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Everything posted by Rags!
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Guns shouldn't take damage over time or use. This is an idea that seems in your head like it might be a good one, but in the scope of the game it wouldn't benefit anything. It would actually hurt things. Hear me out. Guns shouldn't degrade over time. Why? For starters, how would you measure that? Time since it spawned into the server? Since it was picked up? Either way would be a bad idea. There are a bajillion hidey holes in Chernarus where a Mosin or SKS or pistol might sit for ages until it is found. If weapons started degrading once they spawned in it would only encourage servers to have more and more frequent restarts in order to make sure the guns and equipment that spawns stays fresh and usable. This disrupts play and oversaturates the loot economy. Let's say that a gun starts to degrade once it is touched by a player. That's even worse in a way, because now you haven't just found a weapon to use...you found a timer. And that timer is ticking with every step you take, every move you make, every vow you break, every claim you stake. Do you like to lay low, skirt the outsides of towns and play otherwise somewhat intelligently? If guns degrade over time just by their existing, then you are only encouraged to attack and play aggressively since if you don't do it soon...you'll soon just be back to square one as a bambi. Just with dirtier shoes. What if I don't kill people on sight? What if my gun is just for defense and just sits on my back 99.5% of the time? Is my friendliness going to be punished with an actual game mechanic? Lives in DayZ don't last for real life days and weeks, months, or years. They last for a couple afternoons, half an hour, seven hours, a number of logins over a few days perhaps. (There are exceptions, I know.) Guns can break, rust, all that...but they aren't fragile, either. Not so much that you should have to worry about your gun just not working a few hours after picking it up. Guns shouldn't degrade from use, either. I own a 1927 Mosin Nagant rifle. 1927. That thing is 87 years old. 87. That's when DayZ development started (joke). It's been through a freakin' World War. It's banged up, it's scratched, nicked, but it still fires and shoots like it was made yesterday. It's solid metal and wood held together by sheer Communist confidence. God knows how many rounds have gone through this rifle in 87 years, how many hands have held it, how many Nazis it may have killed...the point is that while you still have to maintain a gun, in the scope of your character's life and the life of the server in DayZ just don't last long enough to justify this kind of degradation to metal and wood and plastic. I understand it would make every shot seems more valuable...but so would making ammo less rare. So would more Zombies. This would basically give an objective and technical penalty to both shooting your gun...and not shooting it. You state, OP, that jamming should happen when dirt and grime gets into your weapon. But how would you prevent that? Not moving? Staying indoors? All this would do is encourage less mobility. But the worst sin in this idea is that it adds... ...dare I say it... Randomness...to combat. You shouldn't aim your gun at somebody's head where you have been hiding and have it misfire and blow your hand off. You shouldn't hear bullets whiz past your head and turn the corner with your shotgun and have it just not work because the computer's metaphorical roll of the dice gave you the shit end of the proverbial stick. Want a better solution? Guns spawn with varying levels of wear and tear based on what kind of weapon it is. The more complex, dangerous, and the more moving parts it has...the higher the chance that it will spawn in less than Pristine. I'M NOT SAYING THERE SHOULDN'T BE SOME LEVEL OF GUN REPAIR OR MAINTENANCE, but guns shouldn't get damaged from just having it or from shooting it. Maybe if you get into water you have to wipe it with a command? Maybe if you prone too much you have to clean it with another command? We already have ammunition that has different states of wear. Maybe the ammunition should be the focus instead of the firearm? Maybe it, too, should spawn in different wellness states. I think that firearm maintenance in this game should be like hunger and thirst and temperature. They should always be nagging at you, and should be catastrophic if you ignore it.
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There has been a problem loading your character so he has been reset. Please reconnect to the server to continue.
Rags! replied to t1337dude's topic in Troubleshooting
When I get that message, I play anyway, and my character is not reset and is just how I left her. -
I don't think that this is a bad idea, though there's stipulations to that. I know that there was a time when I had taken the incredible risk of entering the Balota Airfield Jailhouse to look for some goodies. I could have sworn I heard footsteps outside, and I was looking at the door cautiously. Well, somebody apparently had been server hopping and the cowardly piece of scum spawned inside of the building behind me and killed me. The key is to make sure you couldn't hear spawn ins too far away, or at least always make sure that if somebody spawns into the same building as you it is made aware to you. The problem about implementing this now in DayZ is that servers restart or crash or you just disconnect all the time, so if you're trying to be stealthy or at least not be seen, a random server disconnect means that you'll have to risk making noise as you spawn back into a server to resume your sneakery. Honestly, I wish they would implement spawning back into servers in the same position you had left them in (standing, crouching, prone).
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I think you should be able to patch Raincoats with Duct Tape. This should not, though, affect the actual appearance of the Raincoat by displaying patches of Duct Tape since you could just put the Duct Tape on the inside to reseal the coat. Duct Tape has approximately 3,527,419 uses in real life, so I'd like to start seeing some implementation for this handy tool.
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Or maybe I'm just smarter than you, so smart things come more naturally to me than they do to you.
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90% of playing Tactically in this game is covered automatically under Common Sense.
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If by "Global Events" you mean "Winter" I'm game.
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It doesn't seem so useless when I kill people with it.
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Instead of the game aiming for perfect realism, I'd rather have real fun when I play the game.
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How's the PC building coming along?
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Every time I play my game ends with me falling and dieing
Rags! replied to Lethaltyrant's topic in New Player Discussion
Every? Every single time? 100%? -
I only found ONE. A server glitch/hack/bug/whatever occurred where all the players would spawn as strong black women who don't need no man by Vybor. While everybody else was going "Oh, shit what happened" me and my friend dashed to the Veresnik military base and then straight up to the NWAF. There was a smoking helicopter there with many empty magazines and about ten loose 5.56 rounds.
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Is DayZ really set in fictional Ukraine?
Rags! replied to Mr Sunshine Kid's topic in General Discussion
Imagine being that guy living in the Czech who is able to go to the in game spot where his actual house is. -
This is the shittiest idea I've seen in a long time.
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I come back to this thread and actually see people defending the act of Combat Logging...I'm genuinely shocked.
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If I saw a player wearing that I would shoot them so fast it would put Usain Bolt in the Millenium Falcon to shame.
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Way to take feedback to the next fucking level.
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OP, you're right. Server hopping is way way way too easy and there's no penalty for doing it. I think it definitely has a negative impact on the experience. I know in the Stable servers that's what a vast amount of players do. It seems like every character I see in the Stable branch servers is on their way to a Blackwater Enterprises job interview, fully geared with their favorite weapons and sidearms. BUT... When I play in the Experimental Branch where server hopping is much much more difficult...I don't see that. I see players who have much less geared up characters. They have jackets and jeans and Blazes and Sporters...you can instantly tell that once you take server hopping out of the equation players wear and use what they find and go to greater lengths to find it. They spread out because they know they can't just hop servers and then stay in a military base or at the coast hassling new spawns. The kinds of characters that you see in the Experimental branch seems much more organic. To me, as much as I've played...the difference is obvious.
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What are the parameters of loot re-spawning? What determines how loot respawns?
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Oh god, you're in Tank City. Run. Run run run run run run run run run run run run run run run run run run run.
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Shame. I thought the Jailhouse in Turovo was a lovely little player magnet. Now until the vehicle spawns are working...Turovo will be merely a town of ghosts.
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I can see it now...
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Extreme lag as soon as I get to the menu of the game with a £2000 computer
Rags! replied to gregthegangster's topic in DayZ Mod Troubleshooting
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Don't encourage him with your cowardice.
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