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Everything posted by Parazight
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Any player who has a non trivial amount of gameplay in Chernarus could randomly spawn anywhere on the map and have a pretty good idea of where they are, simply by observing the terrain. The above statement easily becomes true even if there were no future changes. Personally, Chernarus is more appealing with minimal warzone objects. I find it more authentic and immersive that way. I'm not sure why newcomer veshcula feels that his assumptions are law. He feels the need to tell posters on these forums, who have been here since forever, (BeefBacon, Whyherro123) how things are going to be. Many of 'insights' are based on the fact that he doesn't really know how game development works. Also, authentic and realistic seem to be completely interchangeable. I'm sure that once he's seen all these debates dozens of times like y'all have, he'll come around.
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So, it has been announced that server queues are a work in progress. This seems like an excellent opportunity to discuss how we might be able to use tool to fight new spawn suicides, maybe server hopping, and possibly more. Could we use the queue to prevent server hopping? I'm not sure at this point. Maybe the technology will present an option down the road. It obviously doesn't make sense to a server hopper to try and join full servers just to get loot. So who knows. Finding a way to kill yourself so that you can respawn in a different area on a full server is an art among some players. It's a real method to achieve desired gameplay. Heck, I did it on .60 experimental because I wanted to see what new Cherno looked like. Putting aside gamer morality, it's the most logical decision to achieve the end result. Could we use the queue to make it harder to do this? What if every time you died, you were placed at the end of the queue? Would this be a bad thing? Server queues will be a thing. Let's brainstorm ways to make DayZ even more awesome with this new, incoming tech. What do you think?
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Why should they add this? Because you found some pictures? Please add some reasoning as to why you want this in the game.
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Emotions! Make the game like in your TRAILER and like you told all the time.
Parazight replied to FluzooTV's topic in Suggestions
Try to not to base reality and expectations on advertising. Lol It's melee, not 'meele'. There is nothing wrong with Whyherro's discussion. Maybe you are just unable to accept it because you don't agree with it? Emotions are terrible as game mechanics, I don't even know where to start attacking that debate, so many angles. You say that you're not bad at pvp, but go on blathering about how solo is easier. I smell bullshit. -
M4s at balota tents and bananas in your gun holster. Patch .29, we miss you sorely.
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Why stop there? Wouldn't you be obligated to also include being drunk? happy? calm? I want flashing icons when I'm horny. It's a great idea as long as all the state of mindz are represented equally.
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DayZ Standalone Base Building is almost here! How do you plan to use it?
Parazight replied to DR. IRISHMIKE's topic in General Discussion
Bases are great timesinks, which DayZ sorely lacks at the moment. -
It seems to me that you did interact. The other party didn't like your interaction (being shot at) so he did what made sense to him. See, torture and restraining a person in DayZ will never be, or feel, authentic. In real life, if you're being held as a prisoner, or being tortured, you have no options. In DayZ, if you're not having fun being the victim of torture, you simply log out and join one of the other private servers you have toons on, or just respawn. Additionally, the effects of permadeath are really insignificant. Persistence is real. Respawning in the face of torture or captivity is actually quite logical. You respawn, then suicide-respawn to get back to where you want (where you were being held captive) then run to one of your nearby camps to grab some weapons in order to carry out your revenge. No one will ever be able to successfully grief you if you simply plan ahead! There will always be clever work-arounds available to gamers during situations that mirror real life scenarios.
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While I'm not going to contest your experience with IRL apocalypse, I'm just going to blindly go on believing that drugs, alcohol, and precious metals are not at all required to survive. There are plenty of people in this world that don't use alcohol/drugs to mitigate extreme stress and they go on living day after day. Please explain why you would need precious metals. These things only seem important to me as a form of currency, they are malleable, non-ferrous metals. How are they practical in an apocalypse?
