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netzzwerg
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Everything posted by netzzwerg
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100% this. At first I couldnt find a lot (had logged off in elektro in 0.54) but the more I got inland the more I found. I really felt the increasing amount of loot every next village I roamed through. This is really how it should be and pretty much what devs told us. In the upper north loot was even similar to pre 0.55/forced persistence times.
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Ok, then I can confirm that just putting a steak inside a fireplace will finally ruin it. Looks like we need a pot then :/
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So we need a pot to cook? Cause I have about 10 raw steaks on me and couldn't find a pot yet :S
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What do you think about the new update .55
netzzwerg replied to Survivor1965's topic in General Discussion
My 2cents from the official feedback topic: I spent an hour ingame today and really enjoyed it. As I logged off on a tower/chimney in elektro last time on stable I was confronted by the sign of a few zombies roaming the nearby streets. Roaming instead of standing still is already a great improvement in my opinion. When I got down I got charged by a nearby zombie but could finally defeat it with my axe. I then sneaked around town and could avoid most zombies as I saw them before they saw me. Them slowly walking around makes this especially rewarding as one just cant say if an area is clear. Found some stuff in elektro but nothing special. I then headed north and looted two hunting cabins - one had a cz rifle (dont know the exact name) and the second one a fitting magazine which made me pretty happy and was fitting loot as that is a hunting rifle as far as I know. The cabins also had some clothes. After I killed a pig I experienced the campfire despawn problem but that is promised to be fixed as I just read. All in all I am pretty happy, of course everything needs tweaking but the general direction the game is going (harder zombies, more stealthy approach in towns necessary) is to my favor! -
Brilliant idea, I can only support this!
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Is showing a players name through check pulse intentional? Especially when they are still conscious.
netzzwerg replied to iConnorN's topic in General Discussion
That! That makes perfect sense, creates an advantage of wearing masks and is just really authentic as well! As the check pulse/ID takes the place of a real life 'check if I recognize this person once I'm close enough to properly see the person's face' that suggestion makes perfect sense and should be relatively easy to implement as well. I'm all in for it. -
Drenching handcuffed players in gasoline and igniting them!
netzzwerg replied to IgnobleBasterd's topic in Suggestions
Mh don't know. This is probably where I would draw the line (for me, personally). -
Bodies shouldnt stay forever but for an extended period of time, maybe one hour or so? Just that we can have some indicators for a recently frequented place (apart from finding no loot) and add some more immersion to the game without stressing the servers too much. So a good compromise between immersion/persistence and server performance is probably what should be aimed at.
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I like the idea. Variation is always fine and this may create some different ways of progression.
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What I've gone through so far looks pretty good and very fitting indeed :D Totally fits the direction the VS3 opened up for the DayZ vehicle style!
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Good idea and as degude stated just allow food that can be put on a stick and maybe also make it have less slots than a pot/frying pan.
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I really like the idea except the 'All of these billboards are identical and carry the same information throughout Chernarus'-part. It's pretty unrealistic and (as strict realism isn't always the best path to follow) once we have proper persistence in this would somewhat spoil the fun of making the different (but right now quite generic) towns more unique. Pretty soon the billboard would be 'full' on a vivid server and we would miss the chance to have unique stories in unique parts of the map. The billboards in Cherno and Elektro would presumably be pretty well frequented whereas other cities would have their billboards quite empty so a note in one of these towns would be something more interesting and special as only few people would come across it. But in general the idea is brilliant and way better than just leaving notes on the floor as this would create a central place to look for/place notes and maybe a good opportunity to create some unique stories. I guess all towns/villages (but not the two or three houses only hamlets) should have these billboards as most villages IRL (at least here in Germany :P) have these municipality or churchy billboards in the town center announcing the next event hosted by the voluntary fire brigade ;)
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Fine and doable ideas, I'm up for it :D
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+1 Please devs, make the fov locked or at least locked by the server so people playing on the same server have the same fov locked.
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I'm all in for it, just have no idea how difficult implementation would be (most likely far more difficult than one would think).
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I think the Ashwood-only mechanic in DayZ is pretty much ok as it is. Don't know about others of course but it often takes me quite some time to find a Ashwood tree if it decide to give the bow another chance. Seems like there are areas with more and other areas with less Ashwood trees so it's not as casual/easy as creating a splint/fireplace kit. In general I would probably agree but I don't really think that such a RPG-like system is planned right now by the devs. But I'm not quite sure if that would really fit DayZ. I guess it's more like this: As a player you learn the ingame recipes/mechanics and therefore are faster at doing stuff the more you play the game. This is at least what I experienced myself as it takes me less time now to find an Ashwood tree, to use the proper repair kit (leather sewing kit, sewing kit, ductape) for the proper piece of equipment and so on. Of course the 'top level' is reached pretty soon and the learning part can be skipped easily by watching guides online but for now I'm really not sure if a RPG-like system would fit the game.
