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[DGN] Johnny

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Everything posted by [DGN] Johnny

  1. [DGN] Johnny

    Join Me

    There's a few Layloves, but I sent a request anyways. ^.^ More than welcome to come play with us.
  2. [DGN] Johnny

    [Humor] Just DayZ Things.

    That one time you fertilized that Single Pumpkin Patch.
  3. [DGN] Johnny

    #DayZ Logic

    9. You can trip-wire grenades like the RGO or the M67 (currently bugged, bad idea), but you can't trip-wire flares, flashbangs, or smoke grenades. It'd imagine the coding is pretty plug and play once you've written one full workable system, and the modeling is simple enough, so I kinda find that strange it wasn't all in one batch.
  4. [DGN] Johnny

    Setting People on Fire

    This also could open up future content additions like incendiary grenades ^.^
  5. [DGN] Johnny

    Issue with base building and helicopters

    There's also talk of underground stashing, even if that will be limited. I'd see that replacing those bright white camping tents pretty quickly, especially if they don't give us options to like smear mud or spray paint items like that. Far as the structure outline, that's definitely going to depend on the render-er. We could very likely be forced underground and underwater if it's otherwise. I think barrels will always be a pain to see though, especially color appropriate. So that's something. Far as base building, still not sold on the classic version of base building being worth the extra footprint. Need more context I think.
  6. [DGN] Johnny

    Setting People on Fire

    Personally, I would like to see fire being more useful in DayZ. I'd love to be able to burn tents down, set vehicles on fire, and burn the contents of barrels with maybe a match and some fuel. It's not as satisfying to have a scorched earth policy when you run across camps, when you can't you know, scorch stuff.
  7. [DGN] Johnny

    Player stats shouldn't show players killed

    I kinda like that. I may create a death memo that includes that. Normally have a GG note, but maybe go further. Give a character spawn date, a record of kills, stuff like that. Pretty damn cool idea.
  8. [DGN] Johnny

    Farming and Cooking observations

    Controlling Water Points would also create a much better realistic reason for base building too IMO. Especially if crucial enough. Which is one my current criticisms. As much as the aesthetics of having a classic base is cool and all, without practical function it's pretty useless IMO aside from RP. Realistically the average clan is not going to be able to man it enough on a 100 man server, around the clock and unlike RL, creating a guard roster will be reserved for only the most hardcore of the hardcore. No way to lock it (aside from barricade tricks), to me, just sounds like you're increasing your footprint, thusly the ease to find your base, without any realistic advantage. Especially with aerial scouting incoming. I'd rather just bury my shit in the ground and call it a day. Roaming Mobs may change my mind on that though. We'll see.
  9. [DGN] Johnny

    svd glitch?

    We've had a few dudes have this issue before. Relogging has fixed it once, and I think the other dude I just kinda kept playing and eventually it reappeared. If you accidentally dropped it, especially in a building, switch to the newui and scan the floor. The New UI is currently the only UI you can recover stuff that has fallen into the floors or collect car tents from rooftops. If it has fallen on the open ground can there can be a delay or graphic glitch, in which you won't see it for a minute or so if at all. In that case relogging normally helps. Hope this helps ^.^ Sadly this isn't purely a double carry issue. I love packing an SMG in my bag, if I'm carrying a primary that can reach out and touch someone. Not being a big fan of moving into a city or tent city to collect and taking a huge tactical hit or dealing with double carry issues like dropping weapons or not being able to climb ladders/drive vehicles. Sawed off shotguns have recently become a favorite though. Four slots of horizontal space and plenty of power to stop someone you walk into in close quarters? Yes please. I'll take some speed loaders too.
  10. [DGN] Johnny

    Farming and Cooking observations

    I have heard that toxicity in the environment is going to be ramped up, both in the air and the water. Super curious how far they are going to take it.
  11. [DGN] Johnny

    #DayZ Logic

    5 Driving any vehicle while wearing a large backpack is ... (go try it) Good eye. ^.^ Fair enough.
  12. [DGN] Johnny

    #DayZ Logic

    8. You're given an In-Game Topographical map. And I'm a purist most often, I don't like alt tabbing or second screening unless I'm seriously SOL on something or doing some science. That said, this map marks to the detail of individual buildings and even contour lines but completely leaves out ponds, steams, lakes, and wells (which "wells" I can understand). For some reason even City Names are omitted. I could understand not having the English translation, but give a dog a bone! ^.^
  13. [DGN] Johnny

    Farming and Cooking observations

    Wells going dry would also be a cool feature. X amount of uses within Y amount of time. Replenishes M over time. Later stages could go as far as graphing a basic water table that determines the value of wells or even digging your own well.
  14. [DGN] Johnny

    Why are all vehicles 100% broken?

