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noother10

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Everything posted by noother10

  1. I'll agree that people need to make more noise normally, it seems very quiet at the moment compared to real life. When you spawn in you get a delay but also shouldn't have a weapon out yet, so bringing out a weapon and aiming it makes a lot of sound to someone next to you who could already have a gun out and ready. If you crash, dc, server restarts etc which happens quite frequently at the moment and you're in the middle of a town or building or airfield and you log back in on the same server or a different one then you get shot because you made noise and some people happened to be nearby before you even see anything on your screen. And no I'm not a combat logger or server jumper or ghoster or anything like that. I usually play solo and logout in woods away from any towns. Another problem I'd have with the sound if it was still around would be I'd instantly assume if someone logged near me and made reload sound that they were going to shoot me and I'll shoot them first. So changing the sound may fix that but you'd still normally shoot first since you've not had any time to observe them and they're next/near to you. When they increase population to 100+ what do you think will happen when you login near a town in the woods... All the snipers sitting under trees will turn around and turn you to swiss cheese. You'd have to run pretty deep to avoid logging in near someone. Also people ghosting have penalties already. If they were already on the server, they have to logout, change server, wait for the long timer, run to the spot and then logout and login on the other server again with another timer, this would likely take 7+ minutes at least. If you're going to sit there camping the entire time that is the risk. Once they get the game more updated/stable and they allow private hives, just play on one of those so players can't ghost.
  2. noother10

    Remove In-game Player List

    I like the idea, if just for Hardcore mode servers only. Also the idea of removing player numbers from browser and changing it to under/above half and full just to mess with the server jumpers a bit. It isn't about letting people play on low or high pop servers as they can tell that at the browser. It is about immersion and gameplay. If you see a few people together in a town and press P and see a clan of 10 is in there, then you know good chance there are more of them nearby if its that group and can play accordingly, while that is fine it is immersion breaking and ruins the experience somewhat for the other group as well. If it wasn't on, you'd see a small group and either go and talk to them maybe to team up or shoot them for loot, only to get jumped on by the other 7 members of the group.
  3. My friend and I walk through a bunch of towns and check for loot/food and may find enough to make it to the next town, or maybe less or maybe more. The larger towns have a lot but the smaller ones do not, at least not until they make all buildings spawn loot. Now if you have 100+ people running through towns on the server picking up everything as they go, there won't be much, let alone materials to actually make what you need to hunt and cook in the first place. You need a decent mix of both since hunting can't be done as a fresh spawn.
  4. When considering they're looking at increasing server populations to 100+ as the default, they'll probably need to add more food or have functioning loot respawning.
  5. noother10

    Make 15%ish chance for pistols to spawn with magazines

    Guns should have a good chance to spawn with a mag in them and low chance for another mag nearby and a low chance to actually contain ammunition. You'd guess they were used to kill some zombies and were dropped either on death or when out of ammo and useless. It makes sense they'll still have the magazine in them regardless unless the gun itself was badly damaged. So maybe like 80-90% chance to spawn with a magazine, 10% to have one with ammo which has random number, and like 5% for an additional magazine.
  6. With sound - You're running around an area known to be a hot spot due to gear/items/weapons and hear the sound knowing a player logged in nearby so you can run away/escape to prevent your death. It also supposedly will help deal with server hoppers? Only way it makes a difference is if the people hearing the sound run up and shoot the guy logging in. Now you logon on your normal server and promptly get shot because you made reload sound on logon and there happened to be people nearby. You're not a server hopper, but you suffer the same. Without sound - You're running around an area known to be a hot spot due to gear/items/weapon and stumble into another player who will either kill you, or you kill them, or neither. They only just logged in near you. Unless you were standing in plain sight in front of them which means you have a chance to see them, you would have heard them moving, changing weapons etc. You logon and see a bunch of bandits nearby who haven't seen you, you run to hide and wait for them to leave. It just seems like it doesn't do much either way except breaks immersion and having the sound makes it more likely you'll die on logon before you can move. Either way it would be a rare thing to happen. I've never had people logon near me, but have logged on near others, but the reload sound didn't seem to travel far when it was in. If you go to an area prone to having people there and logging on there, then you should be prepared to get ambushed, whether its people hiding under stairs, in a brush, behind a door or just happened to spawn in near you. At least even if the spawn in is silent, you have the chance to hear the footsteps.
  7. noother10

    how do YOU use the...

