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Your DayZ Team
pillock
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Everything posted by pillock
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best cure for a broken leg? drink disinfectant and respawn. Maybe they should make paint drinkable as well? (as it's much less rare to find) bollocks to crawling for miles to fall roll off a tall building.
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Crafting clothes out of animal skins has got to make it into the game somewhere along the line. Imagine being able to wear an entire bear skin! Scare the shite out of some bandit snipers by sneaking up behind them and saying "grrrr"
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Bear in mind all those times when you've successfully approached another survivor and had a friendly exchange. How do you know he wasn't being covered from 3 angles by his sniper mates? The only reason you lived through those exchanges might have been because you were friendly. If you KoS, you eliminate any chance of player interaction. You will still die, probably just as often as before - if not more so, given that you are likelier to get involved in gunfights - and you will miss out on the most interesting part of the game. Engaging with other survivors in a friendly way is risky, but I would rather take that risk than turn my entire gameplay experience of DayZ into yet another boring tactical combat sim.
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Not sure racoons are terribly common in that part of the world. "When I told my friends I was going to Chernarus, they said: 'Wear the fox hat.'"
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is there a link that has all the signs labeled and explained?
pillock replied to bioned's topic in General Discussion
It isn't possible to spray paint anything except inventory items, is it? If it were possible to do graffiti, I'd be out there now blacking out all the roadsigns so no fucker could tell where they were. -
Yeah... but chopping down trees with an axe is really tiring. You shouldn't be able to clear forests quickly or easily.
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Maybe you should be able to club yourself unconscious with your axe? Or drink spraypaint? Or set fire to yourself?
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I don't agree, actually. I think the restriction on running up hill is fine - the problem is the infinite sprinting itself, not the enforced walking on steep slopes. In fact, I'd say if you try to run down a steep hill, you should have an increased chance of tripping over and ending up at the bottom in a heap of broken bones and ruined equipment!
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More Effective, Less Frustrating, Hopper/Logger Solution
pillock replied to Solopopo's topic in General Discussion
Why would you want to switch servers more than once every hour, unless you were hopping for loot? Anyway, taking the "log out = sleep" idea to its logical conclusion, each character should have an awake/tired meter (similar to hunger/thirst) - so if you aren't tired, you CANNOT go to sleep and therefore cannot log off! -
More Effective, Less Frustrating, Hopper/Logger Solution
pillock replied to Solopopo's topic in General Discussion
This is fantastic idea. Hope the Developers see your suggestion. -
This is an absolute classic.
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I hope vehicles will be rare - A video I made so you can compare
pillock replied to res's topic in General Discussion
That's why the devs should introduce more punishing fatigue mechanics to go alongside the introduction of vehicles. While marching is still the only mode of transport, I can live with the ability to run everywhere all the time, in order to keep the game interesting; but once we do have vehicles, then it'll be time to ditch the unrealistic iron-man nonsense and force people to choose between walking and exhaustion if they want to travel around on foot. -
who shot me at the shipwreck north of berezino yesterday?
pillock replied to brumey's topic in General Discussion
It was me as well. -
Do kiwis, oranges and bananas grow in Russia? Cos if not, and there is any chance whatsoever of finding any that are not rotted to sludge and covered in mould, then the apocalypse must have happened within the last couple of weeks. Therefore, loot should be everywhere, and in pretty plentiful supply, I think. I don't like the idea of loot 'spawning' at intervals: it'd make much more sense to me if there was lots and lots of stuff to be had at the beginning of a server's lifetime, and then over time it would run out - forcing people increasingly to live off the land and improvise tools and weapons out of the junk they find lying about. Movement of characters between servers would have to be more restricted, but I think that's how I'd like to see things progress in the long run.
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I hope vehicles will be rare - A video I made so you can compare
pillock replied to res's topic in General Discussion
I dunno. I'm kind of looking forward to being able to weld gun turrets and anti-zombie spikes on to a family sedan to give the game post apocalyptic Mad Max or Carmageddon sort of feel. As long as fuel is limited and off-road driving is difficult and damaging to vehicles, I don't think it'll wreck the balance too much. But helicopters/planes, I agree shouldn't be included. -
When they introduce cannibalism, then killing to survive will have much more merit. People are easier to shoot than rabbits.
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Have you tried un-muting your mic? Usually works for me.
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Sorry, but all types of shades make your character look like a twat - surely you can manage to keep 1 pocket space free so you can keep them out of sight?
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What's your favorite house/building in the game to acquire items?
pillock replied to Johnny Depth's topic in General Discussion
Log cabins and tin sheds with no floors are the best. There's some textures in there that look a bit like they might be loot until you get close to them. -
Yes, but. You can spawn, having died, and get back to full kit (to help your survival) within an hour - as if you hadn't died. And I think that's wrong. I think there needs to be a more tangible benefit to keeping your character alive for a long time, beyond mere bragging rights. And long-term development of physical attributes is the most obvious way, for me, that the game could achieve this. That is the "reward" for surviving that I'd like to see - no "skill points" or XP grinding, but just a big fleshing out of the character health mechanics to give noticeable benefits to a long-lived and well-maintained character. That's the way I'd like to see the game go as development continues.
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Well, it's the most obvious objective: it's the only way to "develop" your character at the moment. Physical attributes would give the game more diversity and depth; it would make people value their "life" more; it forces players to engage with the well-being of their character more; it discourages reckless combat (and thereby should reduce senseless killing); it reduces the incentive to server-hop; importantly, it's intuitive and it makes sense to the scenario!
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If kit (stuff) is the only objective, then DayZ will never be a survival game. If you are robbed down to your underwear and it's more beneficial to suicide and start again, then it makes a mockery of "survival at all costs". Therefore, there needs to be some kind of longer term development of your character's ability or fitness, in order to give them value and promote survival over kit accumulation. Survival may be its own reward, but a character that has survived for tens, scores or hundreds of game-hours should be better able to achieve further survival - even when left naked in the woods - than a freshly arrived new-spawn with jeans and flashlight.
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Loot vs. server hoppers = main problem in DayZ-SA
pillock replied to timedance's topic in General Discussion
In the long run, I think loot should be massively more plentiful, but 'guarded' by massively more plentiful and dangerous zombies; then, when it does run low, you have to rely increasingly on crafting improvised equipment and hunting/foraging for food in the boonies. I think that's what they should be aiming for eventually: no respawns at all, except wildlife and berries. In the mean time, I guess loot scarcity and server hopping is the only viable way to keep people interested and 'playing' in order to test new features and performance. "Balance" in terms of loot availability is very provisional at this stage, and shouldn't be taken too seriously - it's not a game yet. -
The infinite running is ok for now. But AS SOON AS vehicles are introduced, there's no reason not to penalise constant running with fatigue and increased hunger/thirst.
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Orange construction helmet. That's all.