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finnpalm

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Everything posted by finnpalm

  1. If the infected had been slow and lumbering I can understand if it should be automatic headshots to dispose of them. But consider the fact that they move like a normal human. It's kind of hard hitting someone in the head as they're weaving and bobbing. And then there's the issue of penetrating a cranium.
  2. finnpalm

    Bleeding player blood trail

    I understand that. The most arcadey zombie games seem to be all single player. Maybe H1Z1 will turn out more along those lines and give those who want that type of action their fill.
  3. finnpalm

    Bleeding player blood trail

    Wow, so much anger. I suggest you calm down. I find one of the most appealing things about DayZ is it's realism. The detail of actions in the game is huge which makes it more realistic than most other games. If you don't find it realistic then that's fine. We just happen to disagree there. Now, if people would leave blood trails it would in my opinion remove some of the realism that I like so much about the game. And that's exactly what you asked for: I stated why I don't like the suggestion because of my liking. And I thought it more constructive to detail why I didn't like the suggestion. A lot more constructive than telling someone to go see a shrink just because they don't agree with me.
  4. It would be nice to have such a feature, but even when spraying to for example clear a room you'll want to keep the butt stock against your hip for control. But I get what you're saying. I'm not against it really, but if they were to implement something like that it should make it almost impossible to hit stuff with it folded. The reasons for having a foldable butt stock is if you're airdropping by parachute or landing by heli, either jumping out of it or rapelling down, or if you for some reason try to hide your weapon underneath a coat. Cons are that you can't really aim, because you have to put the actual rifle in front of your face, and the recoil might smash you in the face. So basically the weapon is pretty much impossible to control with it folded. But perhaps folding the butt stock and removing the magazine would allow for an assault rifle to be stowed in a backpack? Maybe there can be other uses for such a feature too?
  5. finnpalm

    Bleeding player blood trail

    They are infected with a virus. They're very much alive. It's not more unrealistic than getting chased by someone who have attracted rabies (one of the symptoms being bouts of rage, in case you didn't know). Yes, when the bullet exits some blood may spurt and that's ok by me. But blood only spurts from the body if you puncture an artery and even then there are still clothes in the way. And even if the blood pumping from an artery would spurt all over the place you'd bleed out in less than 20 seconds. In that time you don't get far.
  6. Haha, I'm sorry. Have you fired an assault rifle with the stock folded? It's hilarious. If you ever get the chance to try it I warmly recommend it. Especially full auto bursts. xD EDIT: I'm honestly not picking on you here, although it might come off as such.
  7. finnpalm

    Bleeding player blood trail

    The human body holds about 5 to 6 litres of blood. That's barely enough to cover the bottom of the bathtub, unless you have a really, really small bathtub. 6 litres is about 12 pints in case you're unfamiliar with the metric system. Yes, if you pour a pint of blood on your clothes some will end up on the floor, but that's because you pour it on the outside. If you were to pour a pint inside your shirt most of it would be soaked up in your clothes. And saying that blood should spurt all over the place just because we don't take a shit and piss in DayZ.. I mean, come on. There's a lot of realistic things that aren't in DayZ. Does that mean we should add unrealistic things? Seriously?
  8. finnpalm

    wind direction/speed feedback to the player

    Well that's another change we need to lobby for then. I doubt it's intentional or can't be fixed. It's good that you're pointing that out.
  9. finnpalm

    wind direction/speed feedback to the player

    1. Maybe it's your headphones that aren't good enough? No offense, but proper audio equipment makes a lot of difference. 2. Yeah, I agree this is somewhat "ugly", but if that's what they do I guess I'll live with it. 4. Read back in this thread. A guy suggested this item could be crafted from a rag and ashes. It's apparently a method used by African trackers to check the wind direction.
  10. finnpalm

    wind direction/speed feedback to the player

    I disagree an arrow is the only way to convey that message. Several alternative ways have been suggested: - Hearing the wind in audio. - Getting a text message. - Pinch of dirt or grass. - Handkerchief filled with ash. Basically I would take any of those over the arrow sollution.
  11. finnpalm

    ArmA 3 Stances in DayZ

    Yes, please. This.
  12. finnpalm

    ultra rare katana

    No thanks. No katanas. First of all, real katanas aren't made in bulk. They're handmade and very expensive. Second, it takes a lot of skill to wield a katana properly. You can't just hack away at stuff. I used to train Iaido, and just that gave me a lot of understanding of the properties of the weapon. The real art of striking with a katana is Kenjutsu. Consider the fact that it takes many years of training to be able to cut a bale of hay in two with one strike. Third, it doesn't fit the setting.
  13. finnpalm

    wind direction/speed feedback to the player

    This, and the ashes-in-a-tied-up-rag that one person suggested. It should be enough. When I fire certain large caliber weapon systems irl I've learned the pinch of dust or grass trick. It works wonders. I gotta point out, that it's actually pretty hard to tell the direction of the wind when you're fully clothed, unless the wind is blowing pretty hard. As soon as there is only a little wind it becomes really hard to tell how fast and what direction it's blowing. That's the reason someone even came up with the idea to lick their finger. And as you surely know even a little wind affects bullet travel. Especially over longer distances. In regards to the suggestion of foliage moving and dust blowing up, again that doesn't happen until the wind blows fairly strongly. Check out the Beaufort scale and consider it for a while. And I gotta say I really don't want arrows on my screen. No offense, but it would take away from immersion for me.
  14. finnpalm

