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Serrath

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Everything posted by Serrath

  1. A modern crossbow would shatter a hastily-crafted wooden bolt. The result for the bow would likely be akin to dry-firing it, and may destroy your crossbow. Suspending disbelief and going along with the idea since this is a video game and gameplay is more important than realism (we're killing zombies, remember?), I'd caution you that unlimited ammunition for a ranged weapon is a dangerous element to add. It drastically changes scavenging and pvp. The crossbow is underutilized, especially with melee weapons providing silent, ammunitionless kills now, so keep thinking. It definitely needs a tweak.
  2. Right. I'm saying, fence out little "tunnels" through the city. If you keep them narrow, the odds of the zeds spawning in these tunnels is low. So while there will be zeds all over the city, they won't be able to get to the players. If you network all the lootable buildings and build a long tunnel out of town, zeds will be restricted to uninteresting parts of town; they might as well not be there.
  3. It'd be a hell of an undertaking, but if you can make narrow passages throughout cities using tank trap kits/sandbags/barbed wire, you can essentially already do this. The odds of zeds spawning in your narrow passages is relatively low if you keep them small enough.
  4. Serrath

    How to Fix Barbed Wire/TankTrap/Sandbag Problems

    Make these things destructible via melee weapons, but make the clanging attract zeds. Assholes are still assholes and looters can still loot. Plus it opens up a whole new avenue for traps by bandits. And best of all, the toolbox is still very important, because it'd allow you to dismantle these obstacles silently.
  5. Serrath

    Escape from Chernarus

    Rescue's just a pipe dream. You think they're doing any better out there in the cities? Look at Cherno. There's no law out there. There aren't any governments left to watch over us. We're more dangerous to each other than the zombies are. Nobody's ever coming to help us, we've just gotta take care of ourselves.
  6. Serrath

    What should our next competition be?

    Most zombies trapped in a barbed wire enclosure.
  7. Serrath

    An-2 Colt (Large Biplane)

    This plane would cross the entire map in under 5 minutes. Diagonally this would take less than 5.5 minutes. I'm not saying this is a bad thing, I'm just saying fast travel like that is going to have some unforeseen consequences.
  8. Really, you know you can trust someone if they need you alive more than dead. My suggestion is to show bloodstains based on how much blood they've got left. The bloodier someone is, the less likely it is they're going to kill you on sight. 12000-10000 blood: No stains 10000- 8000 blood: 1 stain on front and back 8000 - 6000 blood: Few stains, front and back Below 6000 blood: Lots and lots of blood.
  9. Serrath

    I dislike the spawn system.

    Okay, first off: There's a difference between spawning and logging in. You're frustrated that location is saved and players can get blitzed by new players logging into the server. That's a legitimate concern. Probably the best way to avoid this issue is to keep moving. Don't camp, just scavenge, kill, survive. Since you're posting on the suggestion board instead of in the General Chat about gameplay, we'll assume you consider camping to be an important part of playing Day Z. Which brings us to actually addressing the issue. As mentioned above, this is something that could be exploited by less-than-honorable players, and as camping has been assumed to be an integral aspect of gameplay, it's a frustration a lot of people are going to suffer. So! Since server-hopping is an exploit and is being dealt with separately, let's focus on players logging in close to other players. One possible solution would be for a player's body to manifest before the player is ready to take control, forcing players to disconnect at safe locations. If this was accompanied by an auditory cue, it would alert nearby snipers/campers/etc. The problem is, if the player does not know about this mechanic, then the average person is at a great disadvantage, and you'll run into a lot of complaints along the lines of, "I logged in and was dead." To the OP: There's a huge difference between killing people on sight out of paranoia and picking people off from the top of a building in Cherno with an Enfield. You're playing a legit bandit (assuming you take their stuff) or sociopath (if you're just doing it for kicks).
  10. Serrath

    Perks, Currency and more!