    Retrieving bolts would help. I'd see it as a good hunting weapon and good for taking out zombies silently as to not be as obvious as a gun or bait the zombie in to kill with a melee and risk getting hit or attracting more attention. I've not used it myself but it seems like it can have a role provided you can retrieve bolts, but also have a mechanic where you have a chance to lose the bolt, say if you miss and it hits something hard. And why has this turned into a gun vs crossbow thread?
  8. noother10

    Another first - did I just witness a zed kill itself?

    I remember one of the funniest things I'd seen a month or 2 ago when I was running through a town and heard a zombie, so looked behind me to see a zombie run down a very slight hill and proceed to face plant on the road and die, I laughed my head off. I wonder if it is to do with them bugging and running too hard taking fall damage when going down a hill or something?
  9. noother10

    I saw the craziest thing...

    Maybe it was just lag/desync causing it. Perhaps he was teleporting to you constantly but due to lag/desync he ended up ahead or behind you and zombies were spawning on him, but teleporting broke them.
  10. noother10

    Yesterday I played the Mod after 200 hours of Standalone.

    Aren't there games out there where you walk forward down a specific path you can't change and only one way to travel and all it is is "Shoot and kill" whatever moves? That is a few steps less. I played the mod a long time ago but got bored of it fast. If you wanted blood/saline you had to go to a few of the specific spots on the map that ended up camped by players with sniper rifles and assault rifles. Never saw any functioning vehicles and zombies were easy to get away from, hell you even started with a gun and ammo. Many times you'd spawn and another player would be spawning nearby at the same time and you'd just open fire on each other with the pistols, it was stupid. I've seen plenty of vids of the other mods of the mod which seem like they have half arsed versions of what DayZ SA will implement. DayZ SA is alpha, not even beta, so not sure why it gets compared so much. Once they've put vehicles in, hunting for food, respawn systems for zombies/gear, it'll be much better then any of the mods.
  11. noother10

    The TANK Thread

    My own opinion would be for vanilla/standard DayZ SA, no tanks. Now that isn't to say no tanks ever, perhaps have them made and available within the game for private hives that want them for some specific gameplay element. But I'd say yes to somewhat fortifying vehicles, especially if the physics system can deal with them. If I find a bus and stick metal plates or logs on the front so I can ram broken vehicles, zombies and other things out of the way while traveling through a city without taking heavy damage to the vehicle, I'm all for it as long as there are consequences, like increased fuel usage, and make the handling worse due to the extra weight. If it can be done via the physics systems, perhaps if you've not balanced it correctly, you could roll over much more easily. I can see private servers/hives setup for more specific types of players like having more military vehicles and weapons for a combat focused server, or less vehicles/weapons/supply for a survival focused server. So why not have some things in there that are useful for various scenarios but might not be normally available on vanilla? So perhaps just stick with things that fit the dev's design for DayZ which would be normal vehicles, perhaps with the ability to strap things to them to make them better suited to the environment and use, while maybe adding some extra things for private hives to use. One thing though I'd like to see is extremely low chance things on the public hive which may very well be a tank or plane or combat chopper. Something that maybe once a map on a server you play on daily you'd see and think "Wow!" as a sort of event or something to break up the standard play. It could be stuff like a super zombie, an NPC event, zombie animals or who knows.
  12. noother10

    Please, say NO to helicopters.

