Forums Announcement
Read-Only Mode for Announcements & Changelogs
Dear Survivors, we'd like to inform you that this forum will transition to read-only mode. From now on, it will serve exclusively as a platform for official announcements and changelogs.
For all community discussions, debates, and engagement, we encourage you to join us on our social media platforms: Discord, Twitter/X, Facebook.
Thank you for being a valued part of our community. We look forward to connecting with you on our other channels!
Stay safe out there,
Your DayZ Team
-
Content Count
1389 -
Joined
-
Last visited
Everything posted by BeefBacon
-
Lower 'stuffed' threshold/ reversal of loot locations
BeefBacon replied to BeefBacon's topic in Suggestions
The healing effect when hungry would be incredibly slow, even slower than it is when energised. I propose this only because, if food is a lot harder to come by, a lot of people are going to spend a lot of time with desaturated vision. For me it's either this or there needs to be more ways to recover health without relying on other players. Recovering health on your own should be more difficult but it should be possible without having to find a year's supply of food. And yes, I agree with your second point. I'm not part of the 'omg ur so tacticool' crowd, but I do believe that there needs to be greater emphasis on low-tier weapons. Military loot should only spawn high-end military gear, but most of that gear should be near-worthless without basic gear. For example, military spawns should spawn more attachments than weapons, and cities should spawn more weapons and ammo. Players who go straight for airfields might maybe find a good weapon, but they're unlikely to find the ammo for it. It's more likely that they'll find an attachment for a weapon they don't have, meaning that a very basic summary of a playthrough would go spawn - hunt/ loot small villages - attempt to loot town - if successful go for military spawns to find high-end attachments for weapons found in towns. Currently it seems to be spawn - go to police station/ airfield and find food on the way. Another alternative would be to make airfields equally dangerous, so airfields still spawn weapons along with their respective ammunition but getting to them is harder due to the large numbers of zombies. Could argue the airfields were used as refugee camps or something. -
Sounds fine to me. The only problem I have with lots of ammo types is that they all sound the same. 7.62mm7.62x25mm7.62x38mmR7.62x35mm7.62x39mm7.62x407.62x45mm7.62x51mm7.62x53mm7.62x54R It gets silly. However, the OP's suggestion is one I can get behind. Lots of similar sounding ammo types that look different (as we sort of have already with the two 7.62 rounds we have) is an excellent idea. It adds extra depth to the game without complicating it.
-
Should Rocket go sooner rather than later?
BeefBacon replied to banjo (DayZ)'s topic in General Discussion
I wouldn't make the him the head chef, but I might make him master of salads. I don't know about you guys but I've seen huge leaps and bounds in development over the past few months. Before that we saw very little because the team was under-manned and disorganised. This is no longer the case and so we are now seeing progress. The devs have explained time and time again why some things are being worked on and others aren't, or why new items are being released but zombies can still glitch through walls, yet you all scream for all the modelers and animators to drop what they're doing and start coding. If you people read anything that the devs wrote about the development process then maybe you wouldn't whine so much. But really, who the hell are you to say that Dean is 'no longer fit for purpose'? I didn't realise so many industry professionals frequented the DayZ forums and were able to interject their expert opinions. -
-Green camo. -Brown camo. -Greenish brown camo.
-
Because when people log out they run the risk of being killed in the 30-second period where their character is still in-game. If a player is aware for those 30-seconds then there is no risk, so combat logging would become even more common, or at least wouldn't be so high risk since a player would be able to defend himself while they log. I've been killed a couple of times while logging out, no doubt by the eagle-eyed zombies spotting me at NWAF all the way from Stary, but I accept that as something that's going to be pretty common for as long as zombies behave the way they do. I'd like to see a log-out protection that reduces damage taken from zombies. That way, if a single zombie followed you all the way to the bush where you logged out, it isn't going to hit you a couple of times and kill you. Instead, a single zombie that followed you is going to have a pretty tough time killing a player while he logs out. It might make the player character bleed a little, and maybe even cause some pretty serious damage, but it won't kill the player. However, if a player logs because he is being chased by a large group of zombies he'll die because there are enough zombies dealing enough damage to negate the log-out protection. The log-out protection shouldn't apply to damage dealt by players.
-
I think the official stance is that DayZ takes place a couple of years following the events of Arma 2. I think you're right that the timeline diverges, though, else Arma 3 would be a zombie fest. Lore isn't really too important here anyway. All you need to know is that a virus has turned much of the human population into zombies, and that a tiny fraction of people (the players) are immune. Chernarus, while now a wasteland, once had a US/UN presence which is why there is NATO weapons and equipment. As others have said, it's up to the players to provide a story. The devs only provide a very basic template for us to build on. Maybe they'll expand on it in the future.
