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Everything posted by blunce
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Right, that's essentially what I meant. Not have a spawn at every X & Y coordinate, but disperse the spawns throughout the North, South, East, & West.
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If spawns are completely randomized in the game's finished state, then I have no problem with you being able to access the storage of your previous character. If there is no "frequent" spawn locations, then people couldn't place storage containers so conveniently for their anticipated new spawn. I would say more often than not, you would spawn fairly far away from your storage, & that being said, this creates a fairly big time window for other players to stumble upon it & loot it before you can return. Now if the game's finished state has a set amount of spawn locations, where players can more conveniently place storage for their next character, then I propose that you simply cannot access the storage of your previous character. If you have a buddy that wants to take out all of your storage & then drop it for you, then sure, by all means. This is my best take on catering to both the "realism" & "balance" factors.
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http://forums.dayzgame.com/index.php?/topic/180835-boobytraps/ I'll just leave this here..
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Yeah there's really no rhyme or reason. I always try to expect the unexpected with every encounter. If I see someone in full mil gear & weapon drawn, I'll try to engage in communication from a distance if at all. As for people that have minimal gear, I'll be a little more aggressive & not so cautious knowing that I have the upper hand. For the record, I only kill in self-defense.
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Your thoughts are incoherent
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Amen brother
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I truly (personally) think that the severity of the security leak is pretty minimal. There will always be hackers. Some better than others. Speaking in regards to the game's finished state, the players themselves will have the tools at hand to filter out any hackers that they may encounter (i.e. private hives).
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Hi all, Fairly simple question. As the title states, does a Blue Tactical Shirt exist in-game? I've just recently started looking for one because I've decided to change up my get-up a little bit (I use to roll in all black errrthang). I know Blue Cargos are in-game, & the only tac. shirts I can recall are black, olive, & tan off the top of my head. So if anyone can confirm, it would be much appreciated. Yes, I used the search function prior to posting & didn't turn up the results I was looking for. Thanks in advance :D
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How do you know that the group you killed weren't another group of "heroes"? You may have killed a group of people with the same "morals" as yourself. Also, if you're all about morality, & given that you had the jump on them from multiple angles, why did you not even atleast attempt to engage them verbally & simply disarm them?
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What items that currently spawn are considered "Rare loot" atm
blunce replied to TheLast-StaR's topic in General Discussion
Those exist..? -
This.^ Oh yeah! Completely forgot about this one. Not blue as I'd like, but could potentially work. Thanks :D Well I'm using the "in-game" definition of a "tactical shirt" here. But yes, I understand your point lol Overall I'd like to stray away from the blue check shirt. Not that I don't like them, but they just have a more "vibrant" blue as opposed to the navy blue you see on blue cargos. I'd stick out like a sore thumb.
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But I need pockets!
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Do we really NEED status messages anymore?
blunce replied to Karmaterror's topic in General Discussion
The short answer; Yes. New content will be added that require status messages, which we, the community, will be testing. -
Wait .. people complain about this game?
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Agreed. I definitely don't want DayZ combat to turn into a button-mashing jumpfest - a la Halo.
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I don't wear them because I try to stay away from military gear. I generally try to go all black with black cargos & black tac. vest. As for head gear I always switch it up. Right now I'm rocking a black ushanka. Before that, black boonie. Before that, black radar. Even when I come across a black ballistic helmet I don't pick it up. Simply because I don't want to look "full military". Yeah I generally stick to the shadows.. EDIT: On a side note, maybe ballistic helmets should have a con such as making you turn your head slower? If not I'd just say make them much rarer. I seem to come across at least one every play session, which for me on average is 3-4 hours.
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Anyone at the lighthouse at Komorovo?
blunce replied to TheLoneSurvivior's topic in General Discussion
Beans for "Babymode" lol -
Describe your dayz experience in 1 word
blunce replied to AwesomeBeans's topic in General Discussion
What's DayZ? -
I think they should just make it so players simply can't access their OWN body & they should remove the feature all together. Now if you have a friend that wants to access your body, gather your gear, then hand it to you, sure. All fair game. Once dragging is implemented I think all bodies should be accessable by anyone. It's up to the person who killed said body to dispose of it properly by dragging it somewhere. Would also add for more strategic gameplay. Do you want to eliminate your target in a high traffic area? Or in the seclusion of a cabin? I like the idea of one of the previous posters^. If you have matches & fuel, you should be able to burn the body. Wouldn't seem very hard to implement given that we'll be seeing fireplaces in a fixed position soon. Same formula. Just my 2 cents.
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No, but I also don't think the average Joe washed up on the shoreline of Cheraraus would do any better. I do agree that I do not want to see DayZ become another RPG character builder, but that's not the way I'm percieving it. I'm more so looking at it simply as another level of crafting to add more depth to it. Skills you build in game's such as Elder Scrolls are generally combat based, which is NOT what I want this idea to revolve around. Focus on crafting/base building.
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I would have to respectfully disagree. DayZ does already have MMO elements, but it's still not an MMO. Skill books would just simply be one more piece to puzzle in crafting items & would give no benefit to things like combat scenarios. For example, instead of crafting an improvised backpack with just a burlap sack/rope/sticks (as if your newly washed up survivor coincidentally has the knowledge to do so), you would add a "skill book" as a requirement. You cannot craft said backpack until you've obtained a crafting book. The same example could be applied to building a car. Sure you have all of the necessary parts, but your character doesn't have the knowledge of a mechanic to put them together. That's where the skill book comes in. You "read" it once (as a right-click option) & your character now has the knowledge to build a car. When your character dies, the knowledge dies with you. & as a fresh spawn you now need to read what book pertains to what task you're trying to accomplish. If skill books became a reality, I would NOT support books that would give you advantages such as being faster, having better accuracy, being more resiliant to damage taken or anything that would give you a combat advantage over other players or the zombie threat. Books that I would support: -Crafting book (Needed to craft backpacks, splints, improvised bows, various smaller items. Could possibly be different tiers. Example: Tier 1: Courier Bag. Tier 2: Improvised backpack.) -Recipe Book (Needed to create various food recipes, & once the nutrition system is added, this could be needed to make "healthier", more "wholesome" or "filling" foods.) -Mechanics Book (Needed to make a fully-functional car) -Helipcopter Manual (Needed to make a fully-functional helicopter) -etc. -etc. That's general my take on the idea. For those who support it, feel free to add any other types of "skill books" that would be cool to see.
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Bandits are both a gift & a curse.
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Congrats dev team! Know that all of your hard work doesn't go unnoticed or unappreciated. I know that the community here doesn't always let you know that. Keep up the good work! :beans: :beans: :beans: :beans: :beans:
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Why is development time being poured into more new towns?
blunce replied to uberfrag's topic in General Discussion
Of course my friend, where's the sense in speaking on behalf of something that you're completely unknowledgable about ;) & also, I have absolutely no experience in coding/game development. So I could only imagine the headaches -
Why is development time being poured into more new towns?
blunce replied to uberfrag's topic in General Discussion
Dean commented on this I believe .. Apparently the zombies follow a "path" outside of buildings, so they need to implement the buildings first before they can draw in these "paths". & to my understanding each one needs to be done individually. Wouldn't make much sense to draw paths first & add buildings later.