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BeefBacon

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Everything posted by BeefBacon

  1. BeefBacon

    No more sucker punches

    I think it should be pretty difficult to knock somebody out. I mean, I imagine it isn't that easy to knock somebody out cold unless you smack them over the head with a cricket bat, but then you'd probably end up cracking their skull open and killing them. That's one way to make somebody unconscious, I guess. Anything short of a hefty blunt melee weapon - we're talking a wrench, a shovel, a crowbar, a baseball bat - should be extremely ineffective at knocking somebody out. Being hit in the head should send you into a dazed state, kind of like shock. If you're punched in the head you get slightly disorientated. If you get hit with, I don't know, a hammer you should get pretty messed up, but you shouldn't go unconscious - not in one or two hits anyway. Blunt weapons should disorientate. Bladed weapons should cause bleeding. I don't like feeling as though I have to wear a helmet of some kind. I like just wearing a beanie or a cap or something. However, knowing that somebody can just run up to me and punch me once or twice in the head to knock me out makes me very nervous when looting near freshspawns, so I feel like wearing a hardhat or something is a requirement, which is absurd. It's very easy to sneak up on people.
  2. BeefBacon

    Future basebuilding suggestion and benefit.

    I don't think you can really call PR casual. It's one step down from Arma in terms of military sims - there's even a PR mod for Arma. Regardless, I agree. I don't think being able to set spawn points is really in the spirit of DayZ
  3. BeefBacon

    Best combo weapon in the game ?

    A Trumpet and a chambered Makarov. I am not good at DayZ.
  4. BeefBacon

    Remove hip-fire reticle definitely

    I'd rather replace the aiming reticule with a simple dot in the center of the screen. You use that dot as a point of reference for picking up items and interacting with the environment, but it should be useless for actual aiming of any kind.
  5. BeefBacon

    .61 status bar

    Do you mean the blood/health/temperature/ etc information? I don't think so. That'll only exist in experimental, meant for debugging and testing. Once .61 hits stable it'll be disabled.
  6. BeefBacon

    [REVIEW] Dynamic Spawning of Infected

    Well, no, it's a mix. As I understand it, a number of zombies are spawned server-wide. If you scout out a village and you see zombies, those could be zombies spawned globally, or they could have been spawned locally. If you actually see zombies spawn in front of you then that's a fair bet that you're the first person to visit that area in a while, but if you see any zombies at all that doesn't necessarily mean that they were spawned in by somebody else. I'm pretty sure you're not supposed to actually see them spawn in. I expect it'll be tweaked in future. It's a similar sort of thing with doors being randomly opened or closed. Maybe they were opened by a player, maybe they were spawned like that. On that note it'd be nice if doors reset after a while. A couple of hours of a server being up makes it difficult to find a single closed door.
  7. BeefBacon

    Any love for the crossbow?

    I've seen neither a crossbow or bolts in .61. I'd use one if I could find one, maybe have a revolver or an SMG as a backup/ PvP weapon. It'd be neat if the crossbow could be folded up like the Trumpet.
  8. I'm sure we've all done it. We've been happy as Larry, going from town to town with nothing out of the ordinary and then you realise - shit, where's my gun? Oh, that's right. It's about two miles away in the middle of a forest because I swapped it with my SMG. The SMG would usually be sitting in your backpack, but because you had it out when you decided to swap it with the gun on your back, it took the slot on your back. Then when you 'holstered' your rifle, you dropped it on the floor instead of putting it on your back. This has happened to me several times. It's frustrating. It's also frustrating when you have your SMG (or any weapon that you store in your inventory rather than on your back) in your hands, and maybe you'll pick up an item, or you'll reload or you'll do something that puts a single-slot item in that SMG-sized hole in your backpack. Then when you put it away... you drop it on the floor because there's no space. So what do I propose? Firstly, give my Inventory Overhaul suggestion a read. That alone would solve at least one issue I described, amongst others. Secondly, perhaps items, weapons, so on could have a storage memory so they remember where they were originally stored. These slots would then be reserved for that item when it is in your hands. Even if there is room elsewhere in your inventory, that item will always go back to the slot where it originally came from, and other items will be unable to take up that reserved slot (though perhaps other items could occupy that slot if there is no other space available.) A similar system was in place a while back, where the 'ghost' of an item that was stored in your inventory and which is now in your hands would remain in your inventory as though it weren't in your hands. It worked pretty well, I'm not sure why the devs removed that. Anyway, let me know your thoughts.
  9. BeefBacon

    Weapon Swapping - "Dude, where's my gun?"

    Yes, I understand your point, but what you described is a workaround. We shouldn't have to deal with workarounds. Yes, if you pay attention it's something you can avoid, but it's not something that we should have to pay special attention to. If you found that you couldn't fit something in your bag that you could previously fit in there, you wouldn't just limply let it fall out of your bag and then somehow not notice that it had fallen out.
  10. BeefBacon

    Weapon Swapping - "Dude, where's my gun?"

