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edonovan
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Everything posted by edonovan
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Hopefully the constant KO's are not intended behavior, as they punish lone wolves. On the plus side, I haven't broken a bone in a while. But I think if i have to choose between crawling miles for morphine from a broken leg, or dying because a tyson zed ko'd me in two hits, I think I'd choose the former.
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I would be okay with a spawn timer and a disconnect timer, as well as a block when leaving to another server and trying to reconnect to the first server within a certain time period. That might take a bit too much work to implement, though, since you'd have to track all of the servers and times for each player.
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Firearms Should Not Be The Main Instrumentality Of DayZ
edonovan replied to hoak's topic in DayZ Mod Suggestions
Are you going to scream at the zombies to kill them, then? Zombies need to be more keen on gunfire, too. This way if you do let a round loose, you should expect every zombie within 200m to investigate/attack. Force players to think about their actions. -
Suggestions: Rare Items, Customisation and an Immersive HUD.
edonovan replied to adamtheheretic's topic in DayZ Mod Suggestions
For the weapons, once hatchets work as intended, I hope this is implemented. Weapons are too common, as well as the ammunition. I don't mind the hud being always visible. You should know you are hungry/thirsty/cold/light-headed without having to check a journal. That being said, maybe the notifications can be moved from being icons. Already, blood loss is obvious without the icons, as well as pain and a broken leg. What could be done to imply thirst and hunger? -
1.7.2 Opinion thread. All your opinions, good and bad, go here.
edonovan replied to Denuth's topic in DayZ Mod General Discussion
So, basically, the visibility indicates how far away they can see you? Seems about right. But they don't seem hindered by night. I was crouched with 15 visiblity and a zed comes sprinting down the street after me (when 3 closer zombies just stood there groaning). I managed to run into a house and find a crowbar... so I held it tightly (as it was useless) and stood behind a table as he attacked the table. Then I slowly maneuvered around the table and ran out, leaving him wedged in the kitchen. -
A good idea to stop some of the PvPing (Friendly Skin)
edonovan replied to CrimsonBlade's topic in DayZ Mod Suggestions
I'd rather be able to steal someone's clothes, even a zed's. Doesn't really support your intentions, I just think it'd be cool. -
Seriously. BF is also a PvP haven with lots of vehicles, weapons, ammo, and even respawning. Oh, wait... Stop being a douchebag.
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+1 for less ammo -1 for more melee
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A Radical PVP Game Change? Take Sniper Rifles Out.
edonovan replied to justwrath's topic in DayZ Mod Suggestions
Weapons, in general, encourage PvP. It doesn't matter if it's a sniper rifle, assault rifle, or crowbar; you will be attacked by non-zeds who are armed. Now, if you were to limit the available ammunition... -
Don't pretend you get nothing out of running a server, even if it is only the satisfaction of knowing you are helping out dayz, rocket, and his team. As such, this makes you part of the team, and you SHOULD be held to the highest standards in order to keep this game great. There are too many servers run by people only interested in having their own personal playground. The fact is that there is admin abuse. I appreciate that running a server isn't all sunshine and lollipops, but if nobody complains about potential abuse, the real offenders will never be stopped. That said, I'm glad this has been stickied, as it clarifies the cans and cannots of admin privileges. I am wondering, though, how to identify if a server is locked for illegal reasons. Also, I find it immensely entertaining when exploiters and hackers post about admin abuse.
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How about just turning off murder/bandit stats?
