Forums Announcement
Read-Only Mode for Announcements & Changelogs
Dear Survivors, we'd like to inform you that this forum will transition to read-only mode. From now on, it will serve exclusively as a platform for official announcements and changelogs.
For all community discussions, debates, and engagement, we encourage you to join us on our social media platforms: Discord, Twitter/X, Facebook.
Thank you for being a valued part of our community. We look forward to connecting with you on our other channels!
Stay safe out there,
Your DayZ Team
-
Content Count
1097 -
Joined
-
Last visited
Everything posted by Sqeezorz
-
Speaks absolutely nothing against the server when the pack. Every tree a container must be managed, I mean there are not a few trees. But let us be surprised.
-
This will also be the reason why they want to introduce "non lethal weapons". If in the finished version an SVD is so rare that it may not be ruined to get it, players will have to find other tactical ways to get to this loot. A simple kill is not to be rewarded, whether it's a bandit or friendly babe.
-
Good idea, focus should be that the system loads the server as little as possible. Possibly something on client side (character). This would mean that if I do not find anything on a tree (because I have already found many in a certain time), someone else still finds fruits. It would be well to look for different fruits. Edit: Same Problem, another solution. FRUITS/SERVER vs. PLAYER
-
I have made some considerations about the apple tree and its bug. The solution the apple trees and shrubs are treated as a container is indeed a good idea. However, I have since bear in mind that the server only unnecessarily burdened. Perhaps there are simpler and better ways of countering the apple. What is when the collecting and picking of items (stones, fruits) is placed on the character. What I think is an efficiency timer of the client side is aligned with the server. As an example, I am looking for apples .. the chance to find such a tree should be raised from about 12% to about 33%. Now I find 2-3 apples the pristine are ... the further which I find will be worn ... then after 5-6 apples I find only Damaged apples. The timer from the first apple is thus started and causes a decrease of the find quality. The timer (? 10-15min.) Now prevents a successful further search. So you will be forced to do something else, for example looking berries (starts the berry timer) and so on. This would prevent exploitation without unnecessarily straining the server. Next, a 100% consumption of fruits which are Worn or Damaged can only be made when these fruits are cooked. So my 50 cent ^^ against apple overflow and for the server. Addition: in order to get more diversity each tree can only give one pristine apple, afterwards only worn or worse are found, one is forced to change trees, who does not do this forgives the chance from starting the timer the maximum amount To find pristine apples (per timer start so max 6-8 apples ... who is clever and trees changes finds so 6-8 Pristine and 2-3 Worn / Damaged ... who does not change clever comes on 1-2 Pristine And 1-2 Worn and the rest Damaged or Badly Damaged Fruits) Miss Edit says: After the timer has elapsed, the system will behave as before the search for the first apple. Logical or ^^.
-
I do not know if it was ever suggested. More reality of tools. The knife is not meant to be equally good or equally efficient. A stone knife is never as good as a hunting knife to cut a prey. A new ax is more efficient to beat the wood than a damaged. A shovel or hoe is better to make a plant bed than an ice ax. It would be good if such efficiency effects differed in yield or in time of work. (For example, a damaged can opener is worse than a pristine steak knife, but still better than a stone knife to open a can.) A steak knife goes rather broken with chopp the wooden stick than an ax ..but is faster to sharp sticks. I think this make sense for trading or wait to found better or more efficiency tools. Sry for my bad english...
-
There must be a programming mechanism that makes it impossible to nest a container into a container of the same type or size. As an example: a medication can not be put into a pan or protector case. So a kind of mechanics that says that a container can only be stacked in a container if this has the double size. Or the content is not suitable for its own space consumption. (Medikit store consumption: 2x2 . medikit storage location: 1x2 + 4x1) Like a tetris L-shape ^^
-
Why not choose the option after the dead of your Ego, 2 options. 1. new Respawn. 2. continue to live as an infected, of course with the appropriate restrictions, I mean no shotguns can use or if then a very difficult accuracy and the same with all other item for hold on your hand.
-
I think the debug zone is immersion breaking, cant we make cherno an Island?
Sqeezorz replied to degoe's topic in Suggestions
In the Lore on our Roleplayserver, we have played it so that Chernarus was locked west and north of a death zone. The zone was a double wall containing a lethal biological barrier. It was played out that it is impossible to escape through this strip alive. In order to illustrate the whole something, I have then constructed some pictures. Chernarus with remnants of the Wall of Berlin and the border strip. -
Wait, there will be more animals that will make us survive hard. Bears, bulls, wild boars and who knows maybe poisonous snakes....
