do wonders. I would love it if the PvP firefight action got seriously interrupted by rampaging hoards of the undead arriving in the middle of it because they were aggroed by the noise!
  21. pillock

    The kneecapping pandemic

    Being crippled out in the middle of nowhere without the means to heal yourself is a very frustrating thing to happen - and should be addressed in some way by the devs, because it is a gameplay problem. You cannot just say to people, "Tough luck, go crawl somewhere and find some morphine you big girl's blouse." The number of players who will be willing to spend an hour or two of pure tedium and frustration actually doing this is very small, I'd imagine - most sensible people would rather just give up with the game altogether (or, worse, come onto this forum to rant about it and in turn be slagged off for being 'weak' by the macho dickheads who live here.), which would be a shame. I don't like the idea of a respawn button that can be used at any time, though. Suicide is an option, and crawling towards a tall building or waiting to starve yourself unconscious is not the only way of doing it currently: off the top of my head, you can eat rotten fruit to become sick or drink disinfectant, both of which are quicker as long as you have the necessary materials - but the problem remains if some evil bastard has robbed you down to your underwear and left you restrained and crippled in the back of beyond. Perhaps there does need to be more methods for taking your own life, so the more impatient among us can give up on the situation if they choose to. Drowning? Eating poisonous plants? Attracting the attention of zombies and/or predatory animals like wolves or feral dogs? The best solution, I feel, would be to introduce more ways to solve the problem in game, using the mechanics and the environment around you. For this to work, there needs to be more useable items more commonly spread around - so you can, for example, find wood for splints or crutches in patches of woodland, or perhaps make some kind of painkilling medication out of plants and berries? I'd also like the ability for another player to carry or drag injured people towards a safer location (or even build a stretcher?). Vehicles should help with this as well - maybe use a bicycle or an old pram as a sort-of zimmer-frame? I don;t know what they could do in the immediate term, but those are the sorts of things I'd like to see eventually.
  22. pillock

    The kneecapping pandemic

    If I were able to crawl to the nearest patch of woodland and find a sturdy branch to act as a crutch, I'd do it. But the way the game is now, I prefer to bypass the 'harsh dynamics'. But my point is, you don't really need the option to respawn if you're still conscious, because you can improvise suicide in-game already if you plan ahead!
  23. pillock

    The kneecapping pandemic

    crawling across mile upon mile of countryside is less fun in-game than it is in real life. No thanks.
  24. With a bit of practice, you can fist-fight a zombie no problem. Some of them don't even seem to damage you when they hit you (does wearing a helmet help?)
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