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BlessedHeretic
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Everything posted by BlessedHeretic
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hands are the new heads? awesome!
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Revert LOS to fix Stealth/Run n' Gun ratio.
BlessedHeretic replied to Tekdrake's topic in DayZ Mod Suggestions
I agree. The zombies already got an attack bonus via animation, damage and range. I had already dreaded drawing the attention of them, as such i never used my pistol unless totally forced to and avoided the louder weapons. But now it's totally pointless, i might as well run and gun my way into towns. -
Turn into a zombie after death
BlessedHeretic replied to Electroflux's topic in DayZ Mod Suggestions
The infected are alive, you are dead when they kill you. Do you see the problem with raising as one of them? Hint: Key word is Infected. -
Or just make it not get drop till about 70m away and let players who learn to sight it have an accurate skillshot weapon?
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So let me get this straight...
BlessedHeretic replied to agathangalos's topic in DayZ Mod General Discussion
to be fair to the guys telling you to run through a building, the zombies have to slow down to walk speed within them, so you CAN outrun them from there on, however your sound and detection will be so loud you'll probably have a new hoard of them waiting for you on the flip side. -
I find it strange that quite a few spots in the game have military loot. IE, Fire depts. I think they should have this reset with Police Loot, which would consist of Makarov, M9, G17, Revolver and rarely, the mp5. This would leave the larger towns as lootable mid grade items, forcing players to go towards the military complexes for the Assault rifles and silenced type of MP5, M9. Also opens up the option to include police stations.
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DayZ 1.7.1 Discussion - Others will be locked/deleted!
BlessedHeretic replied to Tigerr13's topic in DayZ Mod General Discussion
After playing for a while, I have established my findings on this current patch. First of all, the new zombie stuff Detection: This was a very, very bad buff to give the zeds seeing as they already were aggroing to gunfire from things as simple of the makarov. I personally was a huge fan of the crossbow for silent kills from a decent distance, however now the zeds can agro me FROM that distance rendering my weapon of choice utterly useless. Hiding : This is a feature I think was a good add for a buffer. Previously you wouldn't ever lose a zed, however this offers the chance to outsmart it, however with the new detection radius it's moot and useless as they'll simply aggro a player easily after. Attack Range + Damage : These were needed buffs to make zed's more of a scary force and to help buffer the times when they'd be nomming on the air. Attack Animation : The new spazzy attack animation rewards players whom take down the zombies prior to aggro, but once again new detection ranges make this moot, rendering the zed's terrifyingly hard to kill with the new head jerking. Summary of Zed's : Zed's are far too powerful now and it's really just tied to the new detection range. Everything else is a benefit that if applied to 1.7.0 build would make the zed's much more deadly, especially if you include the 1.7.1's no weapon spawn. Beta Patch Darkness: The Beta patch has made it nearly impossible to play at night, and this is another thing that ties into the zombie's new aggro radius. You can't see them before they see you, At all, meaning you'll be running for your life or tossing more flares then you can count just to transverse a single building. Overall, The darkness is good, but the zombie detection makes it too much of nerf for night players. Chem Lights: Chem lights no longer offer any sort of light worth while with the new beta patch. they honestly are the worst item you can add to your inventory in terms of light, the best thing they can be used for at the moment is self lighting to allow a friend to follow you in the dark. I'd heavily suggest increasing their light yield. Food Not spawning: I've noticed that soda, watercans and food isn't spawning almost anywhere, and other players in several servers have claimed the same, this means even the most experienced players are dying to something they could combat easily prior. This makes PVP 100% at least more enticing to steal food. If this is a feature it's a bad one, if a bug , needs fixing asap. No Spawning with Weapons : I personally am a fan of this, it gives bandits no real benefit save some cheap painkillers and bandage, while also buffing the zed's due to the lack of a good silent take down weapon for players (meaning they might have to use revolvers, m1911 or enfields to take down a zombie, drawing in the hoard). Total Summary : The patch fails in that it nerfed stealth play for players. going prone and crawling around town does work, but it also leaves you vulnerable to other players from a further distance due to the drastic decrease in speed. I'd suggest reverting the Zombies detection and see how the other buffs work out for it. Night time is now much more rewarding to players using flares and such, although chem lights probably need a minor buff to act as a good alternative during the new pitch black darkness due to the beta patch. TD;DR Pros - Hiding from Zoms - No weapons/ supplies at spawn - New darkness defeats brightness/gamma exploit, gives road flares (And chemlights?) more priority as loot. - Zombie attack animation, range and damage makes them far more terrifying to aggro. Cons -Chem lights no longer give enough light. (Minor) - Food/Drinks not spawning. (Major bug?) - Zombie detection heavily unbalanced. (Serious issue.) Edit: instead of zombie detection being out through the roof, making players stay logged in 15 seconds after DC with the new changes to zeds easily makes them a huge threat to anyone using a very loud weapon, or trying to combat log against other players. -
It's Impossible to See at Night! - Other threads will be locked/deleted!
