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Ransurian

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Everything posted by Ransurian

  1. Honestly, I'd prefer the AK-108 and its 5.45 ammunition. Given the setting, it'd make far more sense. It's supposedly a post-Soviet satellite state, for God's sakes.
  2. They're somewhat uncommon, but they aren't as hard to find as high-capacity vests. You'll find them easily enough in barracks.
  3. Ransurian

    Why is CHAT STILL NOT FIXED?

    DayZ has always had a strange issue that confuses voice with text communications in terms of direct chat. If your audio settings aren't configured properly, there's a good chance you won't be able to read or transmit text. I'm guessing the audio configuration for Arma II would work here, but I can't say for certain. Personally, I'm all for the return of side chat. Knowing players in a server through socialization has proven to be effective in mitigating the KoS mentality -- at least in smaller, more tight-knit servers. Of course, there's also the fact that side chat works for everyone. The game also needs a /yell chat option with a radius of perhaps 200 - 300 meters.
  4. Ransurian

    Lock faulty servers!

    Something needs to be done about faulty servers that permanently wipe character data. Since there's no point in playing on a server in which gear isn't saved, why exactly are these servers even open to the public? Their services need to be suspended until they get their sh*t ironed out.
  5. Ransurian

    Trading Post

    What I have: Two rotten tomatoes Damaged check shirt Splitting axe 20 .357 rounds What I need: Badly damaged blue running shoes Two orange raincoats 12-gauge snaploaders Water purification tablets
  6. Ransurian

    End game content?

    You don't want missions along the lines of being a guard for an NPC supply caravan, hunting down unique zombies or bandit squads, and collecting and bringing back loot in exchange for various rewards if or when loot eventually becomes much more uncommon? You don't want NPC factions that frequently engage in conflict with one another, or other potentially awesome features? Honestly, NPC interactions open up an entirely new realm of endless possibilities. They'd add a sense of depth -- and potentially a sense of community amongst players -- that the SA just isn't otherwise going to have. And, again, DayZ wouldn't have to sacrifice itself as a sandbox game first and foremost to achieve this. Again, NPC interactions could simply serve to enrich the experience for those that choose to involve themselves.
  7. Ransurian

    End game content?

    Some of Epoch's concepts are a good representation of a potentially fun, meaningful metagame, even if Epoch itself suffered badly from the taint of engine limitations and stupid server configurations along the lines of hundreds of vehicles. There should be clan-controlled outposts, armed NPC trade caravans that patrol from outpost to outpost, NPC missions, NPC survivor / bandit camps, and other awesome shit. Overall, guided and scripted NPC interactions should accompany the sandbox experience of the game. More gameplay features along the lines of vehicles and items are always nice, but they don't significantly contribute toward the objective of fostering a sense of community, and they never, ever will. DayZ should be something of a hybrid between a sandbox and an experience influenced by NPC interactions as opposed to the empty, pure sandbox that it is.
  8. Ransurian

    Lock faulty servers!

    Some of Vilayer's servers, most of Fragnet servers, and a number of other servers on the side. Try joining a few Fragnet servers. Chances are you'll join one that isn't connected to the main hive.
  9. Ransurian

    Lock faulty servers!

    I'd just like to know why they're still up and running. Why haven't they been locked to the general public yet? There's no reason for them to be active, since they apparently neither save nor load character data. They're utterly pointless and have no reason to even exist as they are, and yet they're absolutely everywhere.
  10. Ransurian

    Sawed-off shotgun - range?

    Is there any good material out there -- for instance, a video -- concerning the maximum effective range of the sawed-off shotgun? I'm guessing it's around ~10 meters, but I could be mistaken.
  11. I'll copy and paste a post I made on a different thread. I personally think it's a decent idea, really. It could serve as a more rewarding and prestigious alternative to small underground hideouts for players that go through the trouble and risk of creating the fortifications. --- "Fortifications on buildings would be neat if there were any incentive to construct them. Personally, I think fortifications should work something like this. -A player or a clan fortifies one of maybe ~20 large buildings across the map that can be fortified; -The fortifications are impenetrable by zombies or other players; -The player responsible for creating the fortifications could designate who can enter the outpost (for instance, a group of friends or a clan); -The building spawns lockers, chests, or other containers that can be used to store loot; -The fortifications disappear after a set period of time (a few weeks to a month or two, perhaps); -The building then goes on cooldown for the player or players that created or used the fortifications and can't be fortified for another week or so by said players to prevent buildings from being permanently jacked by any one party. I think that'd be an awesome way to implement fortifications into DayZ if it were possible, but it'd probably be painstaking to script. In addition, fortifications would have to be a pain in the ass to construct, requiring tons of raw materials that would have to be scavenged from across the map. This would encourage players to join clans and work together cohesively, and it'd provide a sense of meta-game."
  12. Ransurian

    More complex buildings?

