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Everything posted by VermillionX
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I assume all that ammo was his. Looks like he was a duper...
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Infinite would work fine if it worked like searching Berry Bushes or Chicken Coops with a low-ish chance to succeed. [search Firewood Stack] "All the wood I found is too damp to use" [search Firewood Stack] "All the wood I found is too damp to use" [search Firewood Stack] "All the wood I found is too damp to use" [search Firewood Stack] "I have found some dry Firewood"
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Makes sense. Especially when not everyone can find an axe or would rather use a sledgehammer or sword. It would be rather useful in those early times.
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No. I'd rather let people find them themselves. But i'll show how to identify one. Here's one in a restaurant, with the torch just off the mark so it becomes visible. And here it is if you shine the torch directly or how it normally appears. Now you can all go find them yourselves...
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I discovered secret messages on walls at night. Little easter eggs. If you shine a torch on a wall, at the edge of the light you'll see either bloody marks, handprints or words. If you shine the light directly on the spot, it goes invisible. Can find a couple in restaurants near the deer antlers on the wall. I don't read russian so I couldn't read any of the written ones.
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Afaik, the Gas Canisters are loaded with Butane. You can't pour it on the ground, it would vaporize instantly at atmospheric pressure. What I think you mean, is the Jerry Can. There's also a Road Flare as an ignition source.
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Pie, always pie. There is no other way.
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Found a farm house not far from Berezino on the edge of a field. Had recently respawned and was geared with basics: Fireaxe, black drybag, bomber jacket, hunter pants, etc... Anyway, I went inside this house looking for loot when I hear someone sprinting around the back side of the house. I shut the door, pull my axe and wait next to the door. The pair of sprinters run around the side of the house, since they're not coming in I assume they know i'm in there. So I wait 5 minutes and can still hear them walking around so I call out to them in usual friendly greeting. No response. I wait another minute and sprint outside with my axe ready. It's a motherfucking pig. So... I spent 5 minutes talking to a pig. That's my day...
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A simple suggestion and realistic: Player blood (and other bodily fluids) should damage equipment. Why? Simple! It's a simple, realistic way to reduce KoSing without the repeated and completely unimaginative suggestion of "sanity". How's it work? Well, my dear boy; let me explain it to you! In the real world, when you get copius amounts of blood on your clothing, it becomes wet, heavy, sticky, attracts insects, greatly degrades the fabric and will quickly begin to cause several... interesting smells and it also works wonders for jamming small mechanical parts and causing rust. So, similarly: When shot or struck with a bladed weapon, blood lost from the player should be transferred to their clothing and stored items comparitively. Now, for a simple fleshwound that's hardly fatal, degradation of clothing and stored items is minimal. For fatal wounds (e.g. Death) non-waterproofed items should be greatly affected with... arterial spray. For a headshot kill, the effects on a players inventory remain minimal and any damage acquired by headgear would be more likely caused from the bullet. None-the-less, brain matter and other things usually found inside your head would similarly stain, damage or ruin a player's balaclava, respirator, glasses or hat. So, if someone opens a can of whoop-ass with an M4 or SKS, aside from the damage the bullets would do to the items, blood lost from the wounds would similarly cause additional damage to the equipment and their contents. If people are going to be bandits, they should at least hold people up instead of the easier way of KoSing them and picking up what drops in more or less pristine condition (which is a serious fault in the current system). If killing a player doesn't yield as good rewards as holding them up, asshats will be less inclined to shoot on sight and more inclined to hold people up. A bandit can only carry so much, so someone caught unaware is more likely to leave with something than nothing. Additionally, clothing at present doesn't degrade. The only time your clothing gets worn out is when you get injured. By zombies, that almost always happens to be your jacket/shirt and never your pants, shoes or backpack. Damage from blood being a damage over time effect as long as you're bleeding will see more players hunting for new clothing instead of just food and ammunition. Additionally, fruits, vegetables and open cans would also be ruined by blood from serious wounds. And while guns probably wouldn't, ammunition boxes (but not the ammunition within), magazines and loose rounds in your inventory would be damaged by blood. Alternative application of this system could possibly include blood damage to the player's items from a victim killed with melee weapons, or spray from killing zombies. Though in the case of zombies, this would encourage well-geared players to discharge firearms on zombies instead of axing them to spare their gear from blood damage. Now, I expect a lot of opposition from KoSers not wanting their fun ruined, as if their "fun" is more important than everyone elses. Now this mechanic wouldn't stop you from KoSing, but it certainly won't reward you for doing so. There's no excuse for just being an asshole.