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In general I think we need to find a midway between utterly realistic archery and a concept that fits the game and is still fun to play. We all know (or at least assume) that making arrows IRL is way more difficult than its currently ingame but I guess most of us agree that DayZ is still a survival game and no hyper-realistic-apocalypse-simulator in which we would need hours to prepare a single arrow. Same goes for hunting and everything else - being too realistic will most times result in a pretty boring and too lengthy experience only a few super hardcore fans could ever enjoy. Apart from that I would like to see the ability to craft flint arrowheads. With the improvised stone knife ingame the flint arrowheads could be produced the exact same way (just add a second option to the 'craft stone knife'-option), maybe with a different chance of success or so but in general exactly the same. These arrowheads could then be crafted to arrows with a flint head (using a stick and some feathers) which would result in 'stronger' (dealing more damage) and more long-range-kind-of-arrow due to the increased weight. I did archery for roughly one and a half years myself and I really don't think that we need to do it overly scientific/realistic as this would most likely destroy the gameplay experience.
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Like the idea, but I fear it would be pretty difficult to implement - especially the 'throw it up to buildings'-mechanic would be a totally new mechanic itself.
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I like the idea and it should be a pretty easy task to accomplish - compared to any new features. I already love the small farm in Black Forest so I'm all up for more remote farms/shacks in the forests.
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I love this idea! Especially the degrading system is such a good mechanic that would be quite realistic, be in line with the gameplay and (most important for me) would prevent the agglomeration of dozens of player homes/bases throughout the map as it's happening in DayZ Epoch mod. In the mod I really hate it how there are unused bases and vehicles everywhere not even talking about the so unrealistic and immersion breaking floating heli platforms every base seems to pile up into the air. So, great and immersive idea, I'm all up for it!
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When playing for a few hours at the weekend we experienced the following: After both being shot we spawned in Cherno, geared up a bit and made our way to Balota. Once we entered the airfield through the forest we heard it for the first time: the crying/laughing of a cannibal. We were both totally scared, had a careful look around and continued onto the airfield and the town itself. During this maybe 20 minutes we steadily heard the crying again every 5 or 10 minutes and at the exact same time. I've experienced quite some sound bugs before like randomly hearing the reloading sound and such. So I believed in a sound bug as well as we just couldnt locate that cannibal whatsoever. It had to be server-side of course otherwise we would not have heard it at the exact same time. Some time later (we continously heard the sound every few minutes) we split up for a few minutes as I went into a village in search for knive while my friend was looking for the gun he had accidently dropped in the forest - we had at least 500 meters between us. And then only my friend heard the cannibal and I did hear nothing during my village raid. So it could't be a server side sound bug and therefore it's pretty sure that we had just been followed by a cannibal for more than half an hour and had just been unable to locate that guy. Can you guys tell me roughly how far the crying can be heard so I can get an idea of how close he must have been for the whole time? Or did you experience anything like this and can confirm it's some weird sound bug?
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Good idea, I'm up for it and the effect you suggest seems pretty fine and balanced enough.
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I'm all in for this groundbreaking suggestion ;) Was desperately looking for this a few times myself and this should really be so easy to accomplish. I guess we don't even need a button just a small label showing up once we hit Esc.
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Better Spawn system (fixes other problems please read.)
netzzwerg replied to notofthiswar's topic in Suggestions
That's true (I personally only play on private Shards) but one can still be as unlucky to hang out in a building while another player logs back in who had logged out in the exactly same building hours/days ago. Just had that issue yesterday when I logged in and spawned in a house (have to admit that I despawn in houses as well) - facing a guy with a pistol in his hands. Luckily both of us were so scared off that I just ran away as fast as possibly. I don't know how difficult it would be to implement this 'feature' (have no idea if they have any variables for a coordinate being outdoors or not) but if it's not that time consuming I would like to see it. This would also prevent besieged people from logging out in their enclosed buildings to save themselves from certain death. -
Better Spawn system (fixes other problems please read.)
netzzwerg replied to notofthiswar's topic in Suggestions
Have been thinking about this as well and have a simple solution the guys are using in Breaking Point (Zombie Factions Mod for Arma3) as well: You can only log out in the outdoors and NOT inside a building. When you try to it just tells you that you can't and doesn't log you out. For the 'nice people' it's no problem to go that few meters into the next forest instead of logging out inside a house and the server hoppers and opportunists need to carefully make their way from the nearby forest into the jail house/barracks/whatever if they want to do the server hopping. People can feel save in buildings without the fear of getting killed by just spawned players.