Forums Announcement
Read-Only Mode for Announcements & Changelogs
Dear Survivors, we'd like to inform you that this forum will transition to read-only mode. From now on, it will serve exclusively as a platform for official announcements and changelogs.
For all community discussions, debates, and engagement, we encourage you to join us on our social media platforms: Discord, Twitter/X, Facebook.
Thank you for being a valued part of our community. We look forward to connecting with you on our other channels!
Stay safe out there,
Your DayZ Team
-
Content Count
221 -
Joined
-
Last visited
Everything posted by doctajones
-
World containers (barrels, specifically) are definitely in experimental branch right now. From my personal interactions with them, they are simply empty and existing. You can store items in them and move them, but you can only move them when they are empty. I'd imagine the goal is to have certain containers (like refrigerators as mentioned above) hold items upon discovery. I also think it would be cool to have cupboards open for food, lockers for clothes / weapons, etc as it would add to the immersion, rather than having shit just randomly scattered across the floor. It would make sense that some things would be left on the ground in haste, but surely things would still be left in their natural receptacles.
-
These new bugs are the real game breakers!
doctajones replied to battlerhd's topic in General Discussion
I get that these bugs are frustrating; lots of them are. But if they were to fix every bug that they ever were aware of, this game would fall even more behind than it is already. And I gotta Agree with what Nicko said here. I took ~10 month break and its really refreshing to have come back and see all the new features. You maybe don't wanna take a break to the extent that I did, but mixing in actually completed games with early access to get the change of pace and satisfaction of a working game is really helpful. There will continue to be huge annoying bugs until the official release (and maybe even after), so once we start getting pissed we may as well just step away for a bit to appreciate the true progress the devs are making. -
I agree, more clothing options will never hurt. The only thing of note is that most sweaters do not have pockets. This leaves limited use, but I have come up with 2. 1. The sweater can be pulled over shirts: T-Shirts, Tactical Shirts and Check Shirts. The sweater wouldn't take the upper-body clothing slot, but would fit over it like a press vest. The benefit, though, is that it would keep you warm, AND you could use chestwear, such as other vests and the chest holster. 2. The sweater is another option for the fresh spawn loadout, as apposed to T-Shirts. The downside of this, though, is you can't really tear a sweater in to rags like a T-Shirt, so I am not sure of the viability of this.
-
Do Zombies Dream Of A Good Nights Sleep? (Zombie feedback)
doctajones replied to SmashT's topic in General Discussion
yes. why is this relevant to the topic? -
I think this is something that would be implemented with world containers... Hopefully. Curtains for rags, wood piles for firewood, stones from the those walls, etc etc
-
"The Great Wipe - Stable 09-2014, post RIP messages here
doctajones replied to nl's topic in General Discussion
RIP to these bros. -
Really stoked for this. The question is, will it come with rails or the classic integrated sight?
-
playing both experimental and stable question
doctajones replied to archamedes's topic in General Discussion
I had heard that when both stable and experimental are the same patch (happened with .48), then you only had 1 character throughout. Otherwise, you have 4 total characters. 2 in experimental, 2 in stable. -
Do you carry a handgun when you have an automatic rifle?
doctajones replied to roguetrooper's topic in General Discussion
I always do if I can, whether it be a revolver, pistol or sawn off shotgun. They are nice for clearing out building interiors, and I always occasionally gift them to players I meet up with if they are unarmed. I just wish they made it faster to switch to a sidearm than it is to reload, because right now switching is 2 animations (put away and bring out) while reloading is just 1 animation. I think if this was amended, sidearms would see a LOT more use. -
Surely it has to be that. I hope so. It would both make sense, and implement the use of 7.62x54mmR, thus amending the Mosin chambering situation. This also opens the door to several more cool/viable weapons, such as the WWII SVT, the Dragunov, and even the lever action Winchester 1895. Although I doubt the SVT and 1895 will be included, the Dragunov would have potential to be a super rare controlled respawn item, as it would surely be very very good.
-
General ideas about how the game should be
doctajones replied to MaxTheSurvivor's topic in Suggestions
This. There is so much food because not much would get done with people constantly dying of starvation. Although, on some experimental branches, the obscene rarity of loot was a breath of fresh air (although the obscener loot jackpots was not, meaning much work is to be done). In terms of guns, it may just be me but whenever a new gun is implemented, the spawn rate is tremendous. This is probably to make sure people are using them and testing them, and will change eventually. Much like how M4s used to spawn in police stations, then only military installations, and now only dynamic chopper crashes. It's a bit difficult to say it "doesn't make sense," seeing as there is little to no backstory in DayZ. Anything could have happened. And by the way, the helicopter crashes that spawn M4s are US made Blackhawks. It is entirely plausible that in the midst of an apocalyptic event such as that present in DayZ, the might of the US military / NATO / UN would be present, regardless of location. The DayZ 'zombie' is a bit of a misnomer. The zombies are not actually dead, but they are simply infected with a particular disease that makes them rot, degrade, and feral. Us the players are immune to this disease, which is why we are 'normal.' Thus, when players or the 'zombies' die, they are dead. No reanimation. This is confirmed by the devs. -
If you are watching this, its probably better to just listen like a podcast and not watch... He doesn't really do anything eventful / worth watching.
