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Everything posted by TinUKCS
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Has Anyone Else lost Faith in Dayz?
TinUKCS replied to [email protected]'s topic in General Discussion
True enough, a quick reset server will net you with more loot and like you said, that isn't fun. However, we will get to a stage where server restarting shouldn't be necesarry due to loot respawning and server optimizations. Having said that, there will always be servers with short restart timers. -
Has Anyone Else lost Faith in Dayz?
TinUKCS replied to [email protected]'s topic in General Discussion
Indeed, the tents with a wooden floor dont spawn loot. The other tents (and the bunkers) do spawn loot. I still find weapons, ammo, vests and what not. On the subject of "tach" vests: I assume you mean the tactical vests. Yes, those have been removed months ago. However, I would hardly call that a "massive nerf" in regards to loot spawning. There's tons of loot to be found. I'll refer to what I've said in my first post: you've been unlucky. And the tents didn't spawn any loot two patches ago, as {Core}BlackLabel has already stated. On ammo glitching: personally I haven't seen it that much anymore, apart from some leftovers from the previous patch(es). I haven't seen it with the AKM, for example. I've only seen it with a couple of M4's. As soon as you remove the glitched ammo from the clip it disappears. Don't come to me with "look in forums for truth" and "pictures". You're the one making claims, it's your responsibility to provide the proof to back it up. So far, you haven't delivered anything useful to substantiate your claims. -
Has Anyone Else lost Faith in Dayz?
TinUKCS replied to [email protected]'s topic in General Discussion
Not much else? I keep finding weapons everywhere. Clueless? You're the one thats spouting vague nonsense. So why don't you come off that high horse and start backing up your assertions and statements with arguments and evidence. -
Has Anyone Else lost Faith in Dayz?
TinUKCS replied to [email protected]'s topic in General Discussion
Still, servers are not different from each other. The X amount of loot spawned per server is the same on each server. That hasn't changed at all, even if they nerfed the amount of loot spawned. So, in other words, you don't know how the servers and the spawning works. And while we're on the subject of nerfed lootspawns: what's wrong about that? It's a survival game after all, it's supposed to be a difficult game. I'll be honest here, I haven't noticed any nerf. I can still get my basic necessities in 30 minutes or so. -
Has Anyone Else lost Faith in Dayz?
TinUKCS replied to [email protected]'s topic in General Discussion
^This. Any server that sports the title HIGH MILITARY LOOT is just purely advertising it's existence. There is no difference between that server and the UK 1-204 Fragnet/Vilayer/etc. servers or any other server out there. Well considering the fact that loot doesn't always spawn on the same location, you've probably been unlucky. Nothing more, nothing less. For example: not all barracks spawn AKMs, even after server restarts. Another example is that ATC towers often spawn a handgun, though the chance of it spawning there isn't 100%. -
Whispering? Hell, I don't see why not. I'm all for it. And you just gave me a couple of ideas of how to use it, you creepy man.
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hunger,thirsty,healty and a new for PSYCHE = moral
TinUKCS replied to jgbtl292's topic in Suggestions
How about we all stop trying to make psycheprofiles of each other based on forumposts and stop insulting each other. It doesn't help the discussion at hand. In fact, if we keep going like this, a mod will swoop down and lock the thread, thereby ending the discussion. Keep it on topic, keep it civil. -
No biggie, I think nobody has spotted your mistake. Nobody needs to know. It never happened. *Ahum* On topic: I don't think it drastically changes the game if the devs decide to implement something like this. On the other hand, not having it won't ruin my gaming experience. For me, it won't be necesarry. Sound is all I need if it wouldn't bug out at times *shakes fist*.
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Is this how I die after more than 50 hours surviving?
TinUKCS replied to EvilTigerAce's topic in General Discussion
My buddy killed me once by mistake. We were sitting in some bushes, waiting for a friend to catch up. Some random, armed to the teeth, dude pops up north of us. I say: "There's a guy coming to us from the north, by that lone big pinetree next to the road". My friend looks south (where I'm standing) and yells: "I SEE HIM". Shoots me right in the face. Apparently there was an equally lonesome pinetree not to far behind me... -
Went up the ATC stairs, got on the 1st floor, broke my legs. 5 seconds later, black screen and "You are dead". I didn't see anything strange nor did I move when I was on the first floor (I was trying to pick something up). Yet, my buddies saw me clipping through floor and falling down. Welcome to DayZ, where the static environment is more dangerous than people, generating rage and lulz.