    More realistic infections

    I like your ideas here. I would personally like for the risk of infection being a lot higher in the game, from penetrating wounds to the body. In a situation such as in this game, where there are no emergency clinics or intensive care, just a simple infected wound can quickly become a huge hazard. Just look at how many gun shot victims die from complications even after the bleeding has been stopped and the bullet removed.
  15. finnpalm

    Bleeding player blood trail

    I'm sceptic to this suggestion. The reason is that even if you bleed profusely, like from a piercing wound to the lower abdomen, your clothes will soak up most of the blood before it starts dripping on the ground. Once it starts dripping on the ground you will have so little blood left in your body that you will be in severe pain, having trouble standing up (if conscious), not to mention move fast. Basically, once you can follow someone's "blood trail" they'll already be half dead, beyond rescue. And if they only bleed a little, allowing them to move fast and far, there will be no trail.
  16. finnpalm

    Poison Arrows

    You people are seriously overestimating the effectivity of putting stuff on a sharp item that penetrates a body. The thing about the human body is that it wants to be a sealed container. If the human body is punctured it automatically becomes a problem what with airborne bacteria and virae. The immune system immediately starts to combat whatever enters through the wound. This happens even if you shoot an arrow that has not been dipped in shit or coated in poison. Foreign objects brought into the human body is bad. Period. Basically there is no huge gain in dipping your arrow in shit, because it will still fuck a person up. So what they should do with the game, rather than allowing players to fling excrement on each other is up the risk of getting infections from regular wounds a lot. Now, when it comes to poison, very few types of poison are potent enough to affect a human noticeably from such a small amount as could be brought into the body via for example a coated arrow. Therefor poison is not a very realistic idea either. If you're interested in these things, look up the statistics of how many people die from for example gun shot wounds and most importantly how they die, most notably how many die from what is generally called "complications". Consider the fact that there are no emergency clinics and no intensive care in the game. This would put the in-game world in a state similar to WW2 in my estimation. If you get shot, and you manage to stop the bleeding and maybe even get the bullet out, you still run a very high risk of dying from the above mentioned "complications". Also read up a bit on poisons. Consider what types of the poisons that exist in the world that might be found in a post-soviet state. Consider the climate, and what animals that might exist in it. Any poisonous animals on that list? Any cobras or komodos? What plants that are poisonous might live in such a climate? These are other reasons why poisons aren't realistic.
  17. Yeah. I said that in response to "they should have a project manager". You don't have a project manager in the typical sense when working with Scrum.
  18. My guess is that they increased the amount of hats spawned when they released them so players would have an easier time finding the different ones and check them out. I'm sure they will tweak it later so that we don't have to wade through an ocean of hats.
  19. finnpalm

    Poll: Are you happy with update news/management?

    Other. The information is clearly there, and while it's not hard to find it, it is a bit time consuming to search for it. I guess I should just bookmark all the relevant pages.
  20. I understand what you're saying about AI, but I think the more fundamental problem lies in the wall glitch. If that is fixed other bugs will be flushed along with it, or at least be easier to fix. It's like when you're writing code, and when compiling you get 8 errors. You fix one of them and the rest are gone. Of course, at other times you have one error and fix it and suddenly have 28 errors instead. But I think you get my point. For AI, I think that's something to look at closer later on. And about low walls outside of houses, infected aren't moving through them from what I have seen, but once they've located you and you move behind one of them, you can't shake them even if you move around a second corner before the infected sees you again, and they'll track you like a blood hound. Personally I prefer fewer but quicker and more dangerous infected over weaker, slower but more numerous any day. There must be a limit to it however. As of now I think they're going in the right direction.
  21. No thanks. Don't you think .357 is big enough?
  22. I don't think it's that easy. Pathing is connected as I understand it to the fact that they're making buildings that can be entered. Something in the code is wrong there and making previously closed buildings enterable messes things up. I might be wrong here, but this is how I understand the problem about pathing of the infected. So basically the pathing doesn't detect walls (simplified explanation) which is why the infected can see you in some cases where they shouldn't be able to. If this is a matter of fixing the code of the infected or the buildings I do not know. But assuming I'm correct, this is the reason for many of the problems connected to movement of the infected. Things such as them walking half submerged into the floor of houses, being able to see players through walls, items falling through the floor and such. This is also, if I'm correct, the reason for the wall glitch where you can "lean" through a wall and see what's on the other side, or who. And the reason you can glitch into rooms that don't have an entrance point. tl;dr I think many of the common glitches and bugs currently in the game (such as pathing and wall glitches) are connected to buildings previously being unenterable now being made enterable. I might be wrong, but this is how I understand the problem.
  23. In my dream version of DayZ the zombies are really, really tough and dangerous. But, they can be avoided through stealth or dealt with by tactical thinking. For example you lie in the woods outside a town and look for movement. You see a couple of zombies among the buildings and you know that means there might be more. You plan your entrance and retreat carefully, sneak into town using cover and soft surfaces to mask your approach. You sneak about trying to scavenge for supplies, but suddenly an infected spots you! Since you planned carefully you dash out a back door to escape it and race to shake the follower. You manage to dart into cover and the infected suddenly has lost track of you. It wanders about, searching in the area it last saw you, while you try to sneak around and away from it. And so on.. This would make for heart pounding action I think. And if the game could be made to allow for this kind of play, I'd love it.
  24. finnpalm

    Lets post some screen shots (Standalone)

    That indecisive rain..
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