    I do like that there are limited spawns on vehicles, they can't be transferred servers, and have their current persistence (minus the hard wipes) I think it gives every server that feel of who "owns" the server but considering they can always be taken, prevents them from retaining that title without working for it constantly. Being able to transport people and equipment quickly across terrain without burning water or food is a huge advantage. That said those same people become huge targets between the predicable paths, sound, and value of vehicles, which falls in line with risk vs reward. I feel like the multi-crew vehicles like Military tents are huge poker chips for Clans currently, and although nice for the individual player, isn't really utilized to their full potential in that situation. I can't help think of small towns and water holes controlled by gangs or factions in the post apocalypse world. You might have one or two mad maxes out there, but the majority of that is going to be owned by active communities. More eyes, more hands, more chances to secure those items. Then again more need. That said, I'm excited for bikes. I hope they are balanced well, and are extremely dangerous to ride quickly. Hitting stumps or curbs not being nearly as nonchalant as a four wheel vehicle, very likely causing serious injury or death. I think it would be novel if the motorcycle helmet reduced that risk. Bicycles breaking chains and damaging rims would also be some comedy gold. Just thoughts ^.^ lol
  15. [DGN] Johnny

    Why are all vehicles 100% broken?

    I like the spawn rates currently honestly. The biggest issue we have is finding the right type of vehicles due to existing bugs. That said, I'll clear some stuff up for you. ^.^ -All Vehicles have some bugs, but some are in a much better state once repairs then other vehicles. The V3S for example has a serious torque issue that can prevent you from climbing slight hills, even while on the road. It's not necessarily consistent either, sometimes you can chug straight up a sharp hill in first gear, and other times the smallest incline will send you rolling backwards. You can defeat this bug by zig-zagging up the hill, and we have a few Survivors who've mastered the art, but it definitely takes some skill to drive that truck well atm. ((I have a weird feeling this is due to them wanting to keep the hatchback as the best all terrain vehicle, but roads being mostly cosmetic. So I get this feeling they are tweaking values to keep the V3S from doing the monster climbing the Hatchback can do offroad, but it mutually effects the V3S on road, because the difference is mechanically negligible. Just a theory)) The Bus is probably the easiest vehicle to get stuck, on even the smallest alteration of terrain. Take the size into account and you have this recipe for heartache. I think the best applications I've seen for it is for roadblocks and as a gate for bases on non-public shards. I haven't gotten a chance to play with the sedan recently but have heard it's pretty terrible. I think it's suppose to be the fastest vehicle in the game, not entirely sure if it lives up to that standard or what exactly makes it so terrible. The Hatchback seems to be the only decent Vic atm, but it still has the Stall Bug (which happens the first time you repair it, and when switching back and forth from legacy to new UI). To fix that bug, you need a server restart or a friend to hop into the vic and drive it for a second. The hatchback also has no issues with climbing some serious terrain, its fuel economy is magnificent, and it handles like a dream....if you stay away from 4th gear. 4th gear is too quick for the geometry of the vehicle, and the slightest turns are your enemy. 2nd and 3rd gear is advised off road, as there are what I call "IED" potholes, that have a chance to damage your tire. If you take any tire damage, your maneuverability will become less a science and more an art of managing chaos. -Vehicles do spawn with parts. The only parts that don't spawn are the doors and hoods. However each part is a chance to spawn with the body. You can easily get a vic with nothing, or a vic with a plug, one tire, and a battery default. That said, the hardest thing to find is the plugs, the most time consuming seems to the tires, and the battery is a bit of both. I'v just gotten habit of picking up plugs when I run across them and throwing them into a rainy day barrel. The bright side, in my experience, is that once you have the plug and battery installed, even it gets ruined the vehicle will still work. So yeah, it's always nice when a bug is in your favor. The downside is there are a plethera of learning lessons that will quickly lose you vehicles to server restarts, traveling without the proper equipment like tire repair kits and lug wrenches, or hitting random bullshit like stumps or fences, which can easly turn a night of helicopter farming into ..vehicle recovery. The funny thing is, that's pretty damn realistic. Haha, confirmed. Lost a V3S that way.
  16. [DGN] Johnny

    Farming and Cooking observations

    I'd also like to see the need to boil or purify water become more necessary (minus water at wells). To separate the difference between running water and stagnant water. I know the disease values are turned down or shut off right now, so it may already be implemented just not necessary but still. I'm a big believer that the more occasions this game encourages you to do other things than just simply have a weapon in your hand, is a victory for the both the shooter and the survivor portions of the game. Risk vs Reward, do you purify that needed water now, chopping down trees and building a fire, do you put considerable effort into finding tabs so you don't have to risk sickness or fires, or do you chance drinking water that may get you sick. The value of that depending on the conditions of where you found that water. I know you always chance sickness, even now. Just hard to feel the direction with it being turned down so low. And can't confirm of boiling water is really a thing aside from cooking times. Just thoughts ^.^
  17. [DGN] Johnny