    If you're looking for any of these features, you're playing the wrong game. In Day Z, your character's skill is determined by the player. Your worth is determined by what you've scavenged. The NPCs are zombies. The perks are a bandage, some painkillers, and a flashlight. The morality is a tell-tale heart.
  11. Serrath

    Primary, Secondary and Melee Weapons

    And apparently we just read the first post before replying. :p
  12. Serrath

    Primary, Secondary and Melee Weapons

    I'm assuming this is the plan; we know the devs want to redo the entire inventory system, so that's probably coming. Since they say they're tackling the hard stuff first, it's safe to assume it'll be along in its good time.
  13. It'd be very convenient from a player's perspective if firing a melee weapon while sprinting would (momentarily) interrupt the sprint to fire. This might be feasible with pistols too, since they don't take much work to raise. I'm assuming the same mechanic could be implemented for all weapons, but I imagine it's most practical for melee, pistols, shotguns, etc. I get that this is more of an Arma II suggestion, but this isn't a change that's really been an issue for me in Arma II gameplay outside of Day Z.
  14. Serrath

    Non-enterable Houses

    I would assume all houses will eventually be enterable at the rate they're optimizing Arma II. Check 1.7.2 for performance, man.
  15. Serrath

    More Survivor Skins

    In a group of 4 people, if you have 2 people with the same weapon, it quickly becomes difficult to tell them apart if the server has nametags disabled. A more varied selection of survivor skins would resolve this issue. (More varied as in the difference between men & women, not just a pair of sunglasses.) I understand we're in alpha, I just want to make sure the team realizes this is a gameplay issue, not an aesthetic one.
  16. Serrath

    Bring back global chat

    This is controlled server-side at the moment, I believe.
  17. This is part of an effort to help establish trust. I'm gonna say that bit up front. Realism Junkies: If you're going to say the word "realism" in your post, hold that thought and consider for a moment that most of the people reading this post understand how bloodstains actually work. The issue doesn't need to be brought up, we're all acknowledging right now that we understand how reality works. (If you're not sure, feel free to experiment with your arm, a white shirt, and a steak knife.) The idea: Add bloodstains to the player's body corresponding to how much blood they're missing. Someone with 10k-12k blood would be clean, 8k-10k would have a noticeable bloodstain on the front and back, 6k-8k would have multiple bloodstains, and below 6k, just throw a ton of blood all over them. As the player regains blood, bloodstains are removed. (Gasp! The anti-realism!) The idea behind the idea: You're hurt. You've got 4k blood. You're in a bit of a pinch. You need a blood transfusion. But! You've got a shiny AK with a few mags. You go around shouting for transfusions and you're gonna win a lifetime's supply of lead between your ears. With bloodstains, you can identify another player in dire straits and patch each other up. It's much easier to trust someone at low health, since they need the blood (and clearly an ally) more than they need your gear. As an extra bonus, if you're travelling in a group, it's easier to see who needs medical attention.
  18. Really, instead of an interest timer, you'd get more interesting behavior if you had them lose focus as time went on: they want to go near the gunshot, but the longer since the gunshot, the less weight they give to that exact position, and the more they wander about a wider area. They'd start all heading straight for you, but slowly fan out and eventually go back to wandering. @ROCKET: If you're reading this, I'd love to hear your take on the thread.
  19. I'm not trying to fix boredom, and you'll always have a few sociopaths. The idea here is to fix the murders that go along the lines of: "We're outside of aggro range of any zombies, and this guy might have some food or something that'd come in handy a while down the road. I certainly don't need anything now, but I might as well just kill him and see what he's got..." Good PvP is tense, exciting, and emotional. The scenario described was not. This thread is not to eliminate PvP, it's not to prevent boredom killing, it's to reduce instances of the scenario above and replace them with tense, emotional PvP encounters.
  20. I'm not saying PvP is an issue. I'm saying casual killing doesn't contribute to the experience. PvP should be an intense experience. Did you read the full post, or just the beginning? The idea takes a while to develop.
  21. Serrath

    Turning into a zombie.

    ROCKET has vocalized that zombies aren't dead; they're infected. Once you die, you cannot turn into a zombie. (Turning into a zombie prior to death has been suggested before as well: Please comment in an appropriate thread if you have inquiries about that.)
  22. Serrath

    Server hopping: a way to limit it?

    It is my understanding that in beta/release, servers will run their own SQL server to keep track of characters. This is strictly an exploit relevant to alpha; if you're going to abuse the alpha-test, knock yourself out; you're just robbing yourself of experience in the long run. EDIT: Moderator, I missed my earlier reply when I skimmed the comments, please delete this post.
  23. They may currently rush to the gunshot location; this mechanic just isn't pronounced enough for me to make a definite ruling here. The zombies need to be a little less omniscient. I just want to make sure that aspect is emphasized in anything that increases aggro from auditory clues.
  24. Serrath

    Spreading Infection

    This was on Page 2 when you posted. http://dayzmod.com/forum/showthread.php?tid=11398
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