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Everything posted by BabylonUSArmy
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Server might have something to do with it? I JUST killed a bandit from about 50m outside of Vybor and when I went to check his body, I could hear flies buzzing but there was no corpse. That was in the span of about 30 seconds. This is the first time I've ever had that happen, but all my other player kills have been from point-blank. I'm pretty sure he left the server after I killed him, so maybe that made his corpse despawn.
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It's all in the subject title, make the M9 (unsuppressed version) useful by giving it tritium 3-dot sights for effective low-light zombie/bandit slaying. The Glock 17 model has tritium sights, but they don't actually work. Giving a sidearm working night sights would make it a very valuable item, since it would be effective in darker conditions and won't give your position away in the same way a weapon light would.
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Idea how to make killing a harder choice
BabylonUSArmy replied to Paladyn's topic in DayZ Mod Suggestions
There's a perceived "bandit problem" when really the game has just turned into kill or be killed. The game isn't full of cold-blooded remorseless killers like many people think. The game is full of suspicious people who are wary of anyone they don't know personally, which, in a survival situation is "realistic." People wised up. Who wants to risk typing out "friendly" and getting blown away, or grouping with some stranger and getting wasted after he finds a weapon? When I see another player, I don't think "Oh, he might be a bandit." I think "I'm not going to give him the chance to kill me." Personally, I just avoid people unless I get shot at. Either way, it's pointless to argue about what would be "realistic" in this scenario, since it's never happened before. But for what it's worth, I don't think that the current state of the game is an inaccurate reflection of what the world might be like. Play smarter, stay out of sight, a little paranoia goes a long way. They deliberately included friendly-fire, they're not going to penalize people for using an intended gameplay mechanic. -
Weapon condition, stoppages and repair
BabylonUSArmy replied to zuel's topic in DayZ Mod Suggestions
I've thought about this being implemented too, and obviously like the idea. Have it increase more slowly with normal use and much more quickly with heavy use. Say you burn through 3+ mags in a minute or two. Maybe that could greatly increase your chance of a failure to eject or failure to feed, requiring you to go through the reload animation that you suggested. So a military item, for instance, with a base .5% chance to malfunction would have that chance doubled with repeated heavy use and on and on until the weapon becomes nearly unusable. However, this should take quite a while to achieve and should be triggered by number of rounds fired, not game time played. Say after 90 rounds your chance for a jam doubles and by ~300 it's very unreliable. Even though that's not "realistic" I doubt most players would live long enough to fire 10,000 rounds through their weapons :P -
Where do Ghillie suits spawn?
BabylonUSArmy replied to NeedleHammer's topic in DayZ Mod General Discussion
I don't know. I have arma 2 CO on steam' date=' and i manually update dayz and beta patches. equiped a ghilie today without issues. last time i equiped camo, i didn't have the latest beta patch, and i spawned in the ocean. [/quote'] Yes, just run six launcher, it does it all for you. I found a ghillie suit near the NE airfield 2 days ago and equipped it without any problems. -
To fix server hopping, or not to fix server hopping.
BabylonUSArmy replied to lherron's topic in DayZ Mod General Discussion
I like the concept, but one possible problem with this is on higher population servers and in heavily-trafficked areas, you may run into instances where several people may have to spawn very close to one another around the circumference of these "no spawn" zones due to the new limitations of the possible spawn points. While likely a rare occurrence, it does put players in exactly the position we are trying to avoid. -
The woods are generally a nice, relatively safe place for players. Unless there is a bandit nearby, or a train of zeds are following you, one doesn't have to worry too much about dying while in the woods. I think it would be very interesting if there was a small chance for a bear to spawn in the woods that would have more or less the same AI as the zeds. Make it take a rifle-caliber weapon to kill, but be guaranteed a ton of raw meat. If it would be worth the time and effort to do, it would be hilarious if bears could raid players' tents and "eat" some of their gear. That gear could be looted once the bear is killed.
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Dunno if this has been mentioned elsewhere, but I encountered a bug yesterday where going into water deep enough to enter the swim animation caused my character to lose his backpack and all items in the main inventory. Sidearm/mags/bandages and tools remained. I tested this 2 more times after it initially happened with new characters (and on different servers) and lost the same items each time. Amazing work on these updates, thanks for all the hard work!
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Be more demanding, that will get you what you want.
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First of all, my apologies if this has already been suggested somewhere in the 120+ threads here. If not, then I would like to recommend adding stages of hunger and thirst, to cause players to need to tend to their characters' statuses beyond cursory glances at the indicators. For instance, having recently eaten/hydrated would allow you to perform at maximum (current level), but neglecting these things for maybe an hour or two of play time will have consequences. Specifically: Going for a period of time without eating or after an extended period of exertion would cause your character to enter a weakened state that would reduce maximum movement speed by whatever the devs feel is appropriate. Going for a longer period of time without eating could also add shaky hands (like the panicked state) to simulate blood sugar levels dropping. Allowing your character to remain in a critical state for several minutes would result in death. Similarly, going for a period of time without drinking or after heavy exertion would cause the character to begin to dehydrate, resulting in slightly blurred vision (simulating headaches). Going for a longer period without water could result in the player briefly losing consciousness for several seconds (and therefore being totally vulnerable) with perhaps increasing frequency until the player hydrates. Remaining in a critical state for several minutes would result in death. The total span of time all of these stages would occur in would be the same as the current fed/hydrated to death span in the game, but it would force players to think more critically about their inventory choices and not only attend to their characters' food and water needs when absolutely necessary. Thank you, DayZ team, for putting the time into an already incredible experience, and thank you for taking the time to listen to player suggestions.