    I don't see a big problem with them considering bases will (as far as I've read/seen) be fully construct-able from the ground up, can be inside the ground or inside buildings, thus making them harder to find even from the air. Also what do you think will happen when you fly in one of the very limited number of choppers on the map scouting for bases or whatever in a 100+ player server? Every bambi/hero would likely hide, but every bandit/group would likely open fire on you, I wonder how long the helicopter would last then? I can see it only been used in certain situations and otherwise kept safe, like rescuing people/group mates or when attacking another group. I've watched videos of DayZ mods and original (played original vanilla) and while the helicopters sometimes seemed OP with miniguns etc, why do you think DayZ SA will be the same? I picture a better chance of civilian ones flying around with people hanging out the side shooting if they wanted, but making them easy targets. They've also said that cars will be much more advanced requiring many more parts then any of the mods and you're able to customize them somewhat, so choppers should be harder to maintain/repair to start with. Whats wrong with giving groups something to go after? It means they're less likely roaming around other areas of the map killing smaller groups or solo players.
  13. noother10

    Multiple Character Slots

    There can be exploits via allowing this. When they allow bases for example, and you see people come to attack you, you can just swap characters and be behind them fully geared, while this can be done via server hopping, it would take much longer. Also you could have the other character be your storage mule, drop stuff on ground, swap characters, pickup, swap back. So how does your play style affect what gear you have? If it doesn't, what is the point then? The negatives out way the positives. I'm sure there are also plenty more problems with it like extra character storage on hives, extra items to track etc.
  14. noother10

    Please, say NO to helicopters.

    I'm for helicopters. It adds a goal, something to achieve and aim for. I start the game now, go 1 hour or so and have mostly full kit so what do I do after that? Shoot people I guess. When vehicles are in, find a vehicle, repair it, use it and keep it. That adds a goal in the game that takes much longer and can be easily lost. After vehicles we can have bases, something even longer to achieve but harder to lose. What happens after that? If we have helicopters there is another thing to go for which would be harder/rarer then a car. They'd be handy for opening new avenues of gameplay. Some newb is stuck at a spawn being attacked by bandits while I'm at my inland base, yeh I won't help since you're 30mins away and won't likely be around by then, but if I have a chopper it'll only take a few minutes, why not? As long as they add variants, make armed ones rare, others like news choppers and tourism choppers more frequent, but still only like 1-2 choppers per server (and that's with 100+ player pop). They don't have to be flying death machines, they are a target for players regardless, less people banditing newbs.
  15. I think the damage is fine purely with in game balance. One weapon you can empty an entire clip in short time accurately in to a target at long range, the other you get one shot with a long reload time and short range. You can argue realism all you guys want, but in a game while it does inform, it normally takes a back seat to what is fun and balanced. Like others have said, maybe a dice roll mechanic where there is more chance for critical injury like breaking bones in limbs and faster bleeding out, where the crossbow gets higher chance due to its larger size.
  16. noother10

    Respawning Loot Prototype

    From what I understand, in the current game someone waits until a server is reset (every 2 hours normally) and joins it while at an airfield for example to get the best chance of good loot. He is guaranteed to find loot since everything is spawned unless someone beat him in. Now if loot respawns after lets say 30 minutes of quadrant being empty of players and lets just guess a quadrant is a small town inland somewhere. Now if someone clears the town then swaps servers he will be at the same time on a different server that may or may not have loot depending on when the last person went through. He could wait 30+ minutes and change back servers but find nothing spawned because someone else went through the town, or he waits longer and someone else goes through and clears it again. With respawning loot they won't need to reset servers as often, thus they're removing guaranteed loot spawns from server resets. They also said that doors will reset randomly to open or closed making it impossible to tell if it has been looted, so the person hopping will have to waste time. It seems the system will work much better then current. So if you think server hopping will still work for players, please explain how? With the exception of empty servers since they'll always have loot regardless. My only issue with respawning loot is what will happen when its tied in with the loot management they talked about where only X number of specific items exist on a server? Say they limit Mosin's to 10 per server, what happens when 40 people with Mosin's logon to that server? What happens when the server is empty or under 10 users, will there be Mosin's spawning? Artificially trying to limit weapons/items per server won't work since we can change servers. They should just leave it as random.
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