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Oompa

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Everything posted by Oompa

  1. Oompa

    Survival time bonus mechanics

    Energy/Fitness.... sure.... Once you don't need to eat a steak and drink water every 30 minutes. We rather need a brisk walking mode... because currentlyyou either run or creep along and assure you that I would be quite able to walk to the nw airport from the coast without taking a break (even with baggage)., it's only 10km. (Cycling that would take all of 15minutes) And who is carrying 100kg in their backpack?! I'd be surprised if it were more than 20kg (perhaps 30kg with a spare gun)
  2. Oompa

    Extreme griefing with barbed wire.

    I had the same thing in some barracks :/
  3. Oompa

    Female zombies.

    Looks like a female to me... though I admit its hard to tell without all the make-up.
  4. Oompa

    URGENT!!! Infection needs to be overhauled

    I've never actually been sick in-game... nor have I seen anti-biotics XD Make them spawn more often I guess.
  5. 1. So... what happens when I log into a different server? @Frank: 2. Also, deteriorating ANY stats while offline under ANY circumstance isn't really good. Perhaps you don't want to play for a day or two... would you want to log in, only to find yourself dead because of starvation? No!
  6. So... melting tins magically creates gun-powder and crafts a bullet, as well as the mag?
  7. Personally I usually play together with my friends or on my own... so I will be in a group of anything from 1 to 8 people at any given time. Our reward so far: which lone bandit is going to take on 8 well-equipped people? I also wanted to post a response to your idea of being able to repair buildings but didn't have time: Whilst I love the idea of rebuilding even a tiny bit of the doomed civilisation, it does have some problems. The issue which is already apparent with vehicles and tents: There is no way to guard them. They are looteable 24/7, when by rights they shouldn't be. It's a) not realistic, b) sucks and c) there is probably no other way to implement this in a persistent world. This would become even more fustrating when repairing large structures. After having repaired a powerplant you will have to log off sometime... at that point someone could come along and destroy it. In fact, it's almost certain as power plants aren't really hideable. One possible fix (and simple) fix would be to simply make the repaired factory indestructible. This would however allow other players to claim it and still leave the people who repaired it empty-handed once they log off. It would also cause an issue long-term, as at some point all repairable buildings would be repaired. Even though this would make for good progression (surviving -> rebuilding) it would eventually render the survival aspect non-existant. The problem could be alleviated if things such as farming/mining/crafting/building (and perhaps a larger map) were to be added so that the power can actually be used, with bandits still raiding the peaceful settlers. (you would also need to bind characters to specific servers for various reasons) But again, that would turn the game into a zombie-survival minecraft clone, with better graphics etc. Now, whilst I would personally relish to play such a game/mod, I do not think that it's the way Rocket wants to take this mod ;)
  8. @Turk: Why do you want to punish people for PvPing? I have been playing for several weeks now and do not find PvP to be a problem, but rather something that keeps you agitated and cautious. If you keep getting killed by bandits... I guess you aren't very good at being cautious and surviving. @Nashable: I agree that there should be things that can only be tackled by a team. I do not, however, agree that groups should be given any boosts as there is no justification for that. Being able to shoot your way through a large zombie horde, which can NOT be sneaked through, to get at the awesome loot should be reward enough. Small groups should be able to do that too (4-6 people), as groups of 15 people would require 30% to 60% of players on a server to cooperate (gameplay). And even realistically, it would be unlikely for largish groups to be able to survive due to limited looting opportunities and dissent within the group. Though the main problem IMO is still that too many players stick close to the coast and then complain about being killed by bandits.
  9. You can't type in direct chat. I'll make sure to inform my computer of that fact... it must be doing something wrong.
  10. Correction: 1. The map is roughly 15 km by 15 km large... the maximum distance you can be away from someone (without leaving the game area) is 21km. 2. Sidechat is enabled. It does however seem to be server-specific, as some servers have it and others do not. The pending update does not seem to change this. 3. Teach the damn russians to stop using it to replace TS. It's annoying to mute every idiot that logs into a server. Telling them to "stop using the sidechat", to "shut up" or even to "shut the **** up or I'll shove a carrot up their ****" just encourages them to use it even more.
  11. There is some feedback on a similar suggestion from me here: http://dayzmod.com/forum/showthread.php?tid=17917
  12. The remaining issue would be that the secure area would still spawn loot. But if you included a (loot spawn) to (zombie count in area) ratio, it might work out. (Secure Cherno, sure, go ahead... but no loot for you there.)
  13. True. But then again, how often do you eat 4 steaks and drink 4L of water just to walk 15km? The speed at which you start starve or die of thirst isn't realistic in the first place, else your sprain or other injuries wouldn't go away so quickly either ;) If you can make a player hunger from not eating for an hour, why not make him malnourished too?
  14. This seems like a great idea. I do see some problems however: - With a reat deal of effort, too large of an area could be cordoned off from zombies (the whole of Cherno/Elektro,NW Airport) etc. - Would player placed ostructions even work? They aren't on the map, and might as such be more difficult to take into account for 'remote pathfinding' of 'virtual' zombies. Resulting in zombies swarming through defences when no players are close. - running zombies would make it pretty much impossible to deal with these zombie hordes. They'd have to be more traditional I would think, as in always being slow, requiring headshots and being far more numerous.
  15. Oompa

    Zombie detection time tolerance

    Yeah... it's a little troublesome if the character stands up upon entering the building, or suddenly decides that running through the city instead of sneaking would be a great idea (without any such input from my fingers).
  16. Oompa

    Blood Types - Adds realism and dynamism to DayZ.

    People would just keep respawning until they get an AB blood type, rendering the whole purpose of the addition useless. OFC. doing it you way and not letting players use A/B/O on AB would solve that, but that wouldn't be realism either. Just leave it as it is.
  17. Oompa

    Pending Hotfix: Build 1.7.1.5

    You do realise that n and m can be any numbers. It could be 5 Zeds/minute or even 100 Zeds/minute in any given area. To me it seems like the current respawn is almost instantaneously though, which in truth is quite silly.
  18. Oompa

    Pending Hotfix: Build 1.7.1.5

    How about only allowing n Zeds to spawn every m minutes, to prevent being swarmed by newly spawned Zeds?
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