    Meh. Fortifications on buildings would be neat if there were any incentive to construct them. Personally, I think fortifications should work something like this. -A player or a clan fortifies one of maybe ~20 large buildings across the map that can be fortified; -The fortifications are impenetrable by zombies or other players; -The player responsible for creating the fortifications could designate who can enter the outpost (for instance, a group of friends or a clan); -The building spawns lockers, chests, or other containers that can be used to store loot; -The fortifications disappear after a set period of time (a few weeks to a month or two, perhaps); -The building then goes on cooldown and can't be fortified for another week or so to prevent buildings from being permanently jacked by any one player or group of players. I think that'd be an awesome way to implement fortifications into DayZ if it were possible, but it'd probably be painstaking to script. In addition, fortifications would have to be a pain in the ass to construct, requiring tons of raw materials that would have to be scavenged from across the map. This would encourage players to join clans and work together cohesively, and it'd provide a sense of meta-game.
  13. Ransurian

    More complex buildings?

    I'd be all for the occasional mansion or complex with countless dark corridors and rooms, as well as plenty of zombies. It'd be far more interesting if buildings weren't lit up like Christmas trees because of the way light renders in the game, though. Kind of sucks how light in DayZ is capable of penetrating walls.
  14. Ransurian

    Loot spawns should be overhauled.

    I didn't see this in the thread of acknowledged and existing suggestions, so here's my two cents. Food and drinks should be substantially more uncommon. Pots, frying pans, knives, matches, rocks, rope, and similar items should be more common. Berry bushes and apple trees should be capable of being depleted, and should spawn randomly throughout the map to discourage player hopping. Guns and ammunition should be significantly more uncommon. Ideally, this would facilitate more overall use of the game's survival features along the lines of crafting and cooking, which in turn should encourage players to explore more of the game's features while promoting a greater concern for survival over mindless player killing. At the moment, there's literally no point at all in carrying the items listed above, since canned food alone is more than enough to sustain players. Ideally, canned food would be a rare commodity intended to supplement a player while hunting, fishing, and gathering serve as primary methods of sustenance. I believe one of the game's most fundamental problems, aside from rampant player killing, is the prevalence of food. Until that changes, many of the awesome survival mechanics that have been -- and continue to be -- implemented are going to remain useless or impractical, which is essentially tantamount to giving the middle finger to developers that work to design and implement these features and the players that explore these features at their own expense.
  15. Ransurian

    Loot spawns should be overhauled.

    I don't think loot in general should be hard to find, although a healthy dose of scarcity is always good. It's just that the way loot is distributed in the spawn tables should be changed. Food and most guns should be more scarce, and survival-related equipment should be more common.
  16. Ransurian

    Loot spawns should be overhauled.

    It doesn't have to be utterly hardcore. It should be much more difficult to survive than it is at present, but that doesn't have to imply that it'll suddenly become a purely survival-oriented experience in which food is an omnipresent, relentless concern. I'm simply suggesting that food should be enough of a concern to warrant the player's attention, which at the moment just isn't the case at all. I could literally throw away every bit of food and drink in my backpack and not bat an eye, because I'd be able to find more cans of food well before starvation began to set in. That's the kind of nonsense that ruins the entire game's survival-oriented premise utterly and completely. As for the vocal minority that might cry about loot spawns, I sincerely doubt most of the game's playerbase would object to anything I've listed. People signed on for a difficult survival-oriented game under the premise of a zombie apocalypse. That's what DayZ is supposed to be. That is all.
  17. Ransurian

    Loot spawns should be overhauled.

    Items won't be "too rare." Beyond that, there's no need to test canned food. It works. You open the can with X tool, eat either a portion of the can or all of it, and gain Y amount of energy. If anything does need to be tested, it's the game's more complex -- and ideally more rewarding -- survival mechanics, including cooking and crafting. ...Which, conveniently, ties in with my original post. :)
  18. Ransurian

    Rabbit pelt + Rope = Little bag

    Fantastic idea, although it'll probably never be possible for the game to visually represent waist bags on character models due to skin limitations within the engine. Even so, four-slot craftable bags that take up two inventory slots would certainly be a nifty addition to the game. ...Damn you, engine limitations. This is 2014. We're supposed to have engines that can do just about anything by now, and yet things as ridiculously basic as character skins are still fundamental issues. :(
  19. Ransurian

    How safe are the new cities?

    Fucking geometry... I'd rather have fall / collision damage disabled altogether as opposed to being subjugated to the possibility of random, instant death because of small quirks concerning the game's physics engine while ascending or descending a flight of stairs. Happened to me at Rify the other day on a character nearly a week old. Doesn't happen often, but when it does, it just utterly kills my mood to play.
  20. Ransurian

    Movement speed penalty and gear.

    Survivors shouldn't be able to sprint like Usain Bolt while carrying an assault rifle with hundreds of rounds of ammunition, a heavy axe, a backpack filled to the brim with various equipment, and clothing stuffed with even more equipment and ammunition. We're talking a potential load of over 100 pounds, in many cases -- easily. That should impart a movement speed penalty, at least while sprinting.
  21. I'm pretty OCD about having matching clothing, and at the moment, most Gorka pants look absolutely f*ugly in tandem with most jackets and shirts. Aside from having six inventory slots, they're just not aesthetically pleasing without a matching jacket. :(
  22. Hopelessly useless if 5.56 ammunition isn't added back into regular military loot tables.
  23. Ransurian

    If DayZ SA were real life...

    ...And the pedestrians on the opposite side of the street are simply casually strolling by as if nothing is happening.
  24. Ransurian

    How safe are the new cities?

    Novo has an insanely high-yielding multistory residential building that's definitely worth looting. It's the giant capital building. Can't miss it. ...Seriously, though. There's probably thirty or so loot spawns in the building.
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