-
I always just assumed that guns had straps anyway. The DayZ devs have a real problem with clipping issues (hence why they removed the ability to wear a gasmask with a helmet) and adding straps to weapons would mean there would be clipping issues. I assumed that they just cut out the middle man and introduced an imaginary strap. Hell, I don't even notice it when I have a backpack. I'd support this if placing a weapon on the ground was reliable. Currently things have a tendency to fall through the floor or just disappear altogether. Until things like that are fixed I see no point in adding straps to weapons - especially since rope is so rare.
-
I'd be happy if they just buffed the crossbow's range and accuracy and made it so improvised bolts could be crafted too. Maybe take an improvised arrow and combine it with a knife to shorten it. The crossbow would become a viable weapon, but still wouldn't have anything on lower end rifles like the mosin due to its slow rate of fire and low velocity. The improvised bow should have a longer range too, but not to the same extent as the crossbow. It is only an improvised bow after all. I like that the bow can only be aimed reliably if timed right, but I think the penalties for timing wrong shouldn't be so severe (as in you shouldn't fire way, way off target if you only slightly mis-time your shot).
-
As far as I'm aware there are already plans to introduce factors such as wind into ballistics. The model is already fairly advanced to begin with, and I don't doubt it'll be improved upon.
-
Oh wait, the renderer actually occludes polygons that are underground? That's interesting. http://3.bp.blogspot.com/_JA0hCiW2EG4/TKou4krTBAI/AAAAAAAAAOU/-GDfr_QIbLA/s640/Forest,+Czech+Republic+(2).jpg I think this might be what the original forests were going for. I just Googled "Czech forest". There's a pretty noticeable lack of ground foliage, though the trees seem to be closer together.
-
Wouldn't it make more sense to create a new model, though? Bear in mind you're still drawing the rest of the tree (the bits you can't see) so that'd be a drain on resources. Makes more sense that there should be another model that is essentially the top of the tree, at the expense of batching maybe three more models (better to have a little bit of variation, as the same model repeated can be noticeable even when at different orientations). Still, good idea. I've never liked the forests in Arma 2. Thicker foliage would go a long way to making a more believable setting.
-
Aah, so there could be ballistic face masks or something? http://ra.spetsnaz.su/w/images/b/bc/Altny1.jpg http://bulk2.destructoid.com/ul/161820-metro2033.jpg I couldn't find a decent image. You get the idea, though. I've seen Spetsnaz-style soldiers wearing helmets like that in various games. Welding masks could be an alternative as well.
-
It'd be cool, but masks need to provide some advantage besides just looking cool else nobody will wear them given that they would restrict the wearer's vision. Unless the devs are planning on adding radioactive zones or chemical spills, I doubt that gasmasks will ever have an actual in-game use. Regardless, I'm totally for this. Useless or not, gas masks are cool and I'm all for immersion.
-
It's hard to tell. A bear's a bear. If they are the same sound then it's probable that they're just from the same source of stock sounds. I know Half-Life 2 uses an absolute ton of stock sounds that is used in games and films, and I'm aware that other games do it as well. Wouldn't surprise me if Skyrim did the same.
-
The threat from zombies has been ramped up artificially to the game's detriment, in my opinion. A single zombie shouldn't be able to ruin all of my gear in one hit. The issue is compounded by how glitchy they are in general and by the "haha, you can't use your weapon now" bug. It's frustrating, but it's also alpha. I'm glad to see the OP, while maybe a little whiney, is wisely choosing to stop playing the game until these issues are fixed. That's what I'm doing for now. I was hoping that the recent update would have fixed the "in 'rare' cases players are unable to attack" bug, but (unless I'm mistaken) they haven't, so I'll be waiting another few days.
-
You have frames per second. All 3 of them. At first I thought this topic was suggesting a UAZ on train tracks. I hope I'm not the only one... A tracked UAZ would be neat, maybe as a direct upgrade from regular wheels that allows for faster speeds offroad or something. That is assuming that there will be UAZs in-game. Surely there must be.
-
It's hardly even hypothetical. I plainly expressed that I am often disconnected from servers for a variety of reasons. If a system was in place that meant that my character would be displaced in the event that I joined a new server, then it would cause problems for me. I am not the only one who has voiced this concern. I'll admit that I have server hopped. I don't do it very often, but it's something I have to resort to, occasionally, if all I'm finding is rotten fruit and empty jeans. I daresay that there are very few players who could deny that they have ever server hopped and do so honestly. However, claiming that "everyone who disagrees with me is a no good, dirty server hopper" is very stupid and childish. But even if everyone who does disagree with you spends all their time hopping between servers at NWAF, that doesn't invalidate their argument. A system akin to the one you propose would affect regular players. Considering that, it seems unwise to implement such a system so an alternative is required. I think that a decent loot respawn system would decrease the frequency at which players server hop. If they're anything like me, the vast majority of server hoppers only do so when there is absolutely nothing to find, and every town is stripped clean. If they have access to the bare minimum of food and basic items that are required to play (which would be provided by an effective loot respawn system) then the necessity of server hopping will decrease. But as I already said, ultimately I don't believe that server hopping is something that can be 'stopped' without detriment to other players. The best way, in my opinion, to avoid server hopping is to implement private servers, preventing players from hopping across dozens of servers with the same character. Instead they'll be restricted to only a handful of servers, or even just one per character - depending on how the restricted loot system works.