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Well, the thing with moving bases across servers, it's extremely exploitable. That and there are some problems, like who owns the base? I mean, it's probably going to take several people in order to make one. Do all the contributors have to move to a different server in order to move the base? Or does the game assign a "owner"? About the exploitable part: Let's assume for arguments sake, the game assigns the base to one "owner", like me. I see a group of bandits , looking for my base and precious loot. I log out and go to a different server. Poof, gone is the base. Now, before anybody calls me out on the obvious 'Eventhough it's exploitable, that doesn't mean it shouldn't be added', you're absolutely right. Exploits are in the game right now, even with basic and necesarry stuff and exploits will/should be fixed. However, I do think the problems with moving bases are bigger and thereby more detrimental to the game than non-moving bases. As for not making bases in high profile buildings: when dynamic lootspawns get implemented, I think the system should be able to detect if a certain building is "player owned". If that's the case than the system won't spawn loot in that particular building for the duration of the base being present. If the base is gone for an X amount of time, the building can be put back on the list of lootspawn locations. Having said all that, nothing is set in stone. I too wonder how they will combat empty servers. It would be quite irritating if you pay for a server, play on that server and nobody gets on it. Though you can always advertise for it: MUCH LOOTZ FOR EVERYONE1111!!!!!. Those servers always tend to be quite full, eventhough it isn't different from any other server.
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I think, with all the dev messages about persistent items and base raiding for parts, your base only stays on the server in which you've built it. It won't carry over to other servers. Well your boarded up home should be permanent in my eyes. That is, if you maintain it. But I don't want the wear and tear to be so progressive that I have to work on it everyday. Although upgrading it to a certain extent wouldn't be bad imho, I think Rocket stated something along the lines of player bases being safehavens against zombies, but not so much against hostile players. On professions: Meh, I don't know. When it comes to building faster, cooking better or healing someone faster, I won't be against it or for it. Might be a nice touch, but I won't miss it if the devs decide not to do it.
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I wouldn't mind this at all, actually. I mean, come on, have people seen how your character carries a machete on his/her back. Looks rather painful.
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1) They will be. There will be never ending wars.....well that might be a bit of an extreme hyperbole, but people will log in with a different char and they will seek revenge. Or people will quickly log out because they spotted a group of high end geared players, only to log in with their own high end geared player 2) I don't want to come across as a douche (and i mean that), but you need to get used to that feeling. This is a survival game after all. Adding multiple char. slots will water that survival aspect down. You have one char and that's all you get. You spawn, you scavenge and after a while you have your basics. You can use high risk/high reward tactics or low risk/low rewards tactics to get better gear. If you cross paths with better geared bandits, well tough luck. You play with what you got. If that means you've got to make a run for it in order to survive, do it. That's what I like about this game. And let's be honest: the game isn't as hard as it's going to be in the end. PS: When persistent containers + dynamic lootspawning get implemented, there won't be any need for different characters anyway. You can make stashes with gear for all possible situations.
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I don't think this is a good idea. People will just go rambo on others since they will have nothing to lose. Die? Load up another char and you're good to go. As too the fear of losing your precious can of beans and gun you might have found, that's the point (like you said). Although, with the current amount of loot, you shouldn't be fearing to lose your character/gear that much. You can be geared again within 30 minutes. True fear should come when the devs drastically reduce the amount of loot spawned on each server.
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Along With The Police clothing Wasn't There A......(Gear Discussion)
TinUKCS replied to Deathlove's topic in General Discussion
Anti-stabvest is in the game, though I've only found it once. -
NEAF becoming a civilian airport, but otherwise I'd say your list is complete
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Death Cooldown (this is going to be really unpopular...)