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Well being punched once does enough damage for you to bleed out in 3 minutes. Any form of damage in DayZ results in blood loss equal to a severed artery. A player visibly loses several litres of blood every minute. It quite literally pours out of you.
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I like the idea of recycling ruined items, but all those "parts" just sounds unrealistic and wasteful coding-wise. It would be much simpler to have certain items be craftable in the same way that you can tear shirts into rags, relative to what they are. Example: Ruined Down Jacket + Knife (Disassemble) > 8-15 Feathers. Ruined Rider's Jacket + Knife (Disassemble) > 0-1 Leather Strap. Gorka/Hunter/TTsKo Jacket/Pants + Knife (Disassemble) > 0-2 Camo Cloth. Ruined Food + Hammer/Sledge/Baseball Bat (Mulch) > 1-4 Fertilizer Baseball Bat/Pitchfork/Hockey Stick + Axe/Machete (Disassemble) > 0-1 Ashwood Stick Drybag/Mountain Backpack/Taloon Backpack + Knife (Disassemble) > 0-2 Waterproof Fabric. Raincoat/Firefighter's jacket/Paramedic Jacket + Knife (Disassemble) > 1-2 Waterproof Fabric. -Fertilizer being usable on farmland in the same way as Garden Lime can be, though not as effective. -Camo Cloth being usable as a sewing kit to patch military clothing and backpacks, or as crafting material. -Waterproof Fabric being used to make an Improvised Tent or Raincoat. -Leather Strap being used in place of a rope for most crafting recipes or repairing shoes or other leather clothing, similar to a leather sewing kit.
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I most definately agree with bodies disappearing too fast. They're an ideal indicator that someone may be in the area or simply an area you just shouldn't go. Such as, a sniper killing freshspawns in Electro: If the bodies pile up in the streets, it tells everyone else where the sniper is probably shooting from. Having them disappear too quickly is just rewarding cowardly behaviour and encouraging said sniper to stay where he is.
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Really bright colors, colorful raincoats, pink balaclava. Best kind of camo there is: looking completely stupid. People are less likely to shoot you.
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How I Feel a Chat System Would Make Sense (if Its Added)
VermillionX replied to b4ttlegrunt's topic in Suggestions
I'd prefer it if Walkie Talkies had a "Public Frequency" setting which allows you to use a side chat function server-wide with everyone else on the server with a walkie talkie set to it. Currently, walkie talkies are everywhere and they're basically useless. I've used one, but since there's never ever anyone using another one, or at least in range, it's been quickly dumped for the extra 2 slots of inventory space for something actually useful. If they simply gave access to a server-wide Side Chat on one frequency and the current ranged-mic chat with the other frequencies everyone would be carrying one instead of no one. How many people even know how to use a walkie talkie? -
The ability to drag or move other players: Good. The application of the suggested means: Really bad. People wear backpacks with large pointy objects protruding from their back. Now take your diagram; add an SKS with a Bayonet to the would-be carrier; apply carried person to bayonet.
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The rush of your first moments in Chernarus
VermillionX replied to sachad's topic in General Discussion
First time in DayZ... I'd seen all of FrankieOnPC's videos so I was pro from the start. Never played the mod or any of the Arma games. Was well-geared in 15 minutes but unfortunately I died in a barn when I fell down some steps after finding a Gorka helmet. -
This comes to mind...
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Bow & Arrow - Minor amends that are seriously needed.
VermillionX replied to rickyriot's topic in Suggestions
Not really. Ash is a Hardwood tree with some of the best elasticity. In real life, it's primarily used to make Bows, Tool Handles and Baseball Bats. You couldn't do that with Birch or Pine, it would just snap. -
I agree with rarer gear and items to make everything a challenge, but that will tend to screw over persistent servers in the long run. Maybe if loot spawned differently; as in based on time alive and current equipment, loot spawns or becomes visible when you can see it's location on a per player basis. Meaning that someone who's played longer, with better gear is less likely to find loot and that more people travelling together have a higher chance of spawning additional loot when raiding a single building. Similarly, high-traffic areas (Electro or Military Bases) would generate more loot while players are there, either encouraging teamwork or combat. When players leave the immediate area, the loots despawn down to minimal amounts. Additionally, the longer-alive and better-geared a player is, the less likely loot will generate for them, making gameplay considerably harder for them as time goes on, requiring more focus on survival goals than simply combat (Of course, killing players for their food would work too. Though it would be more advantageous to join them as protection and leech off the increased loot spawns).
