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Everything posted by Rags!
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If another player is so trusting of you that they accept food from you knowing that it could be poisoned and they eat it, then...why exactly are you "defending" yourself from that player? Then everybody will always smell food that any other player gives them every time, which will completely negate the point of it. Whenever a player gives another player good, it will always have to pass the smell check. Why add in something like this when it has a specifically designated command that will completely nullify its effects?
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Giving somebody something poisoned. Very elaborate. So complicated I could barely follow. Just another way to kill other players. This one just takes more time.
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...why? Seriously. Why? What does this add to the game? What purpose does this fulfill? What does this encourage? When you poison or tamper with food, the only thing that will happen is: The next person who eats this will suffer. I won't know who it is or how long it will take, but this will hurt another player at some point. Poisoning food is little more than a dressed up trap set for other players that is indiscriminate and malicious. It only encourages griefing for griefing's sake, since you won't actually see the effects it causes. You don't get any notification, you don't get points, you don't win the game for killing other players. Why would you add such a mechanic into the game that only serves the purposes of harming other players basically at random? DayZ doesn't need any more additions to it that exist for the sole purpose of harming your fellow man. Guns can be used for self defense, killing zombies, hunting, and killing other players. They are as defensive as they are offensive. Poison has one purpose.
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150 is a forgiving limit.
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Playing with over 150 ping affects gameplay. Simple as that.
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Here. Now you won't get banned.
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Peter: Original DayZ Standalone Build on Experimental for Christmas
Rags! replied to Tatanko's topic in General Discussion
As if server hopping wasn't rampant and game breaking now... -
I am certain that this will happen eventually. I own a Mosin Nagant myself, and it's easy to just pull the bolt back and add another round or two. I am actually kind of surprised that this isn't in the game already.
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There is a wait system. Right after the 70 second spawn countdown you have to wait another seventeen minutes to actually play.
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The friendliest thing to say, I've noticed in my time in Chernarus, is "Hello".
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I'm glad this wasn't a Selfie Help Guide.
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During the days of "Kalashnikov Jeep Spawn" I went to a server with 4/30 people with a Mosin Nagant and a PU Scope. I hid in the treeline outside the Cernaya Polana junkyard. Within half an hour I had killed two server hoppers. I was the deadliest black woman in Chernarus.
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Characters whiped after being kicked while in a vehicle
Rags! replied to Isidoor's topic in General Discussion
I'm sorry this happened to you, honestly. But...but I can't resist. I must do it. I have to. I can't just sit here and not do it. There. The deed is done. -
A veteran of this game should handle bandits in the same way that any player should handle them.
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Santa Hat (maybe full suit) only as December loot
Rags! replied to Karmaterror's topic in Suggestions
You should get coal in your stocking for this idea. -
Hemorrhaging, Tourniquets and Craftable Tourniquets
Rags! replied to cheeseburger8's topic in Suggestions
I actually worry about the damaging effects of bleeding. And it's not because I think it would be too hard or anything, but I worry that if you make bleeding damage the player too much, there will be a subsequent loss of the emphasis on one shot kills and headshots. If bleeding kills players too reliably, then body shots will be opted for more and more and weapons like the Mosin or the Longhorn or the Blaze will be similarly less effective since their smaller capacities designate them to marksman roles where getting the headshot makes players...or smart ones at least...move intelligently based on their very limited lead relocating capabilities. If bleeding does become deadlier then I won't be complaining or anything. I'll accept it as a game mechanic. But I just think that bleeding shouldn't be so much deadly as it should be relegated to the "list of things I have to take care of very soon and monitor over time for survival reasons" stack. Gunshot wounds that don't kill you should not have any permanent effects. They should be treatable to the point of being curable. Bleeding should be super cereal and should be attended to as soon as possible, but I don't think that surviving a gunshot should have to flip your life turn it upside down. The ability to repair ailments is an important facet of survival, and the more things you put into the game that cannot be reversed or cured, the worse it will become. -
Jumping back in after six months... what do I NEED to know?
Rags! replied to PhillyT's topic in General Discussion
You can look at the changelogs, you person of little information gathering skills. -
Killing players while they're logging in / out
Rags! replied to 100ftjesus's topic in General Discussion
Fair game? Anybody you see is fair game. Anybody you don't see is fair game. -
I think that these rounds should be added into the residential area loot spawns. Two of the three rifles in the game that utilize this ammunition are residential weapons, the SKS and the never used and often forgotten CZ 527. Currently, the only places to find 7.62 x 39mm ammunition is at military bases, lucky jeep spawns, LAVs...and maybe one or two other places. This ammunition is extremely hard to find for players who do not like to frequent military installations haphazardly. I've thought it was odd that this ammunition didn't spawn in houses like 12g shells, 7.62 x 51mm rounds, .380 rounds, or .22 rounds. Both the Carbine and the SKS are residential weapons, so it only makes sense to me that their ammunition would spawn in similar areas. It's rare that I see players with the SKS, for instance, even though the rifle is not uncommon at all. The rounds for it are simply not easy to get your hands on. That shouldn't be the case. I'm certainly not a proponent for the liberal spawning of ammunition all over the place, but the inclusion of these rounds only seems intuitive. The 7.62 x 39mm rounds, yes, are used for the military grade AKM, but I think that if players go out of their way to find an AKM then they will have more of a problem finding a magazine than the actual ammunition, especially since magazines spawn into the game fully loaded with bullets. The only thing that taking these rounds out of residential areas does is encourage people to not use the SKS or the CZ 527, which historically has never been used by another player ever a single time. Perhaps the rounds would only spawn in loose piles of, say, 1-20 rounds each. That would at least give players the ability to use two of the weapons in the game that spawn in residential areas more. Right now it's so much easier to find Mosin Nagants and rounds for it that the Carbine and SKS are hardly ever touched. Residential ammunition should be located in the same areas with residential weapons.
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I have only found a single balaclava, and it was at the NWAF in a Jailhouse. They should be more common, as an often cold place like Chernarus would probably have lots of winter clothing available
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Because wonky DayZ hit detection/lag/desync plus scattergun randomization of pellets.