BlessedHeretic replied to daish's topic in DayZ Mod General Discussion
It's not hard, you can't see on a clear night with the moon out. I don't know about anyone else but if I went out in the dark with the moon and stars hovering over head, i'm not going to be 100% pitch black blind, i'll have limited visibility sure, but i'll still be able for example see a farging road. I think chem lights should get a nice bonus to their sight radius, atleast half that of flares, this way people can carry the chem light and see in the dark a bit without having the loud noise of the flare and sparkle effect of it, and the aggro pull from it. -
I'm watching you ಠ_ಠ .
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sure then we can loot their bandages and watch them bleed to death too... or just finish them :I. would be a neat feature with non lethal weapons.
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New Starting Gear Based On Difficulty
BlessedHeretic replied to jamerific's topic in DayZ Mod Suggestions
This. -
Server admins abusing their power
BlessedHeretic replied to jinkiro's topic in Mod Servers & Private Hives
Hey I'm a basement dweller who has yet to be laid and I found that offensive ಠ_ಠ. What this admin did was a dick move, I'd boycott his server if possible. -
I approve, especially if we get to be slightly inventive. Like getting a rotary engine and combing a hatchet to it for a spinning death trap.
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Can I kill it for food?
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Hotfix Build 1.7.1.1 Rolling Update
BlessedHeretic replied to rocket's topic in Mod Announcements & Info
I am saddened by the revert to the delay for despawn on disconnection :( -
20 words or less: Spawning without a weapon
BlessedHeretic replied to rocket's topic in DayZ Mod General Discussion
YES Lack of renewable makarov ammo prevents bandits from simply camping players at the shore with said weapon. -
My only concern on this would be how loud would this bugger be? it's running on a rail road track afterall.
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Yes but you don't need to use the tent to store anything, you can set it in a HIGH LOOT ZONE like near the barracks on the airport and simply run there to get new loot. The tent would effectively be a travel hack at that point.
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yes but it also stores any item you want for those 48 hours and goes on through death. What you suggest would have players placing tents near high loots zones to respawn and instantly regain SPAWNED loot not just stored loot.
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spawn, hit respawn, spawn, loot body. you now have 2 clips of ammo , and only 1 bullet needed to down a player in the head. who says you will spawn in the same spot. Plus rocket said, there will be a mechanic that logs players names and put them in a risk of being ban for logging on or logging off to avoid zombies or what not. you can spam the respawn feature until you land on one of your old corpses. If i'm not mistaken logging out now leaves you in the game for 5 seconds, which lets a player get a swift headshot on you, resulting in death, alternatively zombies can beat on you for a bit. Should be bumped to 10 seconds imho. Not sure why you meantioned the combat logging feature though, respawning kills your character and makes a new one, it's not avoiding death, it's purposely causing it.
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Cross bow with backpack mechanics
BlessedHeretic replied to [email protected]'s topic in DayZ Mod Suggestions
I'd much rather enjoy it if the crossbow had a quiver installed on it that contained up to 5 bolts. Especially if retrieving bolts were instantly put back into those slots. Although I'd be equally happy if we could put bolts into the sidearm slot or reload from the backpack. -
spawn, hit respawn, spawn, loot body. you now have 2 clips of ammo , and only 1 bullet needed to down a player in the head.
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I recently killed several players with the crossbow and frequently kill zeds with it. Infact it's the only primary weapon i wield, so i can say honestly it is significantly better the the Makarov but it does need manual sighting atm. I'm not sure it's player damage to the torso, but a headshot is still a kill and it's totally silent meaning no agro, if someone takes a shot back at you they are pulling all the zeds to them, you gain that as a benefit to their downfall. It's a skill weapon.
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After playing a while, i've noticed a very popular trend for players is simply to go to a loot spawn they want and then log into different servers until they find whatever it is they want. I'd rather our characters be bound to the server so we can't exploit this.