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SGT. Kalme
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Everything posted by SGT. Kalme
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ArmA had working vehicle system. DayZ does not. What is there to not understand? I don't try to be rude - speak up but there is no point of making such suggestions. These can't be added if there is no working vehicle system and adding another half-assed thing into the game may make you happier because you can get faster to NW airfield to loot all the barracks but once you get killed by 300 bugs and glitches that it comes with, you think differently. Also, "I want vehicles because running to [enter popular loot spawn] takes too long and I don't want to waste my time running" is not feedback. Vehicles will be added when they are ready for it. Meanwhile, you could focus on giving real feedback like "loot can't be picked up in any way" or "walking upstairs throws you into space and kills you". That would be feedback aka something is wrong and should be fixed. The time it gets fixed is not what we can affect though unless you want to put yourself up for a job to dev team.
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I would. :) In all seriousness though, to keep simple as they can be - that would be the solution, likely. Make a timer, the complete maximum that you can run being basically naked. Say running 10km in 33minutes, that would be 1km for 3.5 minutes. Then make values of how much the hydration/energy levels impact it. Say 100% is 0 seconds penalty, 90% would have say 10 seconds penalty. Then make similar values for weight and say, when climate changes are introduced, even for temperatures (like if the temp. is 35 'C, your 1km time will suffer like by a minute while being at like 20 'C, it would have no penalty and 5 'C and blow gives penalty already). Put them all in table, let the system measure different aspects of player situation and calculate the time of running at max speed, medium speed, jogging and walking considering all the penalties (though on map that small, the walking penalties should only be when you are basically dying of thirst or hunger). Important things that you mentioned is that zombies would follow similar speeds that character uses but with a note that zombie with a broken leg couldn't run 1km in 3.5minutes obviously. Then set timers to how long a character can run at those speeds. This would be just the system from top off my head, in reality, all the numbers and affections should be measured a little bit more precisely. Also, what I have thought before, player injuries (even when so said "fixed") should affect the movement. But again, that is another story. :)
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Yeah, the 60mm is really compact and mobile which makes the carrying and set up easier but getting accurate IDF over your target still requires the knowledge. In my book, it would rather bring trouble and abuse than being successfully used against coast-campers and such. It is much more effective to strike such survivors on foot, not shoot mortar on them. IDF is not really effective killing individuals in covered position. Yes, it could be used to lure them out from their position but the grenade or UGL can be used for same purpose.
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Well, neither does adding bicycles. So, I guess you are what you are sick of. For everyone's sake, if you make a suggestion - think how drastically it would change the game-play and how difficult it would to do. Still, nope.
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Change the color of the distance fog. // Reddit Post
SGT. Kalme replied to Jeer's topic in Suggestions
Would be a nice thing but I suppose it would be a little bit too much work for not so big change. If they could do it, I upvote the idea. -
As I said, that would make sense. But... etc etc. I would vote for it if it was possible to try this system for some period and see how it would affect banditry. It would maybe make a more life-like situations though. Like when a guy is escaping from infected, sees another random survivor and wounds him just to survive himself. That would be decent thing actually. I mean, better anyone else than me, am I right? In a survival- meaning, of course. It wouldn't be a decent thing to do. :D Beans.
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Hmm... I would think of it as it would make sense. On other hand, people would feel extremely comfortable shooting others while at it. Right now it is more like decision between options if the shot is worth the trouble with infected. Then it would rather be like, "oh, hey. I can totally screw that guy over by shooting him in the legs, break the bones and watch him getting eaten by infected. why wouldn't I do it? I'll do it." Otherwise, interesting but maybe it would bring more bad than good. I agree with your suggestion but it should be like the shooter wouldn't just get away with it by simply turning around and walking away.
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If it causes any additional bugs then I rather vote no. More important things are to be done. Vehicles don't affect gameplay all that much besides you will be able to move faster. This map isn't so big, running is fine and safer anyway.
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I patiently wait for time when people will read further from first sentence. :)
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Taken that there are people with not so good internet connection whom might have problem with connecting or playing in some servers, it would cause them difficulties playing the game. Sure, it would be nice to have a system that kills or bans all server-hoppers and combat-loggers but you can't really do that without affecting other players negatively, as well.
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Running for half an hour in combat gear is doable, running for hour in light gear is doable. Running hour with having two rifles, backpack full of stuff, molle-vest full of stuff and all your clothes filled with stuff is quite difficult. Obviously it depends how fast you run but right now it is unbalanced for sure. The fatigue should depend on how heavy is your gear, on which ground you move and weather (if it is cold or hot), how hydrated and energized you are. Overall, it should be doable but difficult, at least. if someone can relate them to each other and calculate estimated average fatigue with certain values for those requirements then it would be possible. But in my point of view, it would be really hard to put in numbers how temperature and hydration for example affect your fatigue. To keep it simple, the system could just measure your weight and ground difficulty and depend on that though. I think the current system where at some degree of ground raising, you stop running and start walking is rather odd, taken into account how little this degree actually is. It would be more realistic if there would be more different speeds for running.
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It was part of almost every military outfit and also part of hero outfit. Bandits wore it but as tied around head, covering face. It is also worn as a scarf.
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The Community's List of Suggested Weapons for Dayz Standalone (Version: 1.29)
SGT. Kalme replied to alexeistukov's topic in Suggestions
That was a bad one but analogue and only one from our units. No, sharpshooters don't carry their assault rifles, just long-range rifle and sidearm but that is only because they don't need one due to having rest of the unit offering close-range support. Anyway, having one-point sling, you can actually let down your assault rifle and shoot from scoped-rifle without complications. -
I say, why not? My beans, for you.