-
Another poorly thought-out "how to stop server hopping" thread. Joy. As has already been pointed out, this has the potential to punish everyone, not just server hoppers. I'm always kicked from servers, whether it be because of a dickhead admin or a server restart. If I can't rejoin that server then I get to spawn a kilometer away. If I have particularly bad luck and I get kicked again, then there's the possibility that I'll spawn two kilometers away from my original position. As far as I can see, server hopping is baked into the way the game works. The only real way to prevent it is through private hives, or shards, or whatever they're called. Players who are bothered by server hoppers can stick to private servers, while those who aren't (or who actually server hop themselves) can stick to public servers.
-
I think the sound engine needs an overhaul in general. I don't think effects like reverb when indoors are possible. The footstep sound changes but I'm pretty sure that's just because you're walking on an 'indoor' surface (as opposed to grass or concrete or wood which generate their respective footfall sounds). Hell, if GoldSrc can dynamically affect sounds based on the environment, I imagine the DayZ engine can too with a bit of work. Ultimately I'd love to see all the sounds changed. All of the assets, in fact. Seeing stock Arma 2 models and hearing Arma 2 sounds makes the game feel cheap, as though it's still just a mod. I'd be happy with just a sound overhaul, mind. Buy hey, I don't doubt the new sound guy is hard at work. I didn't even realise they changed the footstep sounds. I've not played for a while, mind.
-
different ground textures may act as "containers" for basic materials (aka berry picking mechanic)
BeefBacon replied to joe_mcentire's topic in Suggestions
I'd like the ability to find feathers as well, or at least have feathers spawn fairly commonly in farming areas. I want an excuse to use a bow, and right now there's absolutely no incentive to do so. I've never seen a chicken in-game, so I doubt I'll have much luck plucking one for feathers. For those who don't know, you can now apparently create makeshift arrows with a stick and a chicken feather, or something like that. -
Other guy probably would have done the same thing, to be honest. OP said he reloaded his weapon so the other guy would have heard him yet he didn't say anything. Saying that he was a goodly medic is pure conjecture. Who's to say he wasn't picking up food and medical supplies for his bandit clan?. Both the OP and this guy were server hopping, I assume, and neither said anything to the other despite both of them being aware of one another. Only difference is that the OP took the initiative and shot first. It'd be nice if more people communicated in DayZ. I've often waved at people and generally tried to be friendly only to be either chased with a hatchet or shot in the face. I agree. But to describe the OP as the only one guilty of being uncommunicative and aggressive is inaccurate. Not sure what my best DayZ experience was. I once shot a guy in the chest when he tried sneaking up on me with a fireaxe. He was only a meter or so away, so any delay probably would have resulted in my death. That really got my heart going. On another occasion I was one of two players on a server, and we bumped into each other at the NEAF. He took me by surprise so I tried to shoot him but I panicked and fucked up. Luckily he was friendly so we looted the rest of the airfield together and then went down to Berezino.
-
How many ammo do you carry?
BeefBacon replied to HeroAtDay BanditAtNight's topic in New Player Discussion
40 - 60 rounds of SKS ammo, along with maybe 20 shotgun shells. Why anybody would need to carry half a dozen full ammo crates is beyond me. -
Defibs should be able to revive dead players provided they haven't been shot in the head or taken significant damage to the chest area. There should be a short window where the defib is effective (a minute or two, maybe) after which it does nothing. Defibbing should restore a small amount of blood (enough to keep you alive provided you're not bleeding. Wouldn't make sense to revive someone and for them to immediately die again. Obviously a blood bag will be required regardless). Effects like shock, broken legs, bleeding etc should remain. In fact I'd argue that something like shock/pain should be added by the defib to balance out the fact that you're effectively bringing people back from the dead. They may be alive, but they shouldn't immediately be combat effective.
-
Huh. It's like you think you're making a point, but you're not. Saying "everyone has this advantage and you're just whining because you didn't take advantage of this well-planned game feature" is a pretty weak argument. Everyone can hide in walls and dupe their gear. It's part of the game so that's okay, right? If I find something that causes the server to crash, I should do it when I'm in trouble because the devs included it so I could have a quick load feature. Everyone has that advantage, and if they're not using it then they're just whining because they didn't think to use that advantage. Periscopes and mirrors are actually good ideas, though, and blind firing over your head and around walls isn't something I've seen suggested before so you contributed that, at least.
-
Not much of a response. You just told him to kill himself. While I don't care that you told him to kill himself, it's hardly a well-reasoned and thought out response. While "you won't be able to do this forever" is indeed a valid argument, the rest of your response was childish. Still, good on you for calling him out.