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Everything posted by Mor (DayZ)
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Any of you guys wonder what time period dayz is in.
Mor (DayZ) replied to Azzerrrr's topic in General Discussion
Indeed. I am sure that eventually we will get the lore tidbits, but as a general rule it wont happen before release. EDIT: Nice find. It would be nice if it is an intended detail (as oppose to easily attainable texture). -
Any of you guys wonder what time period dayz is in.
Mor (DayZ) replied to Azzerrrr's topic in General Discussion
Make sense, but has this has been confirmed for DayZ SA? it possible that they would make some adjustments or rewrites to fit dayz better. Which could be an indication that: lore wise the infection outbreak in Chernarus(Day Zero) is set to after 2012, or simply that unlike the Standalone, the MOD assets came from 'ARMA 2: Operation Arrowhead', which took place in 2012, Takistan. -
We know that you'll be able to set day/night cycle and time of the year. Which would affects temperatures (and possibly other things like chance of rain/cloud cover/windage etc. However, I doubt you'll be able to make the tweak you mentioned without some modding (and maybe only on private hives) http://dayz.gamepedia.com/Weather
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OT: While military-type boots are pretty much built for durability, they aren't very comfortable and take a long time to break in, i'd take good hiking boots anytime, especially in former soviet country. Also fresh spawn don't have to start with Pristine sneaker.
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Do Zombies Dream Of A Good Nights Sleep? (Zombie feedback)
Mor (DayZ) replied to SmashT's topic in General Discussion
I noticed in recent dev blogs quite a bit references to new zombies types and zombie attacks, but very little on what that actually entails. Does anyone encountered any additional information? For example if the plans to add more zombie types, means more zombie type (i.e. walkers, crawlers ...), that behave\attack differently; or will those be just a matter of visual verity i.e. the hermit\farmer will be a civilian male in rural areas and the attacks are for everyone to make melee combat more engaging. -
What is the rational for the Sway mechanics? and can it be explained outside of gameplay in real life terms?
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:) well he is a reviewer, they don't delve too much into most games they cover. Overall this single play-through style seems silly to me, you can't fully appreciate the game this way. However, it might be an interesting twist for more experienced players. For example something like the "arena/last-man-standing" mod for DayZ (I can't recall the actual name), where any who joined the server had one life until restart. That was mod was made as deathmatch mode, but I can how some people might want something like that in regular gameplay, as a matter of extreme realism e.g. on RP servers.
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I hope the new engine changes these things:
Mor (DayZ) replied to Demonskunk's topic in New Player Discussion
It takes a bit to get used to, since it has some extra actions that aren't commonly used in many mainstream games, however, overall it is pretty standard and easy. Here this might help http://dayz.gamepedia.com/Commands Makes you wonder, how are they planing to adapt it to the PS4.. *scratch head* -
Why do the majority of players i encounter suck?
Mor (DayZ) replied to drjuanitor's topic in General Discussion
What comes with numbers is funding to make quality games, so don't spit in the well you are drinking from. Also the general rule in life is that in any larger circile of people you'll find a verity of people who do not share your language, culture, occupation, maturity etc. Those leads to different views on what is good gameplay/entertainment. It is never a good idea to generalize. For example your "kid\prick" playstyle can fit working man with limited time, and full list of buddies on teamspeak, who can't careless about whiny voiced kids bothering him. While your "mature\hero" can be needy kids still living on his mama couch, looking for some human contact. Anyway, we got the tools, people just need to pick and choose their friends/servers and stop whining.. -
Any idea if the base sway value is a constant, or is it tied into the weapon accuracy/dispersion (that is a mix of weapon spread and external effects, thus using a sniper rifle, resting on a Bipod will result in very low sway)
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I am looking for a bit more detail. There two stages of foot injury, however, they had no effect, I am asking if that was changed, if so how. Also I am not clear on the conditions in which you receive foot damage, is it affected only by shoe condition or also by shoe type. If the former, do you receive more damage the worse conditions your shoes are, or only after certain stage (e.g. worn, just because my shoes don't have new smell, doesn't mean they should be worse at protecting my legs)
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Does foot injury affect your movement speed? Can it be avoided by wearing snickers\boots in pristine condition, with snickers degrading faster or? If, then how does shoe condition affect foot injury is it linear or a step? Sorry if it was already answered.
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Of course exhaustion, wounds, breathing etc can throw your aim off, however, even in perfect condition there is sway. I am looking for an appealing rational\explanation for that mechanic. ( ETA for example the bullet trajectory is easy, I wrote a good summary about it, but as for swing, outside of listing what cause it I am coming a bit short) btw are bullet trajectory affected by wind? EDIT1: Uhm... I am curious when did I say that? People need to relax and assume good faith, it can save you a lot of charges at windmills. EDIT2: Thank you for your suggestion on how to fix it, however, I didn't asked about it or suggest that I have problem aiming. As for argumentative, I suggest that you read my previous edit. Fanboys who rage at thread topics are not constructive and create an hostile environment.
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Eating and drinking system - Please, just give it up.
Mor (DayZ) replied to Ham_Sandwich27's topic in General Discussion
@Whyherro123, Sometime its not the wrong tool for the job, its the other way around. If you feel that you are keep dying in meaningless deaths and have problem to find\think of fun things todo, maybe you should wait for the Alpha to over. Otherwise you should try the suggestion thread, its where people tend to share their wet dreams. -
Eating and drinking system - Please, just give it up.
