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Your DayZ Team
allbusiness
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Everything posted by allbusiness
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You are listening to the wrong people Rocket.
allbusiness replied to MrBloodworth's topic in DayZ Mod General Discussion
The view distance IS a little way too much, but if you can make your way in with the Zombie's not facing you, at least you have a chance of utilizing a low and fast movement to get in and out. Right now, you have no chance even when proning half the time, you're better off running into the building, looting, gunning your way out, and utilizing water/docks/buildings/walls to glitch the Zombies out. It's faster, more efficient, and less stressful. -
A shorter distance on zombie vision and the "eyes" glancing would have worked I believe, it would have removed some of the idiotic sneaking around super close to Zombies and not get seen.
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You are listening to the wrong people Rocket.
allbusiness replied to MrBloodworth's topic in DayZ Mod General Discussion
Read the rest of it. Their super vision was partially due to the fact that they were able to turn and have ridiculous view directions and instantly aggro on you. This will help new players tremendously. It means that as long as the Zeds aren't facing you, you can still utilize fast and low movements like the crouch run to move to and from areas, you just have to be more careful then you were before. The view distance is still a little insane, but I can live with it as long as I don't instantly aggro every single Zed in the fucking world when I come remotely within any distance of them while sneaking around. -
You are listening to the wrong people Rocket.
allbusiness replied to MrBloodworth's topic in DayZ Mod General Discussion
They really arent that bad. Sorry you cant sprint through town hitting every loot spot. Sorry you have to think and plan...and actually pass up shots on other players in fear of the zombie wave that will incur. We dont want to be selfish....let just make the game so that YOU can enjoy it. Lol.... Rocket already is implementing a hotfix to revert it because it's plainly obvious that the Zeds are not functioning in a way he intended it to happen. Please, stop with this nonsense. -
You are listening to the wrong people Rocket.
allbusiness replied to MrBloodworth's topic in DayZ Mod General Discussion
you must suck. I have been through cherno and stary sobor and nw airfield with very few zed problems. Perhaps you shoudl take my advice of sucking 40% less. Be patient noob.....or enjoy the coast. Yeah I must suck having to deal with those super zombies that can see you a mile away while still glitching through floors/walls/doors/etc. etc. and can pinpoint you in the middle of a town based on sound despite you're using a silenced weapon. There's nothing challenging about the game right now; the recent Zed difficulty increase is an artificial increase in difficulty, and is not more realistic or logical in any way shape or form. -
You are listening to the wrong people Rocket.
allbusiness replied to MrBloodworth's topic in DayZ Mod General Discussion
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DayZ 1.7.1 Discussion - Others will be locked/deleted!
allbusiness replied to Tigerr13's topic in DayZ Mod General Discussion
Pretty much, the only reason why I am still playing is because me and my friends have gear and can make runs in and out of military areas like Stary Sobor and such for ammo and supplies. Otherwise, probably wouldn't be playing. -
You are listening to the wrong people Rocket.
allbusiness replied to MrBloodworth's topic in DayZ Mod General Discussion
You can grab the best gear in Dayz within 3 hours if you know what you're doing. It's not about being able to grab the best gear; anyone with half a brain can do that. It's about the fact that the sense of immersion of having to utilize a combination of speed and stealth is completely broken due to super zombies that can see/sense you from anywhere coming from a mile away, particularly during day time. -
DayZ 1.7.1 Discussion - Others will be locked/deleted!
allbusiness replied to Tigerr13's topic in DayZ Mod General Discussion
Spawning on a coastal town like Kamaneka where the Zeds spawn relatively close to the beach line = insta aggro. This is extremely aggravating when you don't even start off with a defensive mechanism. Don't tell me I'm lying, I've experienced it first hand. Those 2-3 barns are known by everyone by now, and are likely camped way harder than even the cities which are just straight death traps due to glitchy numerous and super mutant Zeds now. Not to mention the hospitals are must hits before heading North since Morphine/Blood Bags/etc. are practically required now. -
DayZ 1.7.1 Discussion - Others will be locked/deleted!
allbusiness replied to Tigerr13's topic in DayZ Mod General Discussion
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The reason why Rocket pushed out the patch was because of the incessant whining by "fanboys" (not hardcore players) that they wanted extreme back breaking and unrealistic gameplay that was difficult and tedious, not challenging. Proning literally everywhere is not challenging or logical at all; it's difficult and tedious. There's a huge difference too.