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'From my cold...dead...hands...' (rule based choices)
edonovan replied to hoik's topic in DayZ Mod Suggestions
Too complicated and still doesn't solve the PvP issue. The majority of murderer's are not killing for gear. The best solution I've seen for PvP is to give murderers alcohol dependence. They get the shakes and need to drink some Whiskey to calm their nerves. It could be recurring or simply a few minutes after each murder. Relatively easy to implement, too. -
If there are zombies in a town 300m before you arrive, there is a survivor there. Avoid the town or hunt the survivor. You can use this until they fix that mechanic ;)
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No competent player should die
edonovan replied to TheMachine's topic in DayZ Mod General Discussion
I don't think the point of his post was that being a sniper will keep you alive. I think his point was that assuming there's always a greifer sniper watching you is the way to keep alive. -
You can still play on other servers. The only problem would be most servers are not powerful enough to indefinitely store all of the data for all of the players who connect to them. This would mean some sort of database cleaning would be necessary.
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I KNOW you're an exploiter if you disagree
edonovan replied to TheMachine's topic in DayZ Mod General Discussion
This is not the most pressing problem and the solution is not worth the issues it adds. I think mass killing and server hopping are more pressing issues, so what is your solution to those? -
have u seen stupid players
edonovan replied to hollowfication's topic in DayZ Mod General Discussion
What. :huh: I see that he mentions zombies. That's about all I can decipher. -
DayZ equals Sociopath's/assholes
edonovan replied to Vintage_Green's topic in DayZ Mod General Discussion
I take comfort knowing that all the bleeding-heart carebears who think people are worth saving will be the first one's to bite it in the apocalypse. I don't see how it is so difficult to believe 90% of the SURVIVORS will be the people who shoot first and ask questions later. -
Just forbid storing anything in a tent that wasn't spawned on that server.
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YOU SAVED ME! For that, beans! I'll leave them in a grocery store for you.
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I've seen the suggestions for zombies in the woods and more zombies in towns, which is all good, but I haven't seen one request for zombies spawning without player presence. For me, and I'm sure many others, I breathe a sigh of relief every time I scope a town and see no spawned zeds, as that means there are no players there (usually). This seems to give an unrealistic ease of tension, so how about adding dumb zombies (predetermined paths) to towns and switching to the smarter zombies when a player is within range? This would give us quite a few more zeds, and instead of having them materialize in front of us, we'd just have their brains materialize, which would not be as obvious. But then I'm not sure how the current system works, so this may be how it is already coded.
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I don't see a problem with it. If a sniper wants to search an entire map to find one of the 3 other players on the server, I say let him. It seems to cut down on a lot of PvP if you can't even find someone to kill. This is why I wait for nightfall to hit big cities. I doubt anyone is sitting in the woods on a server with 3 people on the off chance that one of them will hit cherno. Add to that the fact that it's easier to avoid detection from zombies at night, so there won't be any gunfire to alert a sniper to your presence, the only way they can find you is to look for zed spawns or pray you cross their view frustum.
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How about implementing a system similar to vehicles on the servers. But instead of vehicles, you have randomly spawned parts and must build a boat to escape chernarus (I know there are already boats, but that is not the point). There would be a certain number of parts scattered throughout the land, hull pieces, outboard motor, fuel and tank, etc. Players would have to lug the parts to the beach, assemble them, and then could leave. This encourages cooperation, as each part would take up most of your inventory / pack slots - teamwork would make the process much faster. It could also support banditry as someone could just kill you and take the parts you have for themselves, or simply find where you are hiding them and steal them. Then we just need to add to the leaderboards the number of times players have escaped chernarus.
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SepticTank: It seems you are arguing that decreasing ammunition will increase lawlessness/banditry. I think you are mistaken. If anything, people will join ranks against bandits because there will actually be strength in numbers. No more will we fear some idiot hiding in the woods taking out our entire team. He might get one or two of us before he runs out of ammo, but then what? Then we loot our buddies and go on the hunt. Then it becomes a matter of who can create the largest group and the game takes on a whole new dynamic. You'll get factions roaming the land collecting survivors, either willfully or forcefully. "Join us and we won't kill you; We'll trade your ammunition for our rations." Then you could have an army collecting gear for you. Players would have a sense of security that their deaths would be avenged. We need more survival and less *pew pew*