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The Community's List of Suggested Weapons for Dayz Standalone (Version: 1.29)
SGT. Kalme replied to alexeistukov's topic in Suggestions
Same goes for long-range rifle. You have one weapon that you use mainly and another that goes for multi-purpose. I couldn't not think of situation where you should have to switch between your assault rifle and long-range rifle back and forth many times quickly. So, same thing applies. During foot-patrols, they carry it all the time (for us, foot-patrol means no APCs with us) plus 2 grenades. That being said, it wouldn't be a big issue to carry a scoped rifle and few mags on top of your assault rifle and side-arm, only if we had some sort of sling-system. -
Would be nice. I would rather wear shemag around the neck, like Mods hero-skin guy but yeah, sure. Nice addition to customizing your character.
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The Community's List of Suggested Weapons for Dayz Standalone (Version: 1.29)
SGT. Kalme replied to alexeistukov's topic in Suggestions
Weapon slings have been suggested in another thread and for gods sake, they should be added because right now, it doesn't make any sense. Shoulder slings, 3-point slings, different ones. With them, you could wear a long-range rifle on your back and assault rifle in your hand and use your equipment without having to put the weapon down. For gods sake, our guys wear Carl Gustaf with having sidearm and assault rifle with them with ballistic vest and molle-vest on top of that. And they can still conduct infantry drills. But that is another story. -
Map Converted To Island With Various Weather Climates - Images For Example
SGT. Kalme replied to dashx73 (DayZ)'s topic in Suggestions
It is not in Russia though. Chernarus is fictional country that is made in shape of a part in Czech Republic. But since it is fictional anyway, this could be made to anything (since in reality, the matching place does not end with ocean/sea. The Chernarus coastline is actually a river but the other side of river is cut off in game. That being said, it doesn't have to be an island but something should be done with these debug plains - anything that would take away that endless empty space. Actually, being surrounded by sea would add a better sense of space on the map since that empty debug space only makes you feel like you are in a box where you can't get out of. Plus the sea would be much more realistic than empty land. -
Sure but loading 5 to 10 rounds into magazine basically takes no time whatever situation you are in. While loading the last 10 could be nearly impossible while being cold or having, say, hand injured.
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Just a hint - you can't use mortar round as a hand grenade like they did in Saving Private Ryan. For several reasons but mainly because how the mortar is made to initiate. Other than that, i vote no simply because it will be abused the hell out of it. Making them rare won't help because finding rare items is easier for large groups rather than lone survivors and large groups are more likely to abuse it. Definite no. I mean, people, including me, don't want a higher than 7.62 caliber rifles in this game, let alone 60mm or 82mm mortar. This would be silly, overpowered and would mean a lot worse experience for these friendly survivors. Not at all. It can be quite precise targeting if you have a crew for it. If not with first round then second could hit within 50m. So basically, yeah, you do need training to shoot it along with all the math, taking 10 digit coordinates (the more precise coords, the more precise shot) and stuff but it can be very precise. After three rounds you can hit within +/- 10m and that is fatal radius for say 60mm mortar. Now make it very rare and only possible to shoot for a trained team, makes it even bigger target for abuse. People, who CAN use it, can do whatever they want and it would make uneven odds for all the survivors. I rather play the game where I have same odds of surviving as other people without any knowledge of combat and/or survival. Meaning, when everybody starts this game, everybody should have equal chance. I still say no. It would be maybe interesting to see how it would be implemented and maybe even try to shoot it but overall, I don't think it will add positive experience into dayz.
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Hey ho, name is Leo. From Estonia, 22 years old. Have been playing mod for about year, SA only for testing (about 6 hours in general). Soon when my deployment ends, will be back in DayZ. Playing mostly hero/survivor RP - first comes living, then helping. Within the few hours of playing, I geared up quite quickly and wandered the beautiful lands for search of others. Yeah, met few nice people and all. Nice game, looking forward to get back to playing. Cheers :)
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No. I mean, there could be option to temporarily set up your base in a house, like put some planks or sandbags in front of entrances but no locking or building indestructible metal doors. That way you can make the house safer for yourself while you stay there, still having to look out for possible invaders but making it harder to break in. The wooden planks would be easy to destroy with say grenade or machine-gun but prevent people from coming in with just a pistol or assault rifle. So, some sort of option to block ways in could be useful but no permanent building in houses.
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Maybe make it so after every 5 rounds (say 5 for example) loaded into magazine, the delay goes longer. Like, the more rounds you have in your mag, the harder it is to load more. It is possible to load like 5 or 10 rounds in mag quickly and have a use for them faster but fully reloading mag in middle of firefight would be long and dangerous.
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Survey on this forum to choose the best names for the pubs
SGT. Kalme replied to Passa's topic in Suggestions
Well, considering Chernarus is based on a part of Czech Republic, which is not entirely Russian-friendly, names like Stalin's Blue Light Disco would be actually humorous. But the names should be decided by devs but there could be some sort of suggestion-thread to give ideas. I mean, they would be decided by devs and planted in-game without players knowing which ones were used. -
I disagree with all the indicators in your field of view. The thing is, why i like this game much more than others, is that you have to be aware of your situation without having any indicators on screen constantly reminding you. Unconscious would mean you are not aware what is happening to you so, no for that matter.