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Loved 1.7.0, where can I download that patch?
allbusiness replied to TractorFiend's topic in DayZ Mod General Discussion
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DayZ 1.7.1 Discussion - Others will be locked/deleted!
allbusiness replied to Tigerr13's topic in DayZ Mod General Discussion
Calling bullshit. Half of the spawns you get insta attacked due to the increased sensitivity of Zombie sight range, and the rest of the areas are impossible to get to due to lack of cover. There's maybe 2-3 barns you could hit that would be relatively easy. Both, when you've acquired a substantial amount of power you will feel the need to exert it. -
DayZ 1.7.1 Discussion - Others will be locked/deleted!
allbusiness replied to Tigerr13's topic in DayZ Mod General Discussion
Sigh.......... I've seen people with Helicopters strafing newbs on the fucking coastline. You think they really cared about expending precious fuel on a bunch of newbs? No. In a post apocalyptic world where you're facing a bunch of defenseless survivors and your geared to the teeth in military gear, you're likely to kill them out of sheer boredom for shits and giggles. -
Unrealistic with no weapon at spawn (no defense mechanism at all), inconsistent logic with Zombies being super vision at day, blind at night, and just poor implementation all around.
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Hardcore fanboys Vs General gamers
allbusiness replied to Genki Dama's topic in DayZ Mod General Discussion
There's a difference between hardcore gamers and fanboys. Hardcore gamers want a game that is challenging and realistic and logical within its own rulesets. Fanboys will defend the game no matter the flaws. 1.71 is not challenging within its own rulesets. It breaks immersion completely by removing the stealth element out of the game, especially considering the spawn rate of Zombies at the moment. A zombie can be looking at you from a mile out and you'll pretty much be zeroed in instantly. I can understand the experiment with the "no weapons" at spawning, but really its only a disaster so far. I've only see tons of complaints by players in the side chat that the game really isn't even challenging at this point; it's just dumb. Maybe a re implementation of it later when the Zombies are abit less buggy it would be a nice idea. Right now though, it's important to keep the player population up as high as possible. -
Whats 'your' worst thing about this patch
allbusiness replied to Hze's topic in DayZ Mod General Discussion
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Some Constructive Feedback on the new patch 1.71
allbusiness replied to allbusiness's topic in DayZ Mod General Discussion
Where said hundred of places are? The only places you can go now are barns, except very few barns around the Southern Coast have good cover to block LOS of Zombies, not to mention that during the day time they will see you coming from a mile away. People keep acting like I need help or something to get gear; I don't. The issue is that even WITH tons of military grade gear, I already have trouble with the current Zombies which have super hearing, super seeing, and ridiculous speed and strength. I'm all for that; except I know for a fact that there's no way a new player is getting out alive out of the Southern Coast with enough supplies to move up without dying. At that point you pretty much die over and over again. 1) 1911 ammo isn't rare at all; you're already proving that you know jack diddly squat. 2) 1911 also only takes one shot to the body, Zombie/Infected down. When you're in a desperate situation fighting off multiple Zombies in a field, sometimes you don't have time to take time and pick off Zombies, especially considering it's real easy to aggro an entire train of Zombies right now. 3) It's not about newbies banding together; it's the fact that there's a possibility that a bandit can easily be overrun if he revealed his position, as everyone's gonna be screaming in global/side chat where he is. Before, at least there's a possibility of sneaking up on him, or maybe just everyone decides to go there and try to kill him. Now, no chance. At all. -
Some Constructive Feedback on the new patch 1.71
allbusiness replied to allbusiness's topic in DayZ Mod General Discussion
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Some Constructive Feedback on the new patch 1.71
allbusiness replied to allbusiness's topic in DayZ Mod General Discussion