TinUKCS replied to 11tw's topic in Suggestions
Ok, thanks for clearing that up for me. I don't want to get into a discussion without knowing the fundaments of one's suggestion/opinion. Ghosting is a problem, I concur that much. I want it gone as much as the next person, save for the ones who frequent it's use. An increased login timer could help, but I think there are better solutions out there for that particular problem. A login sound is an idea, but I can understand, to a degree, the beef people might have against it. One character per server would be more ideal in my eyes. I know I will stay on my server when we get basebuilding and other permanent items/objects get implemented. On the deathmatching and the large amount of kos'ers: The game, in it's current state, doesn't offer much else. Thus, we now find ourselves amidst players who won't hesitate to blow your brains out. The solution you propose, in my eyes, is but a short-term one as it doesn't account for the long-term. After all, the state of the game will change when more content in the form of activities are implemented. Some will be here soonTM, others (much) later. On banditry: why is this a problem? I find it thrilling that at any moment I can hear someone yell 'FREEZE'. What do I do? Do I run, fight or surrender myself? Robbing people of their possesions is a valid tactic. It's a high risk/high reward tactic and within that same tactic lies the possible punishment for the bandit. After all, his victim might just have a few friends right behind him who procceed to kill the bandit. Continuing on that line of thought: I don't think we should punish people in various degrees depending on their playstyles through game mechanics outside the actual game (and by that, I mean things like respawntimers changing in relation to the behavior of a player, not the things like diseases/hunger/hypothermia/etc.). All playstyles, excluding exploiters and hackers, are valid in my eyes. I rather have game mechanics and dynamics inside the game being the ultimate factors in one's punishment or reward. I think your suggestions are too much based on the short-term i.e. the current state of the game. I think you, no, we all need to ask ourselves the following questions: What are the short-term effects and the long-term effects of my suggestion? Does my suggestion only take the current state of the game into account or does it also account for future changes (meaning that the problem will persist even though (lots of) new content has been added)? To sum it all up: I don't think these suggestions will work in the long run. We might use some of them, in an altered fashion, as a stopgap solution until more content or better solutions get implemented. However, as I've explained, I'm not a fan of them. -
Death Cooldown (this is going to be really unpopular...)
TinUKCS replied to 11tw's topic in Suggestions
Before I'm going to involve myself in this discussion, I have a question for the OP: What's your suggestion based on? -
Mute players =/= players who have been muted ingame by a player/admin/etc. A mute person is someone who can't speak physically <_<
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Not the biggest fan of having perks, not in this game atleast. Although some of your suggestions aren't too bad in my eyes, none of them are really satisfactory. If the devs ever implement something with skills and what not, I would rather have the system the game Red Orchestra 2 uses (ofcourse tailored to the needs of this game). It's pretty much the same as what DemonGroover suggested, but just like him I'd rather not have a skill system.
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1) So what if that happens? It's a survival game with hero's, bandits, KoS'ers and everything in between. I don't see why anything will be spoiled if a group of bandits or KoS'ers manage to get a vehicle in working condition. Quite the contrary, it gives the loners and the small groups who are also present on the server a common goal: blowing the bandits up. 'The enemy of my enemy is my friend' and all that. Furthermore, we will also get weapons to destroy vehicles, which will be easier to craft than repairing a vehicle. 2) People who work together will always have an advantage over people who don't. This will not only be the case with getting a vehicle, but also with base building. If you don't want to team up, fine by me, but it will be harder to survive. That doesn't mean people who work together should be penalized, just so the people who work in small groups or by themselves have a better chance at surviving. Neither does it mean that loners/small groups are defenseless (see my previous post and nr. 1 in this post). Like I said, it's a survival game.
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If H1Z1 will have squads and clans at early access why ...
TinUKCS replied to Demonio (DayZ)'s topic in General Discussion
I've never stated that DayZ will be/is better than H1Z1. I will probably try it too. Hell, I might even enjoy it a lot. That doesn't mean I automatically think DayZ is/will be worse. Some people act as if the current state of the game will be the same when it's released. My question therefor still stands. Like I said, to me it comes across as shortsightedness. I'm not saying those people are shortsighted per se. So what if things are broken or still missing? It's still in development. What I care about is what DayZ will look like when it's finished. Same goes for H1Z1. That's what matters in the end, for me atleast. And don't you be hating on Wolfenstein: 3D, that game was great ;) :P (If that's what you meant by 'first shooting game') On a technical note: don't call people names. This isn't politics. It doesn't help the discussion at hand in any shape or form. People have their own opinions on matters like these and you'll have to accept that. Even if you disagree with them. -
The thing is however, those same bandits need to find a vehicle and the parts that come along with it too. Not to mention the gas. They will be rare and it will take people a lot of time to get everything together. Since everyone and their mom will be looking for it once it in, I think a lot of people/clans will struggle to get a vehicle in working condition. Especially when 100-man servers are done. On top of that, we will get weapons to counter vehicles aswell. Well..."get"....we need to find them and/or craft them. I will plant IED's (if/when they get implemented) along the entire coast if I must/can. Failing that, I will strip down naked, take an IED in my hands and blow myself up when their precious little truck passes by. One final note: The spawn locations are not final. They will probably change again. I don't think bandits will have enough patience and gas to patrol the entire coastline and the inland spawns. If you do spawn in a location with bandits trucking by, tough luck. The same was already happening in Kamishovo and other spawns and there weren't any vehicles present then.