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Nice math there. Too bad non-linear progression doesn't really work that way. See, they don't just work on one aspect of the product, implement it, and then move on to something else. Various facets of the game that will be released many patches from now are already being worked on. It's like a painting. You don't completely finish the top half of it before working on the bottom half. It's a collective piece that gets worked on as a whole. Your incredibly flimsy napkin math might be able to represent linear progression, but that doesn't really apply to game development. Irishjake's suggestion is growing on me. -Gews-'s suggestion of boned arrows is practical enough on its own to warrant discussion on it. I think the option to force feed infected flesh to other survivors could be a thing. Maybe. I'm not sure. I've never been in an actual zombie apocalypse, so it's hard for me to see myself deciding that smearing dead human tissue all over myself is necessary for survival.
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Wait, you don't really think that there's 40 patches left because the current build is called ".60", right?
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Let's agree that DayZ isn't a game yet. Let's agree that Veshcula has no idea what to expect from an early access product.
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In my mod, I had planned to have 3000+ cars in every city and remove bandages entirely. For balance.
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Cutting up bodies (i.e cut head, arms, legs)
Parazight replied to Jean Valjean's topic in Suggestions
At what point, during the desperate struggle for survival, do you decide that crafting a weapon from a cadaver's arm is the best course of action? -
Declaring Electro as the place for coastal PVP
Parazight replied to hemmo's topic in General Discussion
I would like to declare debug island as the dedicated pve zone. That is all. -
Making official servers all 1PP seems like a great way to drive away customers.
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Suggestion for putting a pistol in your pants as a holster...
Parazight replied to .joeys's topic in Suggestions
Because if we can't have real realism, we can at least have movie-realism. -
"Understanding Realism in Computer Games through Phenomenology" (DayZ discussion).
Parazight replied to scriptfactory's topic in General Discussion
Game is a game. DayZ will only be so immersive. No matter how realistic the game gets I'll never become unaware that I'm sitting in front of my monitor. For me, the only thing that's game breaking is the alpha state of things. But that's understandable. So, I don't really expect to be immersed anyway. Only the mechanics that don't work as intended yet 'pull me out of the game'. I would totally agree that I experience much more immersion in 3pp than 1pp. In 3pp, you are much more aware of what is going on around you than in first person. This kind of makes up for the fact that you can't smell, read body language, or have peripheral vision. -
I'm going to suggest to make an item with some sort of server signature on it. Let's say it's totally possible and really easy to have an item and allowing that item to interact with another static object only if said item spawned on the same server. So, for example, you have a 'rusty key' and this item only spawns on the coast areas. New players that find and hang on to this 'rusty key' type item will then be able to use it at a certain place; probably zone 4 in the northwest! The idea here is to accomplish two things. First, to create movement off of the coast and to the northwest. Second, by attaching signatures to items and implementing a mechanic which forces movement to use it, you indirectly discourage server hopping. The idea is pretty straight forward, I think. Have an item spawn on the coast only (netting anyone?) then to reap the benefits of that item you have to take it north and interact with something there. A 'rusty key' to a storage area of lockers that could spawn a random item is one example. Maybe you need to get plans in Elektro to get electricity running near Novo? There seems like there could be a bunch of potential in something like this. Any thoughts? Did I miss something?
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Did you even search for the software/drivers for this device? (I doubt it.) 5 minutes worth of work can do wonders. http://www.sumvision.com/product/Nemesis_ultra/Ultra_Support.html http://www.solvusoft.com/en/update/drivers/keyboard/sumvision/models/
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It's too bad you paid for a mechanical keyboard and have no other programs to use it with. I'm sorry for your loss. It's unfortunate that you aren't looking for a legit overlay voice chat program which basically lets you run without keyboard interaction. I'd tell you which one but you're not looking for this type of workaround solution. Good luck with your fancy keyboard thingy!
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I agree with the OP. We need more reasons to shoot at people.
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Ha! Permadeath is the mechanic intended to balance loot ownership and you've suggested a bind on pickup clause as a work-around. Perhaps you should have faith in the loot economy during the game balancing stage of production. Additionally, being able to retrieve your gear from friends is a reward for grouping up with other survivors. I would suggest having to purchase a new account upon death before implementing a BoP mechanic that locks gear. Also absurd.
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Because playing video games is very taxing on your finger?
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New renderer - When will we see it or at least get some kind of timeline?
Parazight replied to robophant's topic in General Discussion
Sorry, but no amount of whining or name-calling that you inject into this thread will make it any less than totally worthless.