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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.
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Your DayZ Team
Never
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Everything posted by Never
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US#1 - AoWDayZ.com - *NEW WEAPONS**NO 50 CALS**HACKER FREE**Chernarus 100+ Vehicles
Never replied to unkinhead's topic in Mod Servers & Private Hives
WTH is a halo jump? -
I think the devs should make the guns play umpa band music every time they fire just to annoy this dickhead.
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Nah GTA wasn't all that after all. Plus Rockstar put enough eastereggs in their own games.
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So...How long until a DayZ ARMA 3 port?
Never replied to leviski's topic in DayZ Mod General Discussion
Its already there for ARMA 3. -
Arma 3 lauch day 5 (and question about dayz) edit* wasteland already port
Never replied to aoshi's topic in DayZ Mod General Discussion
Well, i'm pretty sure theres a little bit about surviving in it. Staying alive has always been a pretty good tactic in my book. -
No. It couldn't. Thats pretty much exactly what i've just said. Your incentive is to stay alive and learn how not to get yourself almost killed next time.
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Why prevent them? Just make the 'end-tier weaponry' (a horrible phrase) only available in very high risk areas. Reward meets risk again. Plus you can't forget luck, You can't honestly tell me if you came across a pair of NVGs and a assault rifle as a fresh spawn you wouldn't pick it up. Any system that 'unlocks' gear via challenges has no place in DayZ. As i previously started, your only 'incentive' should be staying alive. THATS IT.
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Theres no police force, so who is there to enforce these 'consequences'? Simply put, if you were in the situation the game presents, 95% of people would fucking kill you in cold blood, in real life. People are cunts.
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No you shouldn't be rewarded. Well, your only reward is still being a live afterwards. Thats it. You are supposed to be trying to stay alive in a zombie apocalypse. It not meant to be an easy fun jaunt killing undead and getting better gear for laying the smackdown on some infected. Its supposed to be a struggle to get from place to place starving to death on the way hoping you can find some food and something better than a hatchet while trying to not get seen by anything human or zombie. DayZ as tense as fuck when it first started, the way it is now with people with stacks of ammo and guns just ganking each other for fun was lost that tension totally. You should be forced to keep moving, be constantly under threat and thankful when you find a scrap of food and a few makarov bullets. That way your experience and survival is based entirely on your reactions, your choices, and your planning. Make it risk meets reward, so if you stick to the farms you might get a few infected but not many but only poor lot like shotguns etc, But if you do choose to try your luck in that police station is the small town by the coast you are making that choice to enter an area thats more likely to be populated,by infected AND other hungry players. But getting bonuses for killing? Nah, no way.
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No idea. whats the DayZ:Origins loot tables compared to the DayZ mod ones? there may be a difference.
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The Infected/Zombies need to be the main threat. It really is that plain goddamn simple. Its been roughly 8/9 months since DayZ first turned up hasn't it? And the Infected are still poorly implemented. I know they have been tweaked and the engine treats them oddly etc,but really for a zombie survival game, the zombies need so major work still. Has anyone tried coding a completely fresh alternative? Might be worth giving a go. But basically the modand standalone need zombies that are a total fucking threat, like one is enough to make you rethink your plans threat. Fuck all the crappy 'kill-em-by-the-horde' zeds that people are used to from CoD:Zombies and other console games. Lets make them 28 days later seriously fucking deranged and bloodthirsty killing machine scary. That way you'd have a 'Zombie killing incentive', the incentive being 'Kill it before it rips your fucking face off.'
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Do we deserve a devblog update this week?
Never replied to Raged's topic in DayZ Mod General Discussion
All drama over nothing. Rocket didn't even need to address it. -
Should there be a campaign for dayZ stand alone?
Never replied to PuRe DAYZ's topic in DayZ Mod General Discussion
Nah, the worlds just ended. Sink or swim. The controls may be streamlined in the standalone anyhow, plus the learning the controls is part of the way you adapt to a new challenge. To me that kind of fits in a survival game. -
I reckon you should run in circles in the nearest open field while screaming 'HELP!' over teamspeak and throwing flares around. Someones bound to turn up to 'assist' you.
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Should there be a campaign for dayZ stand alone?
