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Ransurian

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Everything posted by Ransurian

  1. Ransurian

    Where dafuq am I?

    Novo. Got it.
  2. Ransurian

    Were Gorka camo jackets ever implemented?

    Meh. I prefer black, myself. Gives me something of an informal paramilitary-style look in conjunction with my black cap. Looks pretty awesome, imho.
  3. Ransurian

    Movement speed penalty and gear.

    ...No, I'm simply suggesting that movement speed should be penalized based on how much gear a player happens to be carrying. I never mentioned anything about stamina.
  4. Ransurian

    My First AKM!

    Eh, I personally prefer the wooden handguard, myself. Nice find, though. :)
  5. Just curious. Hardly any of Fragnet's servers appear to be populated. Still, you'd think they'd have been fixed or taken down by now if they're still screwing people out of their gear.
  6. Ransurian

    Were Gorka camo jackets ever implemented?

    Sweet, found a matching jacket to go along with my pants. :P Edit: Damn, my character looks sexy.
  7. Seriously, this shit pisses me off. Why place loot spawns in places that are impossible to reach? http://imgur.com/rEGAuo1
  8. So, I was frantically dashing around a large town near the coast for ~10 minutes as a relatively fresh spawn looking for clothing to tear into rags after being sneak-attacked by a silent zed. Found an absolutely ridiculous amount of pants, shorts, and other assorted legwear in countless residential buildings, but aside from the police jacket I was wearing and a coat, I couldn't find a single piece of upper-body clothing, much less anything I could use to bandage myself with. My police jacket looked like it could've easily been used, but there wasn't any option to tear it up. I eventually died. Kind of irritates me. Perhaps I was just incredibly unlucky with loot spawns, but the utter absence of anything that could be used as a makeshift bandage in the insane number of residential buildings I searched was a bit silly. Pants and certain jackets should be tearable, even if tools have to be used (i.e. machetes or knives).
  9. I fished for the better half of an hour tonight, but didn't catch anything aside from a ton of trout. Where's the seabass / tuna that's supposedly in the loot tables? Do different fish tend to spawn in different locations along the coastline, or...?
  10. Ransurian

    I'm only fishing up trout. Why?

    Caught some seabass, but I still haven't found any tuna. I'm kind of doubting they're still in the loot tables -- if they ever made it to the official game, in the first place.
  11. Ransurian

    DayZ 1.8 Feedback

    Right, let me know if you received my message that I just sent to you. I personally know of others that are duplicating, so it's obviously a fairly widespread issue.
  12. Ransurian

    DayZ 1.8 Feedback

    Duplication is still possible, and it's easy to do. It's a little more difficult than before and requires a small bit of persistence, but I've been able to replicate my character several times in the span of only a few minutes. Please look into this -- it's a really, really old bug that's been plaguing DayZ for ages.
  13. I'm totally okay with zombies being difficult, but zombies from an AI perspective haven't appeared to evolve much, if any, since the mod's inception. It's quite literally impossible to consistently kill zombies with a melee weapon in the open without being attacked once or twice, which is complete, unequivocal, irrefutable bullshit. They sometimes randomly scoot toward the player at warp speed from fifteen feet away before delivering a blow in a fraction of a second. They're only capable of walking indoors. They instantaneously turn around and attack the player the instant he or she approaches close enough to be within melee range. Their player detection AI is beyond sporadic, and they at times abruptly stop following the player for no apparent reason. Are these issues even capable of being resolved?
  14. Ransurian

    1.8.1 thoughts?

    Zed attack range isn't a problem, but the fact that they're capable of warping to the player to deliver a blow before he or she can even react certainly is. It's impossible to outmaneuver zombies in the mod. They're basically instant hitscan robots the instant you're within melee range, regardless of their facing relative to the player. I can creep up to within melee range of a zombie, but if he happens to detect me, he's going to turn around and smack me within the span of a nanosecond. Seriously -- it was, is, and probably always will be pointless to expect melee weapons to work consistently in outdoor settings against zombies. They're simply too fast and glitchy for the player to react to them. You will get hit, because you're fighting against hitscan AI that instantly zaps you if you're within a certain range. It's fucking stupid. Zombies need to be tougher to kill, but they should be incapable of "zapping" players as they do now. With that said, I'll give all my beans to whoever posts a video of themselves killing more than a handful of zombies -- outdoors -- using any melee weapon -- in the mod without getting hit themselves.
  15. Regardless of how difficult zombies are, DayZ is always going to be a "PvP fest" in the absence of a significant meta-game to encourage player cooperation. Adding more survival mechanics and ramping up the game's general difficulty is never going to do anything to curb PvP. If anything, it increases the incentive to kill players for their ever more valuable loot as the game gets harder and harder. Give a bambi an axe and he'll recklessly try to kill a geared player for his equipment nine times out of ten. Meanwhile, a geared player is probably going to kill on sight because he's afraid of being killed and losing his gear, which in itself is based upon the fact that he's a walking loot pinyata. I think the most effective solution to rampant player killing would be to simply eliminate the ability to loot player bodies entirely. Obviously, that's never going to happen, so killing on sight is probably going to remain a staple of DayZ until its decline and demise. Here's to hoping H1Z1 won't suck, since it's allegedly going to be more PvE-centric.
  16. Ransurian

    1.8.1 thoughts?