    This topic doesn't concern double carrying, it concerns swapping a weapon on your back with a weapon stored in your inventory. Hell, instead of a rifle and an SMG, let's say it's a splitting axe and a machete. Same difference, as the machete can be stored on your back. "Being conscious" of inventory management isn't a constructive response. If players broke their legs and died every time every time they jogged up stairs, and the only solution to fix the problem was to walk up stairs, you wouldn't dismiss someone complaining about it with "you should be conscious of speed management." It shouldn't happen in the first place. I remember way back when the alpha was first released, when you logged out your inventory would be reshuffled. If, during the reshuffling process, an item suddenly couldn't fit any more it was destroyed. Players had to organise their inventories in such a way that meant items wouldn't be lost when they logged out. Is that being conscious of inventory management?
  11. BeefBacon

    Inventory overhaul

    Yup, no problem. I don't really use Reddit myself, but I do browse from time to time. Certainly I'll take their suggestions into account, I've already thought of a couple of addendums I could add.
  12. BeefBacon

    Weapon Swapping - "Dude, where's my gun?"

    Yeah, hence why I said maybe that space could be reserved unless there is no other space in your inventory. I often find that even though I have plenty of slots in my inventory, items I pick up will go into the space I reserved for my gun anyway - so it'd be better if items would only occupy that slot as a last resort. But yeah, I can definitely see the benefits of being able to free up space in your inventory by carrying an item in your hands. Having said that, the manual placement idea is good. Maybe a mix of the two - items will not be automatically placed in the reserved slot if there is other space available, but you can place them there manually if you wish. And yeah, my Inventory Overhaul suggestion wouldn't completely fix it, but it would help, and it is related since this is also inventory-related.
  13. Oh, is that why on TV when somebody is sneaking around a house they sometimes use a red or blue torch? Huh. And yeah, my dad has a torch a bit like that (He was RAF) with all the colour filters - never considered what they were for. though. Would be a neat addition, for sure.
  14. BeefBacon

    Loot tables

    I like the idea of the coast being a good source of items that a freshspawn has no use for. Base materials, for example, vehicle stuff, maybe specialist medical equipment of some sort.
  15. Turn off head bob and motion blur, and put your FoV settings up to anywhere between 90 and 110, if possible. Might help.
  16. BeefBacon

    Inventory overhaul

    Ruined would be okay, I think. There'd need to be some sort of audio-visual feedback to tell you something had fallen out, though. And yeah, if items would actually fall out then smaller items should have a higher chance than larger items.
  17. BeefBacon

    Melee weapons - Lenght considiration

    http://dayz.gamepedia.com/Hatchet I like the idea of 'slings' automatically existing when we have something like a backpack. Weapons floating on your back does look pretty weird, it's true, and weapon slots being made available when you equip a backpack is a good middle ground between magic floating weapons and slings. The main drawback of carrying a long melee weapon should be its weight. I'm not sure it should be any more complicated than that. Heavier weapons should be slower to swing but, usually, do more damage than lighter weapons. Geared players should want to use smaller melee weapons to cut down on weight. Most melee weapons have (or will have) some sort of special utility - axes are the best example of this as they can cut down trees. Players should want to keep a variety of tools on their person at any given time - a knife to skin animals, a hatchet to gather wood, a screwdriver or a wrench for vehicle repairs, so on. They're not only for use as a weapon. On that note, larger weapons that have a special utility (again, axes as an example) should be more effective than their smaller counterparts at performing that utility. As a side note, different knives should have different strengths. An improvised stone knife should be objectively worse than a hunting knife, for example. It should be able to perform basic tasks extremely poorly until you can find, say, a kitchen knife. I hope to see a rebalancing of melee weapons in general. Sometimes fists are a better option, and that is absurd.
  18. BeefBacon

