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Stay safe out there,
Your DayZ Team
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Everything posted by Parazight
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I always assumed that was copies sold.
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Length of time in game is pretty meaningless, in my opinion. There's a huge difference between staying alive for a month on low pop servers in the north and high pop servers at the pvp hotspots. Lone wolves on low pop private servers will always have more noticeable age progression. I guess I wouldn't be opposed to trivial buffs and gifts, but age progression will never be an indication of skill, in a broad sense. Some people enjoy certain playstyles in this game and suicide respawning is vital to it. Players will respawn to meet back up with like-minded friends who prefer to deathmatch on the coast. For good or bad, it is what it is. Suicide respawning debate is old and tired where neither side seems to win. I suggest you avoid it as a reason to implement a survival timer.
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Ha! It says "Mr Backout" at 34 seconds of the first video. It's cool to see videos of developers and fanbois playing together.
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Observations into the history behind the apocalypse (with pictures)
Parazight replied to Stefan404's topic in General Discussion
Good post! Personally, I like that the background story is a mystery. Letting one's imagination fill in the blanks sort of enriches the experience, somehow. -
Perhaps you think it's meaningless. It's not meaningless at all to the people that desire to play with no one else. Also, not meaningless to the people who profit off of having lots of servers. Your suggestion seems to based off of the fact that loot is paramount. It's not. Player interaction is what drives this mmo. High risk is its own reward. High population servers already provide the best interaction and stories out there. It's been stated before that one of the drives behind DayZ is brutal authenticity, not balance. Your suggestion of leveraging loot against population goes directly against the core of the game. Right now, many people loot up on low pop servers and then jump to a high pop server for player engagements. Seems to work out just fine. Promotes people spending money on new servers. It's a great symbiotic relationship for those that enjoy that playstyle, and there are many that enjoy it.
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Yes, but you refuted that well enough.
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So, you altered a model of a structure that was already in the game and asked if it's feasible to craft in-game. Obviously it matches the environment of DayZ. Clearly, someone can make this in real life. So the real question is where the developers want to devote resources to crafting, and how much. Technically, anything is feasible with the right argument. It's feasible and realistic that a super-volcano could erupt or an asteroid could hit the planet, sending us into a nuclear winter. That doesn't mean the devs are gonna put it in. :P So the real answer is unknown. It's possible the development team has something in mind already that functions just like it.
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Persistence is turned off on .57 stable.
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The idea is terrible because the amount of workload it puts on the whole team when it doesn't really affect the core game elements of the simulator at all.
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We should be able to spawn at NWAF and then work our way to the coast.
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What a nightmare that would be for the art team! lol
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Brian Hicks is a fan of UO. In UO, you could find a way to increase skills while being afk for hours. The game was based around these skills. When he talks about putting in a cap over time for skill progression it's only to prevent exploitation, really. I mean, these are going to be trivial skills, not affecting player skill. Basically, developers want a fair way to implement experience gains. Any argument you make against the grinding system, which hasn't even entered alpha yet, is pretty unimportant in a perma-death scenario where the skills are trivial.
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So, you missed my point entirely. good job.
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"Only boring people get bored"
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Craft backpack, Put stuff in it. Shoot at it. Boom. Instant gun range.
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Ha! Says you! Some of us aren't restricted by the notion that other people tell us how we should be playing. Who says it's a survival game? And why do these people really matter? They don't! Nobody is gonna tell me how to play in a sandbox with no rules. Your post has a lot of "you should be doing this" and "this should be your experience". Well, that's a bunch of nonsense. I don't get "more panic", "butt hurt" "care about your life", or "adrenaline". Ever. Don't tell me how I should feel. Don't tell me how I should play based on someone else's definition of the game. That's so tired and old.
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Heroes are just very confused bandits.
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This is DayZ This is my story. In my story, people die. I would bet that the people who feel that pvp is a bad thing and get hung up on people killing other people value their gear (and their character's life) much more than their pvping counterparts. Often, the people that die and get upset don't like pvp (for whatever reason(totally valid)) and the people that don't get upset like to pvp. Many people don't value their toon's life at all. Why should they care about yours? The side benefit of lots of pvp is that you become a master at gearing up, seeing as how someone is a fresh spawn A LOT. Some people enjoy dayz pvp because gearing up actually requires effort. Notsomuch in .57 stable, but in general, the thrill of the kill is so much sweeter in DayZ compared to other MMOs and FPS. Dayz is a game about theft, theft of your time investment. I happen to roll with a clan that plans out events where we split into teams and kill each other over various scenarios. It's great fun!
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Don't worry. Dayz will never be able to stop you from using a chat to communicate with your friends while you play. Also, you misspelled Connecticut in your location bio.
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The size of our 'equipment' should be random when we respawn. The bigger it is, the bigger our hitbox should be, amiright?
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It's all about the time sinks. In .57 stable, there are no more time sinks. Static choppers and persistence:off doesn't help dayz's situation. When people are able to fill up tents and run around the map for hours with some kind of goal in mind they'll play more. Vehicle repair, base building, and soft skills should provide more time sinks and interest.
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You want to use a high caliber round for hunting deer not a box of '22s. You just end up ruining the meat when you shoot it 30 times, like you did.
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So we have a genuine problem. Too many bases and too many cyclists.
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Maybe the worst part is forum threads that promote complaining. No offense to the OP as this didn't seem like his intention at all. It's easy to forget that this isn't a finished game, even though they doctor it up as one once a month.
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This is why I prefer to yell "Hostile! I'm Hostile!" It's the most honest thing you can say to fellow survivors. Emu: If that's the best interaction you've had in a long time then you're missing out. Maybe you should find a group/clan to roll with. If you start searching for like minded players on the web, you'll find them.