    My only gripe is the fact that it's still basically impossible to consistently defend oneself with a melee weapon while outdoors without getting hit once or twice. Doesn't matter if you're a Korean twitch gamer bred from a stock of champions -- you're going to get hit a lot without a firearm and plenty of ammo. In this respect, I think the SA's zombie behavior is better by leaps and bounds. Aside from that, I like everything else. It's still easy enough for a well-equipped player to survive in the long term by simply stocking up on matches, hatches, and the like as opposed to keeping just one instance of each item, but it's definitely a positive step toward making geared players less perpetually self-sufficient, which inevitably leads to boredom.
  17. Ransurian

    DayZ moving to new engine - ENFUSION

    Graphical and performance issues are bad, but the overall lack of content is probably worse for the long-term player base. I'm curious as to how much DayZ is going to benefit from DX10 / 11 as far as new server / client functions are concerned, such as loot spawns and fleshed-out survival mechanics. Anyhow, I don't care about trivial issues along the lines of lights appearing through walls. The game looks pretty and runs well enough on a cheap rig. If this is significantly impacting the release of stable, content-filled patches, and if it isn't going to meaningfully contribute to content, bug fixes, and the like, I can't see how this is a smart "investment for the future."
  18. Ransurian

    Plan for release of 0.45 to Stable

    Well, it's Wednesday. Maybe it'll release with scheduled maintenance, hopefully.
  19. Ransurian

    US 3480 - Banned Players

    Is 3480 converting to 1.8.1 in the near future? The latest patch brings a TON of features to the table.
  20. Ransurian

    DayZ Mod 1.8.1

    At this rate, the SA might begin to approach the mod in terms of implemented features by 2025. Edit: Probably not.
  21. As far as I can tell, there's no functional difference at all between ruined and pristine binoculars. I'd imagine that a "ruined" pair of binoculars wouldn't have virtually flawless telescopic lenses, but... :rolleyes:
  22. Saltwater should be drinkable, but should obviously incur side effects -- dehydration, for instance. It should also be possible to process saltwater into a drinkable state through boiling when firepits or fireplaces are implemented. Salt from saltwater should also serve minor purposes in the game -- for instance, as a preservative for meat once hunting is implemented. Kind of a trivial issue in light of how ridiculously easy it is to stay fully hydrated in the game, but it'd nevertheless be a neat touch.
  23. Ransurian

    US 3480 Admin Abuse

    Wait, there's actually still a public vanilla hive left in the mod? :huh:
  24. Haven't had much luck finding it in piano houses or schools, or in military areas. I'll find it once in a great while, but I've barely managed to accumulate ~50 rounds of the stuff.
  25. I'd start to worry about DayZ if it's still lacking major features along the lines of effective zombie pathfinding, dangerous and populous zombies in general, meaningful construction (how about those underground player-made bunkers that were mentioned ages ago?), and extensive survival mechanics ~6 months from now. For instance, rain should cause weapons to rust, which would in turn give cleaning kits a purpose. Mechanics to encourage player interaction are also sorely needed. Blood bagging is almost pointless, for instance, and there's no real trading mechanic -- or reason to trade, since most of what other players have is easy enough to acquire on your own, and since killing players doesn't usually ruin everything they have. With that said, I'm confident enough that most of the game's fundamental objectives are eventually going to be realized, like survival and vehicles and limited construction. However, none of that is going to meaningfully contribute to any sort of meta-game. I mean... Where's the roadmap for awesome sh*t along the lines of AI-operated outposts that identify as factions controlled by player-made clans, or outpost-specific missions or other cool NPC interactions, or enemy A.I. outposts with high-tier stores of loot that encourage player cooperation to access, or anything like that? Above all, though, the rabid, prolific player killing is the worst aspect of the game -- and it's heavily indicative of the game's overall lack of content and incentive to play sociably as a survivor as opposed to an antisocial player killer. Which is ridiculous, since there's not even much of a reason to kill other players right now, since the ridiculously small handful of items you can actually obtain in-game are easy enough to acquire within the span of a few hours. I realize that'll change as more content is added, but it won't do ANYTHING to ameliorate player killing and the game's overall lack of a potentially awesome meta-game. Without an end-game, this game is going to fade and possibly die within a couple of years. Between an absolute sandbox and a mixture of sandbox elements and guided NPC interactions, I'd choose the latter any day.
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