    Cinematic from my adventures

    Nice transitions and use of focus. Wasn't super keen on the pixellation effect, but the light leaks looked good.
  19. And most people who prefer 3pp suffer in 1pp for the exact same reason. They're used to being able to wall peek, and being unable to do so makes them feel unsafe. Waiting for the other player to get bored and break cover. Riveting. A while back I got into a firefight with a guy at some fire station - this is on 1pp. I guess he saw me go in and he waited for me outside. It was night time and I found a flare gun, and I thought it'd be fun to fire a flare off into the sky. As I was leaving the fire station, the guy shot at me. Apparently he wasn't a very good shot because only one or two rounds hit me. I panicked, fired my flare randomly and ran back into the fire station. I used the sound of the flare burning to position myself so as to grant plenty of cover from the big front doors, and provide a clear firing angle at the back door. I waited several minutes without moving - hoping to convince my assailant that I was dead. I had no idea whatsoever what he was doing. I didn't know if he was at the back door, I didn't know if he was at the front door, I didn't know if he was alone or in a group, or if he was even there at all. I chose to wait and see. Eventually he pokes his head through the back door and I'm able to kill him. It was exciting because I had no idea what was about to happen - I had no information besides the fact that a few minutes ago somebody shot at me. In 3pp I would have been able to just look around and go "Oh, there's one guy waiting for me" and he would have been able to look around and go "Oh, he's alive, isn't bleeding and his gun is better than mine. Guess I'll just leave then." Instead, we relied on our limited information. For all I knew there were 3 of them and they were all armed with assault rifles ready to rush in, or they were about to throw a grenade in. I had no clue and he had no clue, and that is what made the encounter exciting. In your scenario, both players know when they can break cover and both players know what the other is doing. You're right, it does become a matter of patience - not in any interesting sense concerning tactical positioning, but in the sense of who gets bored first. Which takes a couple of seconds. Plenty of time to stand, fire and crouch before your target has even had time to figure out what just happened. You also see it with, say, somebody running down a road, an alley, a corridor, whatever. They'll be happy as larry, checking horizons, making sure nobody is there, going from house to house seeing absolutely no movement. Little do they know that at the end of the road is somebody hiding round a corner at the last house, and they've been watching our intrepid scavenger for the past 3 minutes knowing full well that all they have to do is wait for him to approach and then at the exact, perfect moment just step out and blast him before he has time to react. Are you suggesting that players should be hyper-cautious around every corner because it's possible that somebody could be waiting for them? Obviously in 1pp somebody could just be waiting in a room, but the difference there is that if the camper sees you, that means that you had the possibility of seeing them. The camper can wait in that room, but he has no guarantee that you'll ever enter it because he can't observe your every movement while you have no opportunity to view his. Again, going back to my little story, I waited in that fire station without any information, and I lucked out when he happened to poke his head through the entrance I was watching. That is not the same as knowing exactly when to strike. Also bear in mind the dissonance of "super hardcore survival" and "third-person perspective." That has a habit of putting people off. "Coming this summer - based on the harrowing tale of Anne Frank's Diary, a film starring Adam Sandler, Kevin James and 1990s Jim Carrey." 3pp has its place, but many would argue that that place isn't in a hardcore survival game. I don't think anyone is contesting that. The issue is positioning vs information. I can position myself to have an extremely narrow angle of fire that is well-covered from all angles except the one I am aiming towards. If I see anyone, they're dead. However, in taking this position I sacrifice information. If you want to sit in that same position for 6 hours before a single person passes in front of your field of view, be my guest. You have to break cover for the sake of reconnaissance, and that is when you become vulnerable. Conversely you can sit at the top of a massive tower with nought but a thin railing for cover and you'll be able to see everything at the cost of protection. What 3pp does is it lets you take a very secure position and observe your surroundings at the same time. It negates one of the most important and interesting aspects of multiplayer combat in favour of "well you should have known somebody was using their spirit-vision to spy on you."
  20. I just use Steam's voice chat feature when I play with my mate, but same thing as Teamspeak I guess. We use it to just chat shit for two hours, or however long we're playing. It's no fun playing in silence, and the voice comms in-game aren't exactly conducive to lengthy conversations about TV shows or the depressing hilarity of US politics while we run across the map. We're not going to turn it off just because we've spotted someone. In an ideal world we would, sure, but it isn't practical. Third-party comms are definitely an exploit, sure, but I'm not convinced there's some sort of malice behind it. I like to chat with my friend when we play games - especially games like DayZ where there are extended periods where nothing really happens. It certainly creates an issue when a group seems to be able to communicate telepathically, but I don't think there's any way you can prevent people from doing that. People would probably be more willing to use the in-game comms if they were better.
  21. I don't think it's necessarily about fixing it, I think he just wants to know if other people have experienced this. I don't really use Reddit so I don't know if the mods here are the same as on Reddit. There will be boats, by the way. Not sure exactly what kind of boats, but I'm pretty certain there'll be boats.
  22. BeefBacon

    Inventory overhaul

    I can just see that getting annoying, but I did consider it. I figured lower weight capacity is a good way to simulate that without actually losing items - you'll suffer some serious debuffs (what exactly those debuffs might be I'm not sure) so you'll want to get rid of items anyway. I could probably get along with losing items from a ruined backpack, however - it is ruined after all.
  23. BeefBacon

    CANNOT CONNECT TOSERVERS

    I'm pretty sure Rust doesn't use BattlEye. Have you tried changing your name? You can edit it in the bottom right of the screen on the main menu (last I played).
  24. BeefBacon

    Display own blood type in inventory screen

    Some people play on multiple servers, and thus have multiple characters. They can't necessarily remember the blood types of all of their characters. Why should you have to keep an in-game note of something your character should be able to remember anyway? I don't see why this is such a contentious issue. You use a blood test kit, your blood type appears in the inventory screen. This doesn't create some new meta gameplay or anything like that, it just helps you to keep track of multiple characters.
  25. BeefBacon

    Dayz Timeline

    If you're good at something you should be able to do it well. Is BI doing a good job? Arguably yes, arguably no. Criticism is fine. "omg behmia ur a bunch of fucking scamers i want a refund, dean hall can suk my rocket" isn't. BI should get rid of the timeline. They've already stated that it's no longer accurate to DayZ's development, and hasn't been for a very long time. If it's no longer relevant, it shouldn't be described as such. Having said that, I'm having trouble finding it so maybe they have taken it down.
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