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Wheezy (DayZ)

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About Wheezy (DayZ)

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    On the Coast
  1. Thanks Macenzie for the response I was unaware that the default map couldn't be edited. Is it also not possible to create an editable version of the map as a seperate map then or won't the Arma guys allow custom maps? I agree with you that these southern areas would be frequented, what I find frustrating is that it is often the low end players that frequent them, having only been alive a couple of minutes and having access to these areas means that these players have very little to lose and leads to the shoot on sight mentality that seems to haunt these areas. my reasoning behind the inland spawn would be to create a 'time and effort' barrier between spawning and looting these areas to stop this mentality. Also your point about the abundant spawn areas is a good one but i have found that most people will just follow the coast until they find a town often being Cherno or Elektro. I would prefer a feeling of being good and lost to start with, having people wanding off in all directions until they happen upon something.
  2. First off good job rocket, you've created a game in a genre that game companies shy away from. One where failure is punished without remorse, and I for one (of many) love it. I also love the original map, I dont want it to change drastically but it was made as a military shooter simulator area not a survivalist nightmare. As such the need to loot and stealth was not a priority, as such I feel that a large increase in enterable and lootable buildings should replace the locked door versions that we have now. Numerous times I have gone prone and sneaked all the way up to a building only to find that not only is it locked but also contains no loot spawns and is just a Zombie party house. I'm not saying all buildings should contain loot, (maybe reduce the loot table probabilities to compensate) but entering a town where most of the buildings could contain zombies, bandits or loot would be more tense and realistic than the Firehouse, Shop, Church route that people tend to take atm. Also on another note, The spawn area is currently causing predictable behaviours IE the Cherno/Elektro first hour charge. surely spawning the players away from these areas such as at Guglovo where all directions of travel are viable would amend this situation and stop bandits camping people before they have got their bearings. This would also mean that around 10 high end spawn sites would be far enough away from the spawn areas to make them viable targets for more established players to focus on. Keep up the good work Dayz team, it can only lead to continued success.
  3. YES, I expected this when i first played, we start as if we're shipwrecked. Water takes your stuff, So start with NOTHING. just a bag.
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