-
I can't wait to kill the Hicks zombie
-
I am sure this will come with the stamina system. As for the speed, I agree it was very fast, but that is probably because it moves the playerbase decently for testing, plus it is at the moment the only means of transportation.
-
Today Hicks confirmed they were working on implementing a(t least one) LMG. Which particular firearm, however, he did not specify.
-
This sort of enemy is just not in the scope of the game.
-
Looking for a specific person in DayZ
doctajones replied to Robert Neville's topic in General Discussion
A lot of people think that it is a waste, but believe it or not, I was able to reconnect with a player I met by posting on reddit. A couple people responded saying it was them (lol), but one guy explained the situation to the T so I knew it was him, and now we are steam friends. A 'missed connections' would be nice, but I am a little concerned that not many people would actually read it. Imagine a 20 page long thread (which probably wouldn't take too long to accomplish. Would you really flip through that? I honestly probably wouldn't... Well, maybe the most recent page if I had a missed connection. But, I am sure there would be some great stories there too, so there's that. -
I like the way it is, it adds a restriction (especially now without a weight system) to looting. I just wish you could rotate items.
-
2-3 months creating one unique building -SenChi
doctajones replied to victusmortuus's topic in General Discussion
It does seem like a long time. But have you ever put thought into how much may go into a completely unique, and probably large building (on the scale of the Novo Tower)? You have to begin with the idea. Pitch that idea, explain why it would fit, why it would be good. Then you have your artists work with it. Make a few drafts, tweaking as they go. Scaling it with the rest. Both exterior and interior. Wall papers, artwork, signs of degradation. Then you have to code it. Not only do you have to create the structure, but everything thing about it. Each window, wall, floor, table, chaair. Not to mention pathfinding, doors, collisions, etc. Testing to make sure you can walk through walls, or you can walk up the stairs. Then you have to add loot spawns: locations, types, abundance, and all that entails. Oh, can't forget about lighting. Shadows, coloring, all that fun stuff. Add that on top of all the other work being done on items, models, environment, flora and fauana, and you got quite a load on. And this is only from my elementary understanding of the process. Who knows what other hoops must be jumped through. -
That is on you. I put my trust into many people every day in DayZ. Sometimes it backfires. I expect that. But by stereotyping everyone, you miss the few cool people that do stand out. And those are the ones worth playing for.
-
It is quite simply not a good idea. First off, it breaks the immersion and authenticity of an encounter. Let me remind you, immersive authenticity is a major goal of the devs. I understand you want to implement a "body language" replacement, but this is not the way to go. You use body language to read people; in fact, you already CAN in DayZ. The way they talk, they way the move, any interaction is a clue to their true morals and intentions. I take pride in my skill and success of reading other players. It is something learned with experience (and at least for me, formal education as well), and I would hate to marginalize the few intangible skill sets applicable to DayZ. Plus, how do you imagine this will go down? Joe meets Steve. Steve asks Joe for stats. How does it work? Does Steve have to click several buttons for a dialogue box to appear, asking Joe if he wants to reveal his stats or not? This is akin to something out of Fallout or Skyrim, and thus arcadey. Or, on the other hand, do you run up to them and choose "ask," a la taking a pulse? If this was the case, good luck... Strangers will hardly stand still to let you take their pulse, let alone stand still to be asked and then answer a question. On the third hand (foot?), maybe you simply ask them in chat. BUT WAIT. YOU ALREADY CAN. You already can ask them if they are friendly. For this system to be any sort of good (which it is not), there would be an option to lie. But guess what, when you ask someone if they are friendly, they already CAN lie. Thus, we are left with 2 situations. An arcadey dialogue or sequence of buttons which breaks immersion, or the already implemented voice chat. In other words, your idea is either against a central pillar of the game, or pointless; pick your poison. edit: typos galore.
-
I've noticed on experimental that it is almost always raining. I just attributed this towards the new body temperature system where getting wet matters. As far as stable is concerned, I can't really comment.
-
Yes, there is a problem with undocumented fractures. If your sway is unusually wobbly, chances are your arm is broken and the game doesn't tell you. Just another item to add to the list of things that probably won't be fixed for months!
-
I have been playing strictly experimental since .47 and have not seen a single amphibia or magnum, yet their ammo is everywhere. I've heard (and seemingly confirmed by others in this thread) that they only spawn at black hawk crashes, which have utterly eluded me as well.
-
List of things that bug me when playing DayZ
doctajones replied to Evil Minion's topic in General Discussion
Not sure if this is the devs intention, but your character only stops to pull out/put away his weapon if your hands/current weapon is raised. Put down your hands, and you can pull your weapon while still moving.