Mor (DayZ) replied to Ham_Sandwich27's topic in General Discussion
You might get something like that with scripted RP sessions on private, but otherwise it seem delusional. Dayz on't have any mechanics that will lend toward such gameplay and your example pretty much cover most of the don't do's in how to stay alive. Bottom line, there is no deterrent again PvP banditry, they will just re-spawn and come back for vengeance, and making loot droops rare as you suggest, will only make your signs of civilization the more high value and stationary target i.e. why hike to the airfield, when there is friendly fool farmer around the corner... Just post on the forums that you are looking for PvP action at and be done with it. -
Eating and drinking system - Please, just give it up.
Mor (DayZ) replied to Ham_Sandwich27's topic in General Discussion
No, i believe it is a "side effect" of the new stomach mechanic i.e. it takes time for food to digest. So for example if right after spawn, I consume 3 cans of beans, and you 9. We will both get the dark Energized status at the same time (about 12min later), but only you get the green Energized status about 25min later, even if you didn't eat anything during those 25min.(the numbers aren't precise in this example) Furthermore, you can build a huge Energy reserve, that will last you for a long while. I suspect that most people eat until they get the green Energized, which means that they will still be gaining energy through digestion for a long while... which would take a long while to drop back to hungry. -
Are refunds available? My game can not run on my computer
Mor (DayZ) replied to Jdawg2398's topic in New Player Discussion
@BadAsh, I know what he said.. and if you look closely, you'll see that I marked the specific part which was the topic of my comment, the holy grail optimization that many refer to. Sorry if it seem like an attempt to nit pick at his advice, but it wasn't. -
What do you think about realism in DayZ?
Mor (DayZ) replied to CJFlint's topic in General Discussion
Unlike the post-processing blur and health issue. There is nothing that can be done here. No more than us using external maps or team speak. Btw does anyone know if zombies are effected by night time (e.g. spawn rate or vision) and can they see torch light in SA? -
Are refunds available? My game can not run on my computer
Mor (DayZ) replied to Jdawg2398's topic in New Player Discussion
I heard this before, that some magical engine optimization are coming that will make DayZ run better than the Mod. But while I am certain that optimization will take place and DayZ retail will offer a smother experience than alpha\Beta, considering all DayZ SA visual improvements I strongly doubt that DayZ SA minimum requirements wont be higher than the Mod. In fact, I bet that it was a considered that after 3 year development cycle the average hardware will be higher and would be less of an issue. -
Is this a matter of fact (i.e. different types has different running speed), or due to your specific circumstance? Do zombies get exhausted?
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What do you think about realism in DayZ?
Mor (DayZ) replied to CJFlint's topic in General Discussion
I believe that many people clamor for extra "realism", because they want to stress PvE aspects over PvP. (or looking for more difficulty) For those I'd like to say, that IMO its the wrong way togo. Making the game harder in that respect will lead me, who usually play as neutral, to become a bandit\KoSer. I wouldn't care if you are friendly or saint, you'll be a threat/walking-supply-crate. The math will be as simple as: killing you = save me a lot of valuable time scavenging, not killing you = huge risk. (I get my social interaction on team speak with friends ) On the other hand, when they finish up improving the zombie threat(also PvE), it will gives us something todo and incentive for people to cooperate (the more of us the less of them) instead of playing sim farm eat\drink\poop. Overall I believe that "realism" or rather real world knowledge, is crucial to build deep and varied gameplay, however, it has no place when it comes to gameplay balance. In our case, there can be no talk of gameplay balance until the zombie mechanic, in this zombie apocalypse, are finished. ETA: Considering that the game is still WIP and being tested, the current state\mechanics seems fine to me. -
I agree, and several people suggest similar mechanics. Although others had issues with some of them. Unless there is some info about future features that I am unaware off, I still believe that the current plans for barricading are nothing but tent with a lock hidden in plain sight. Have anyone seen anything else... like the ability to barricade vital buildings, or base building elements in AFTERMATH?
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That a pretty label for your base becoming bandit KOS central. It would certainly make raiding interesting, although I don't see how anyone else would benefit from the experience e.g. "Heroes" and medics already have target on their, without being bait. If all it would take is a few grenades, then your high timers would only encourage brute force tactics (I mean, really an hour click fest to force a lock?!) Also for the purpose of this discussion private shards do not exist. If the you can't come up with viable mechanic for public, don't expect the devs to spend any time on it... Are you certain? because you just suggested High timers i.e. it will take me much longer to break in, than for you to build your defenses. So without any other measures in place, it would work the other way around, and I can troll you by barricading your entrance, forcing you to waste hours to get in/out.. Also I strongly recommend not to dismiss any game, but look\learn at their underlying mechanics and see how they apply here.
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Neither it can cater to the unemployed or lifeless who spend 16hours a day playing, however, even in the extreme the point still stands, sometimes you need to be offline, during that time you are vulnerable to circumstances beyond your control. To deal with that your character is logged off with you, so you don't loose your hard earned progress. If 'base building' would be something more than just tent with lock, then by the same logic it should have some sort of protection. If the only way for you to maintain a base is by hiding behind pay walls(private) or on low pop servers (SPish experience in MMO) its a poor design. You'll need something more than that, why waste an hour on a lock if I can screw with you by placing an invulnerable Wall in front of it... Also an hour to break a lock? seems excessive, no one will spend an hour button mashing, it would limit base raiding to a very certain types of people or some "hacker" will make an external program to do it for them.
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It is pretty much the system that was implemented in one of the mods for dayz. However, iirc they did have "ownership" e.g. to prevent people who can't break into you base to place some basic walls at your entrance so you'd be stuck.. but it could be removed if the player mange to break into your base. You assume that we would be able to choose and pick what and where to board i.e building structures, however, i got the impression that the current mechanic will be much more limited and straight forward i.e. you'll be able to pick one of the numerous small residential buildings and reinforce it. For the undiscerning eye it would appear the same, for those who will look closer there would be a different texture on the door (with a lock), i.e. a hideout in plain sight.