The Makarov was not a defensive mechanism against players' date=' it simply was not. Its incredibly low damage coupled with atrocious accuracy meant that in order to down any non AFK player would require at least 4 magazines to be fired. Anybody who has a proper weapon and whose soul intent is to kill you is going to, and was going to, even in the last patch. The Makarov was only a defence against zombies. An incredible defence. I would even say the best defence, easily the best weapon for killing zombies in the entire game. Far too good, and it made zombies irrelevant. That is the issue that was being addressed. And it has been addressed. [/quote'] If a bandit was griefing the living snot out of players in a city, it's likely he was going to draw the attention of multiple players in the area. 5+ Makarovs blasting at you, and life gets alot harder. Sure one Makarov unloading isn't gonna kill you, but if 5+ are, it's just a matter of numbers and dice at that point. I've seen plenty a bandit get overrun because the undergeared players were simply unloading magazine after magazine of Makarov rounds at him. And the Makarov wasn't the best defense against Zombies at all. Almost every other sidearm out performed the Makarov, especially the 1911. -
Some Constructive Feedback on the new patch 1.71
allbusiness replied to allbusiness's topic in DayZ Mod General Discussion
You do understand that there will always be griefers right? That's not the point; the point is that having new players spawning without any kind of defensive mechanism only encourages even MORE griefing. It was already bad enough as it was having a flimsy Makarov against a guy with say a silenced M4 or a DMR blasting your ass from a tower or random area in the wood. And not just that, because everyone is now going to be basically forced into playing on night time servers due to instantsight zombies with insane range of vision, the griefers will have an even bigger field day since they are the ones who have NVGs, silenced weapons, and long range rifles, while your ass is sitting around fumbling through the dark with a damn flashlight. -
Some Constructive Feedback on the new patch 1.71
allbusiness replied to allbusiness's topic in DayZ Mod General Discussion
Exactly, at least BEFORE you had to be SOMEWHAT stealthy, because if a band of newcomers came running at your ass and got lucky with some Makrov rounds, you were down for the count. Now, you can pretty much walk around and lulz for the winz while gunning everyone down for shits and giggles without any kind of danger. -
Some Constructive Feedback on the new patch 1.71
allbusiness replied to allbusiness's topic in DayZ Mod General Discussion
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Some Constructive Feedback on the new patch 1.71
allbusiness replied to allbusiness's topic in DayZ Mod General Discussion
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My Issues with the 1.7.1 Changes
allbusiness replied to n00baphile's topic in DayZ Mod General Discussion
Upping the Zombie count would be fine if Rocket toned down the super human like Zombies that can sprint at ridiculous speeds while also hearing and seeing shit that normal human beings couldn't be able to. There comes a point where the "immersion" into the game is completely broken when the Zombies are just simply super mutants on crack or some shit like that. Agreed. We don't need Zombies with superpowers. We just need more of them that ACTUALLY act like what their defined to be: Rotting sacks of flesh that can move and hunt. This is the one time where I will concede that quantity is definitely superior to quality' date=' especially considering what is starting to new spawns in 1.7.1. [/quote'] It's not just that, the new Zombies are pretty much 100% harmless on a night server. If you have NV goggles, you can literally run into a town and roam free and pretty much untouched the entire time unless you're actually dumb enough to walk literally in front of a zombie/infected, while rubbing his ass while you're at it. Meanwhile on a day server, they can see your ass coming from miles away with no problem, while running at speeds that are ridiculous. Now, if they did this at both at night and day I wouldn't have a problem, because at least there'd be some logical consistency. But it doesn't; so obviously there's a huge issue with how the LOS is working right now, because I don't think Rocket intended for the Infected/Zombies to be completely useless at night (because they kind of are) while being ridiculously deadly during the day. If anything, it should be the other way round.