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Blern

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About Blern

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    I was born young.
  1. Did I say I could predict intentions? No. I said you can examine a players actions to determine if you should engage or avoid. I normally avoid a player that acts like they know what they are doing, and for both I keep my interaction very short. I've never been betrayed by another player after a friendly encounter, and when I engage a bambi or new player I offer help, trade or directions then I'm out. The one that says, "hey that's a sweet gun. We should team up for a while" gets a rude awakening, if I even let it get that far. Either way, I'd rather approach people like that than just kill everyone I see.
  2. Always watch their behavior before you decide to engage. Once you play for a while you can sense if a fresh spawn is a bandit or bambi, friendly or deceptive. Do they stand out in the open too long? Do they head straight for the best loot areas, or duck into every shit house along a street? Do they loot right away or seem to sprint right for a large town? Are the fists up the whole time? Are they running in the open? Are they always checking behind themselves or oblivious to everything behind them? Are they silent or calling out to people? This is much more interesting than just shooting them all. I give plenty of space to players that seem like they are comfortable in game at that point. Amount of gear means nothing. I keep the interaction short and head on my way. This ain't Second Life.
  3. Blern

    Whats your player type?

    Spade with a hint of diamond.
  4. I'm pretty sure humans are the only species that kills for fun or sport. Only a sociopath would think that murdering innocent, unarmed people demonstrates power and strength.
  5. You get my beans for giving extra beans on that.
  6. The game styles are not to blame, this game just simulates and reflects current social behavior. There are so many more sociopaths than you ever expected and this game proves that without civilization, those people will have a field day. Bandits, KOS. Its realistic. This is post apocalyptic society. So, IMO the three things that ruin the game experience are: 1. Players that need to hack or exploit a glitch or rule to gain an advantage 2. Server admins that need to hack or exploit a glitch or rule to gain an advantage 3. Clans and groups that need to hack or exploit a glitch or rule to gain an advantage
  7. Watched First Blood with Sylvester Stallone on Netflix yesterday and spent most of it thinking how much it reminded me of DayZ. Minus the zombies. Seriously, parts of that town look just like Novo.
  8. Blern

    MP5-K

    Just thinking that any 9mm short barrel could be threaded for the suppressor.
  9. Game crashed while I was running through Novo. Restarted, logged back in and had to wait the 99 seconds. No biggie. Stared at 'Please Wait' for far too long. Not working. Found another server, was immediately kicked off by admin, no reason. Thought it was a glitch, so I tried the same server. Immediately heard some kid scream that he was doing 'server maintenance' and please leave, so I did. My guess is that him booting me for maintenance flagged me somehow, because now I can't get any server to appear under any setting. I may have gotten my $30 bucks worth by now, but I can't see letting anyone else spend a dime on this game until this type of stuff is fixed. As the updates come and the game is more glitchy, they should charge less.
  10. Blern

    MP5-K

    If the pistol suppressor doesn't fit it, that should be fixed.
  11. Server hoppers are usually after the M4's, AKMs and now the MP5's. Even on a server that has just suffered a herd of looters, I can still usually find a Mosin or SKS in a barn or piano house, a decent pistol and plenty of rounds in a fire station, pristine clothing with plenty of pockets, and tons of food and drink. I also find more optics in garages now than I ever did in military tents. Do I look like a fully loaded Russian infantryman in 20 minutes? No, but I still get what I need to play and survive. I like the 'bubble' idea, but add a warning on logout, so that a player is informed beforehand and can choose to stay on the server or accept whatever penalty there is for hopping. The stiffer the penalty, more will opt to stay and play on.
  12. Blern

    How would you combat player suicide?

    Squad players would gripe about having to wait to rejoin a battle if killed in action. Unless, you find a way for the system to be able to differentiate between types of death, you could certainly penalize the suicides and not the homicides.
  13. You know you play DayZ Standalone too much when you see an open field and have the urge to sprint. You know you play DayZ Standalone too much when you go to work in the morning and leave your front door open because fuck it, the next guy needs to know this house has been looted anyway. You know you play DayZ Standalone too much when you are suspicious of someone in t-shirt and jeans because you know it's the person you just killed. You know you play DayZ Standalone too much when you keep moving side to side outdoors so the sniper's can't get a bead on you.
  14. Blern

    How would you combat player suicide?

    Changing the fall damage rate wouldn't solve the issue. Players would just find taller buildings, punch then kneel in front of a zombie, swim out into the ocean and drown (not sure if that works, actually), wrassle a boar, etc. Spawn timers would be frustrating for all other players, and is generally not popular as a way to curb exploiters. But, if a suicide 'action' was available, paired with a predetermined penalty, then it may help. Or, how about dramatically reduced health upon respawn if you die within 30 mins of a fresh spawn? Or 15 mins?
  15. Blern

    Will we need to buy DayZ in future?

    I'd almost pay another 30 bucks to have all the updates and changes made quicker, or to have the full functionality sooner.
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