    Farming and Cooking observations

    Lol, that'd be pretty fun. Don't get me wrong, I'd love to see canned goods scaled back and have thought for awhile, that items like that should be on diminishing returns. More it's farmed, less it respawns until an internal timer has elapsed. In the early stages this could be scaled with the restarts, in later stages it could boil down to a value system per each item of food and a total economic food value number. When the value isn't high enough for a food value purchase, food dosent respawn, as it goes positive it respawns a combination of foods based on their values till the total gets back to zero or a balance not high enough to "purchase" food into the economy. Rinse and repeat. To prevent too much data consumption, I could see it checking the formula every X amount of minutes, which in theory, would only make food even more scarce because you'd be behind the checking mechanism. Later on, back to modding tools, this would be a really simple tool to make available to Server Admins, because they'd simply have to change a number like "1400" to "700" if they wanted to cut scavenge food spawns in half. A "simple" method in the meantime is just to have the total number of spawns divisible by a fraction everytime it's looted and respawned accordingly, having the total number refreshed after a restart whether 12H or Weekly. 12H would probably be the easiest in the short time. Goes pretty well in line with high risk, high reward, as loot would be less touched as food decreased, and traveling would become more expensive. Sadly in public it'd probably encourage server hopping, but in private it could definitely give some ZPTSD as you scavange a whole town and find only a can of sardines. ^.^
  18. [DGN] Johnny

    Farming and Cooking observations

    I've not yet successfully made decent fertilizer. Love to hear if someone has though. I think farming is really linked back to numbers and camp location. Some of the better camp locations, that have nearly no foot traffic, also have very few buildings and water sources by the nature of it. I mean, there are plenty of locations that are good, but you always rolls those dice when it comes to building near stuff like that. Farming became a necessity for one of our old camps, once we had over five people living in it. The few buildings in the area just couldn't support the amount of food consistently that was needed to operate out of there, and thusly farming became important. That said, I've tried the Tomatoes, Cucumbers, and Pumpkins. And I've noticed that on average, scavenged food is better than farmed food. (Haven't messed around with purposely hunting or fishing much) Tomatoes give a negligible amount of calories, as do cucumbers. Pumpkins give a considerable amount of energy, but are so filling, that you'll never see a fully hydrated and energized status on your character while Pumpkin is being used for Energy. Which of course is an issue when it comes to blood. Anyways, so yeah, I think it's really going to be tied to how large of a survivor group you're traveling with. It's super handy being able to feed 6+ people at the drop of a dime, especially in the more remote areas of the map.
  19. [DGN] Johnny

    Farming and Cooking observations

    I've not yet successfully made decent fertilizer. Love to hear if someone has though. I think farming is really linked back to numbers and camp location. Some of the better camp locations, that have nearly no foot traffic, also have very few buildings and water sources by the nature of it. I mean, there are plenty of locations that are good, but you always rolls those dice when it comes to building near stuff like that. Farming became a necessity for one of our old camps, once we had over five people living in it. The few buildings in the area just couldn't support the amount of food consistently that was needed to operate out of there, and thusly farming became important. That said, I've tried the Tomatoes, Cucumbers, and Pumpkins. And I've noticed that on average, scavenged food is better than farmed food. (Haven't messed around with purposely hunting or fishing much) Tomatoes give a negligible amount of calories, as do cucumbers. Pumpkins give a considerable amount of energy, but are so filling, that you'll never see a fully hydrated and energized status on your character while Pumpkin is being used for Energy. Which of course is an issue when it comes to blood. Anyways, so yeah, I think it's really going to be tied to how large of a survivor group you're traveling with. It's super handy being able to feed 6+ people at the drop of a dime, especially in the more remote areas of the map.
  20. [DGN] Johnny

    #DayZ Logic

    7. Morphine heals broken legs.
  21. [DGN] Johnny

    Farming and Cooking observations

    Agriculture is definitely an interesting beast. I've been tinkering with some science lately that seems to point to pumpkin harvests having been tamed down considerably. About two weeks ago, a harvest of pumpkin would fill a car tent on legacy UI. This week, with only changing the fertilizer from bag to plant, I had maybe a mountain backpack worth of food.
  22. [DGN] Johnny

    Vehicle Flipping

    Switching back and forth with the UI can also bug out vehicles. Going from Legacy to New around a fully working vehicle has given the stall bug on three occasions. To fix it you either need a server reset, or someone else to get into your vehicle and drive it for a second or two.
  23. [DGN] Johnny

    Vehicle Flipping

    Vehicles right now are the stripper you married because she's dynamite in the bedroom. You hope against all odds, but you know this likely is going to end only one way. My advice, if it didn't blow up, plot it and wait for another restart. By the sounds of it, I'm going to guess and hope you where most likely driving a hatchback. I wouldn't recommend driving any of the other vehicles off road, although a V3S can sometimes get the job done. If it is the hatchback, I wouldn't take it out of third on the highway, and would seriously recommend second to third off road.
  24. [DGN] Johnny

    Shooter or survival?

    I'd honestly like to see Zombies scale to the population, to prevent too much "low pop" server grinding. It's a well known fact and method to gear on low population servers, because of less threat. I feel by zombies getting stronger/faster/larger aggro radius the less people that are on it, would make low pop gearing considerably more dangerous.
  25. [DGN] Johnny

    Admin Abuse

    [Redacted]
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