Never replied to PuRe DAYZ's topic in DayZ Mod General Discussion
DayZ doesn't need a single player. Theres plenty of games that give the solo-player gun-n-drama storymodes. DayZ simply isn't that kind of game. I do think some 'backstory' would be good, but presented in an abstract way. The best fit i can think of from ay other game is the kind of thing Fallout 3 had, i.e small titbits of information and other peoples storys/struggles delivered piecemeal from notebooks, files, orders on bodies etc. No main plot as such but just things to flesh out the theme a little. That way you give little buds of ideas and the community can go wild and construct their own theories on whats going on. -
how to handle property - the issue when being offline
Never replied to joe_mcentire's topic in Suggestions
You seem to have read around my point. I agree with you, you would be making a huge effort to build it. but my point is this: It will also take you a huge effort to maintain and more importantly: It will take you an even bigger effort to protect. Its a zombie apocalypse and everyones fighting for their lives. Would should your big shiny base be safe from other hungry players forced to do stupid things for a meal? It shouldn't. AT ALL. It seems you looking at it from the perspective that you put the work in, so its yours. Thing is, DayZ is a survival mod. Protecting you shit is kinda a huge part of staying alive to put it bluntly. You also seem to be looking at it from just your view point. But again DayZ is open world, so everyone else's gamestyle is equally valid, even if it fucks with yours. Its a matter of people having different perspectives on the game, and noones stuff should be safe, its simply NOT THAT KIND OF GAME. Look at it this way, say we have two players, A & B, and they are thinking about bases: A) I could build a base, hide my guns and food, fences would be good. But theres bandits and looters fucking EVERYWHERE so i better be careful. B) i could build a base but then its basically a giant sign saying 'HERE IS WHERE I KEEP MY STUFF'. See the difference? Both ways of thinking are equally valid and have their place in a mod thats basically about the last scraps of humanity murdering each other over tins of beans! With each choice you make a sacrifice, but hey thats Dayz deal with it. build a big base and be a target, or be a careful squirrel and hide your stuff well. Thats the beauty of DayZ you CAN do what you want, but don't expect it to be easy, and certainly don't expect people to not what to kill you for whatever you have. i've given you my suggestions. -
how to handle property - the issue when being offline
Never replied to joe_mcentire's topic in Suggestions
Well the security provided, as well as the size and scale of your base, should be restricted in realistic terms. As in: > You have 1 guy and a shovel. Your 'base' is basically an improvised stash. You should be able to dig a hole, find some way of concealing it, and then have to trust your skill at hiding it enough so when your away it won't be discovered. You may be able to find materials for constructing more but on your own moving those materials and then looking after will be hard work, because it is. Thats what the situation would be in real life, so why should you get your hidden gear protected while your away in game? > You have 35 guys, a couple of jeeps and a helicopter. You'll most likely be able to organise better and gather and move more materials, but at a trade off against your base/stash being easy to hide. A fenced off area with an improvised helipad is a LOT easier to find than a geocache after all. You'd most likely be able to defend it better too, but that depends on your group organisation again, but if your guards all wander/log off, you'll be unprotected, again much as your base would be in real life. Again there should not be ANY guarantees that your gear is protected UNLESS YOU MAKE THE EFFORTS YOURSELF TO PROTECT IT. DayZ originally was about rewards = effort put in. That should be maintained at all points of the game/mod quite simply. You want a base? Cool, work for it. Got a base but want to keep it? Guess what? BACK TO WORK. At no point should you get anything for free in DayZ. Getting a back up gun and beans because you found enough random tat to build a 'base' is not on. Having a back up gun and beans because your working hard to maintain that option, seems more in the spirit of the mod/game to me. You want a base, cool, but then you have to work to keep it going, protected and yours. At no point should you be given sole access to it. You got robbed? sucks, but it happens. Learn from your mistake for next time. Some people may argue 'but what about lonewolfs?' Fuck you simply. You made your choice when you choose that gamestyle. Clan players are also restricted by theirs. -
Better way of looking at it is that DayZ MOD was Rockets 'proof of concept'. It showed an outline of what he wanted to do, and somehow it got public and got huge very quickly (Well played Rocket I must say). But as part of the process of it becoming a popular mod a lot of flaws and problems were highlighted, enough problems for Rocket and BI to take note that as a shaky mod it was fine, but as a polished product it was never going to work in its own right in that form. So, DayZ Standalone was conceived and green-lighted, meaning a shift of focus from non-profit mod to saleable self contained game. They were some fantasies that Rocket and his team could work on both, but why waste time coding something for two different games when your profit margins for one is nil. so the decision was made to hand over the mod to the community (as they are some skilled modders that could continue work on it) and Rocket and Bi could invest all their time making a DayZ GAME that would in anyway worth a pricetag. Basically the mod/proof of concept has been orphaned by its original maker and hes moved on to making the game he was showing he wanted to make. Again very smart move by Rocket there, means he can make the game while the community keeps itself moist in anticipation.
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Why make instanced or underground bases?
Never replied to Jeremiah Cross's topic in DayZ Mod Suggestions
At OP, The one huge reason why the devs are thinking of 'instanced' bases is down to the flaws in the server system. No point putting all that work in just to have some one sever hop past your fence. I really don't agree with any kind of 'safe' storage though. NO player should ever have a 100% secure stash. They should have a mix of options to fhide stuff, preferably ones that can be combined, but it all NEEDS to be on map and NEEDS to be only as safe as can be improvised. I.E: never totally secure. -
Errr WUT? I'm not sure you know how 'diabeetus' works...
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Its the cutesy name you give to your penis.
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Guys, get a room. As in, take your chat to PM. don't air your dirty laundry. (not saying there is any, just a turn of phrase.)
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Zombies Hearing And Vision
Never replied to shadowboxer (DayZ)'s topic in DayZ Mod General Discussion
You should really be in constant fear of the infected really. To the point your shitting your breeches every time you go.. anywhere. Otherwise you are basically playing 'Ray Mears Russian Rampage'. -
Whos this Rhino guy again? The oddball with the annoying voice and the Wa.. other game hatred? His vids were a bit dull.
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Twinkies never really made it out of the USA really.