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Everything posted by OliverPlotTwist
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from fun to pretty much unplayable
OliverPlotTwist replied to CardinalSins's topic in General Discussion
If you are looking for a game where you can just PVP. DayZ is not that game. -
Survivng the Impossible Spawn - My challenging feedback to those with the agenda of making PVE easier
OliverPlotTwist replied to BeaverProductions's topic in Gallery
wait... people are finding the PVE side of DayZ hard? I mean yeah, it's a little bit harder in 0.61 but no where near the difficulty it should be at. Hell, all my death so far in 0.61 have been to other players. Also great video btw. -
AHHHHHH! I'm so excited for 2017!
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So I saw this map on Reddit of the 0.61 Central Loot Economy Map and I thought that shouldn't cherno be in the lighter green area? There are no spawns in cherno anymore so it's not like you don't need to travel to get to the high tier zone. Just a thought, what do you guys think?
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Q4 2015 - BETA version But in all seriousness, this game has come a long way. And I'm very excited to see what the future will hold for DayZ.
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I wouldn't be opposed to seeing more ammo spawns if there was less bullets in those spawns. Right now if you find a box or pile of ammo you're set for a bit. I would like to see ammo spawning in piles of maybe 1-4 bullets.
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Status on basic needs / loot / weather = survival
OliverPlotTwist replied to gambla's topic in General Discussion
If you play on experimental. Pretty much. If you play on stable. No. My suggestion, Download the experimental branch and have a go. See if you like it. -
Two quick questions: How much ammo do the different magazines take? Are we going to be able to spray paint this gun?
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Make the NE Airstrip millitary again.
OliverPlotTwist replied to Daniel Wallenburg's topic in Suggestions
I don't think it needs to be military. But I would like to see it become a bigger civilian airport. -
Very nice Status Report. So excited for all of this.
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I think the debug zone is immersion breaking, cant we make cherno an Island?
OliverPlotTwist replied to degoe's topic in Suggestions
I always thought having a large wall all the way around the border would be cool. There could be posters all over them saying "зона загрязнения" and there could be run-down check points at the end of roads that don't allow you through. or you know, something like this: -
[REVIEW] Dynamic Spawning of Infected
OliverPlotTwist replied to Weyland Yutani (DayZ)'s topic in General Discussion
Well first I have this picture: It's old but I haven't read anything take suggest that this has changed. This is a picture of the zoning tools the devs use to 'paint' areas in which infected can be spawned by the dynamic spawner. I also have this short video from RTX talking about the dynamic spawning of infected. But I think they changed how the spawning works it's no longer dependent on the amount of players in the area.: -
Ah, that is where you are mistaken. What you paid for was early access to a game that is in development. The devs could just ditch DayZ and it would be in their right to do so. (I'm not saying they will) Infected will become more of a threat as development continues. For example, I was playing on experimental the other day and I got trapped in a house by about seven Infected I didn't have anything so I tried punching my way out but they kept hitting and with no one to help me I died.
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[REVIEW] Dynamic Spawning of Infected
OliverPlotTwist replied to Weyland Yutani (DayZ)'s topic in General Discussion
Experimental. -
*cough* The 'Z' in DayZ stands for Zero not zombie. As in the day you wake up on the beach, that being you characters 'Day Zero' *cough*
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[REVIEW] Dynamic Spawning of Infected
OliverPlotTwist replied to Weyland Yutani (DayZ)'s topic in General Discussion
I believe that the trigger radius is much large then it was in the mod. So if you go into a treeline to scout a town and you see infected then it more the likely that you were the one that spawn the infected in. And of course the old system is still in place. So some infected will be spawning regardless of player interaction. -
[REVIEW] New Server Browser
OliverPlotTwist replied to Weyland Yutani (DayZ)'s topic in General Discussion
No problem, this is a forum after all. It's all about having discussions. 1. The problem with using the expand on the left side is you lose the server your trying to expand. Just double clicking the server means you don't lose it. Maybe a compromise would be having a small join button on each server so you can just click that and join instead of needing to click the server then click connect. Or maybe having a small expand button on each server, so people can still expand it without losing it and people can still double click the server to join. 2. I might be wrong but I think that's the point. You shouldn't know what time it is when you join a server because at some point the server will be day or night. I think the reason we get the symbol is because it was a compromise for the people that want to play on daytime servers. Most private servers keep the server at daytime so if the symbol shows daytime then more then likely it will be daytime 24/7. 4. I'm ashamed to say that I haven't used the feedback tracker yet (mostly because I haven't run into any bugs that no one else has) so I couldn't comment on the functionality of it. However I do think the server browser isn't in an acceptable state for full release. Luckily the game is still in development so there is plenty of time to clean it up. 5. Yes, I agree with that. 6. I suppose but then again, it didn't take me more then a few seconds to find it and once it did, I remembered where it was. But I do agree that it could be displayed better. -
[REVIEW] New Server Browser
OliverPlotTwist replied to Weyland Yutani (DayZ)'s topic in General Discussion
1. I think this improves it honestly. It makes everything a tidier by reducing the amount of info on a single line. You get the basics of the server and if you want a bit more info you double click to see more. 2. I don't really see why a symbol is worse then a time. Yeah, I guess you don't see the exact time but knowing that would be a bit meta-gamy for my liking. 3. It took me a bit of time to get used to this change. But I think now that I've used it a bit, I like the change. For starters, it makes it harder for people to server hop from empty server to empty server so the can gear up. And I don't think it makes that much of a difference if I'm going to be honest. People can still find full servers easily. 4. I wouldn't say it looked ugly. It's definitely better then the last one. But I'm pretty sure this isn't the final version and it will most likely be updated both in looks and functionality. 5. Well, one text box it for IPs and the other is for server names. I think that's fair. The Expand/collapse options don't really get in the way for me. I think it's a nice option to have there for people that want to see more detail about every server. 6. Again, I don't think it matters where the refresh button is. 7. Maybe, I think giving people the option to choose which side the sidebar is on would be a good idea. I think this one comes down to personal preference. 8. I don't know what you mean by this one. I'm assuming you mean being able to customised the browser. Which I'm for, but I doubt it would be something I use. -
oops, apparently I wasn't logged in. Oh well.
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Status Report - 08 Nov 2016
OliverPlotTwist replied to Baty Alquawen's topic in News & Announcements
Exciting times! Love it all! -
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Hicks gave a good answer to a similar point in a Q&A: https://youtu.be/6UsvemwcRQ8?t=3245
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Everything you said plus: More Infected More vehicles Improved weapon mechanics.
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You mean something like this: http://images.akamai.steamusercontent.com/ugc/31868783910740900/EF32BB28AD36B3D67BC8C11B07D372592B729937/ But yeah, seeing groups of dead trees would add to the immersion. Which is always good.
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I believe the devs said there won't be any NPCs roaming around in DayZ. But I do remember Hicks saying in a Q&A that seeing Helicopters crash might in the future. Q - "Why can't the heli pilots NOT crash?" Hicks' A - "The way they work right now is essentially just creating the wreck. Initially we had ripped out any form of support for creating an actual flying craft with pilot AI that would fly a bit and then crash - we've looked at changing the way this operates in the future. I'd very much like to have the event created as a flying craft that eventually crashes, we'll see if we can get that done sometime before launch." Source for the Q&A -