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There are newer houses and buildings in the northern parts of the map that aren't used elsewhere south. It would be nice if some of the southern buildings were simply replaced with some of the northern buildings. A prime comparison of this is the standard restaurant/diner/pub that's in most towns. Everything in it is basically the same as the house across the street, including the wall paper. Just with more tables. No character to it and it's pretty much empty. Now compare it to the Pubs found up north (Near Severograd). They're like giant log cabins. Each room is different, well-furnished, realistically cluttered and little in it is reused. It looks like a real place. Of course, these places wouldn't look right in any city but there are more than a few old towns near large pine forests where they still have the old, empty, boring pubs.
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That's sheep, not cows. NZ has lots of sheep, not so many cows....
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So far it seems that players' first and foremost go-to of all clothing is military stuff. Which is nice and all... But currently, there is more specialized clothing equipments making their way into the game: The Boonie hat with it's ability to carry a fishing hook, military boots with the ability to carry a combat knife (never seen one of those though), the Ghillie Hood to look like a wookie and of course, the Ghillie Top that removes the ability to wear a backpack in exchange for Wookiness +100. Now currently, players are limited to using a Vest/Holster, while they're either irritatingly rare civilian Chest Holsters or Military-only vests that with the encroaching increase of Persistant servers both will become annoyingly rare sometime soon. Since people have been asking for clothing that goes over their existing clothing in layers and the devs have said NOPE. Many of the items suggested here would take the place of a vest/holster as either an acquirable go-to item that doesn't require you raid a military base or endlessly search police and fire stations with less luck. Nylon Poncho (Green, Transparent White, Blue, Camo, Yellow or Red): A lightweight nylon poncho that provides increased protection against rain, but not much else. Adds a good amount of rain resistance to upper clothing. Has no inventory slots, cannot hold a gun. Found in city buildings and supermarkets as a small bundle. Hunting Vest (Orange, Tan, Green or Brown): A thin canvas or leather vest used for carrying items while hunting. Provides little warmth or protection against damage or weather. Contains 4 inventory slots (1x4). Found in Deer Stands. Lifejacket (Because, why not?): A bulky, vest made of polystyrene bound in tough nylon designed to keep people afloat. Adds little warmth, adds some resistance to physical impact damage, minimal weatherproofing (the item itself will not get more than damp though), contains no inventory slots. Found in boats and around harbors. Fishing Vest (Green, Orange, Blue, Camo, Brown, Tan, Olive): A thin leather vest made for carrying fishing implements. Adds little warmth and protection. The vest itself is fairly water resistant. Contains 2 inventory slots (1x2) and can attach 3 unbaited fishing hooks to the vest without taking inventory slots. Found near ponds, lakes and boats. Apron (Striped, White, Blue, Red, Gray, Brown, Leather): A cotton apron to protect you from getting crap on your clothing. Adds no warmth or protection (Unless it's a leather apron). Contains a single inventory slot. Found in Super Markets and city buildings. Lab Coat (Why not?): A standard open-fronted white doctor's lab coat. Now everyone can be a mad scientist. Adds little warmth or protection. Contains 2 inventory slots (1x2). Found in Hospitals and Clinics. If you were expecting bulletproof vests, bomb technician vests and/or jetpacks: Tough. We got enough of those kinds of things already. These are all civilian items that you can wear in the intermediary stages between fresh-spawned and military that don't have as many slots and can't carry large guns (And most stick out like a sore thumb).
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Jackets and Raincoats already exist as standard clothing and aren't vests in the same capacity as a Chest Holster or Press Vest. Other viable options are that Shotgun Bandoleer with the ability to carry only a stack of ammunition or the Paramedic Vest with the ability to carry medical equipment in 1x3 with the ability to attach a Walkie Talkie. Hopefully, the ability to mount a walkie talkie will encourage more people to use one... not that I could figure out how it works.
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Omg, I can't believe I missed this one. Firestations and Industrial loot for sure. Those things don't have any pockets do they? Hmmm... Probably doesn't matter. There are pants and shirts with no slots.
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Since you can already poison some foods, this suggestion is rather pointless. Though it does have uses... Keeping poisoned fruit in your inventory in case you're killed or held up by bandits. (If i'm going down, i'm taking you with me.) Leaving a poisoned fruit/vege in the middle of the road near the coast and waiting (Entertainment value) A sure-fire way to kill multiple hostile players who haven't seen you yet. (Food on the road)