-
More weapons are also called more magazines and maybe even a new type of ammunition, but this also means that it will be harder to have a complete weapon. If the amount of all weapons on the server remains the same, this results in even more survival effect. I'm not the big fan of even more weapons, but if it is against this in order to make it harder then I see a meaning in it. Just think of the antitankweapon, finding this will surely not be an easy thing, and not to mention the ammunition. Well, it will be possible in the final game that wearing a super weapon can make your own life more difficult, if you have, what all want, you will be the target.
-
The forests and also the new voluminous grass becomes a Hide & Seek experience. Finally, the hunter and hunted can turn
-
With the F-keys we can perform gestures. Another idea, what if it would be possible to play over additional keys "own sound scenes"? The consideration would be around 2-4 individual sound (for example: burping / screaming / whimpering / toilet brushing / or even a song ^^ or whatever). The sounds would then have to be inserted into the files with certain names. Forgive me but a little surprise in the rainy protection at the camp fire, surely provided for fun and entertainment.
-
The problem is, I am aware, would be an option server side, custom sounds on or off ^^.
-
Is it worth buying Dayz standalone yet? [With Developer responses]
Sqeezorz replied to Blade4777980's topic in General Discussion
In 1996 I started playing Quake I the first nal online .... then QII / QIII followed. Each game cost me 49-60 $. These are the only games that have reached more game hours without additional costs Years "free2play" I prefer not to call numbers. $ 30 for a game with test access .. a nothing in contrast to skyrim which I stopped with 380 hours. Everyone can have their own opinion, but crying and hating does not bring the world any further. Even if DayZ is not as I imagine it ... it was worth its money .. at least more than what I have to pay for things from which I have nothing .... thinks times of what life costs what we do Never see what ... how much does your mobile phone cost per month? -
A good idea, but too much realism for a game. Why ? My character sleeps when I sleep. I do not want to use my limited leisure time to see and wait as my character is resting. If something like that then with resting times of max. 1-3min. I do not want to play afk ... there is enough in the MMORPG playmasse.
-
Frozen ponds ? Finally use for the ice axes. Edit: in the winter: Vegetable cultivation is only possible in the greenhouses and reduced harvest, but more chance animals to hunt ... trap animals .. Ice fishing sounds nevertheless after challenge.
-
At first, nice SR. Second: Maybe there is also the possibility that the doors during the "open / close" sequence into a "no clip" mode. This should also work for vehicles. There is the danger that a vehicle door moves into a tree/player? and thus arrests. An opening / closing action would again be a release from the object. Think very dangerous if open door if you drive --> emercenty stop then. Only one idea ^^ .
-
In the vicinity of contaminated areas makes sense. There are already a few dead trees in the remaining places
-
There are many good ideas in the suggestions. But I'm hoping that some will not be just unchanging in the final version. Some things that increase the realism, but also destroy conscious play-styles. Which is good for PVP can have a negative impact on Roleplay and vice versa. Realism and difficulty is definitely good to think about, so many different play-styles can be preserved, or easily adapted without having to create a mod.
-
A problem is also we ourselves. The CLE is very smart, it does not forget its items, the more Loot is stored in barrels and tents, the less the server makes. Everything that is not borne on the character belongs to the server. There are massive items collected and hoarded and the CLE is also in the know of these items. If there is no more to be found, it will be time to find the bases and to use them there. The server only adheres to the specifications of the Loottable .... often heard of loot masses which were suddenly found again, which was only because again a few forgotten bases were dissolved by the timer. But even in the worst case, something, though not much is always found.
-
Quote: (Imagine a transparent colored shade overlay across the screen, whether in 3PP or 1PP) Over the whole screen I find something too strict. A framed view, almost like a large transparent scope (colored according to the idea described above) with a clear view of 75% of the area would be enough ... where else is the view of the beauty of Chernarus ... if my character is bad I do not want everything to see is to give the disease .... who knows how long we can walk healthy.
-
A base does not mean that there must also be Loot. A base is a fixture, which can also serve as an attractant, because no one saw that in a base also Loot must be present .... so risk your life for "nothing"? You will only know when you are inside and still alive.
-
Players Of DayZ - Topics I've Seen And Discussion[Try Something New]
Sqeezorz replied to Vexatious's topic in General Discussion
Tru words \ö/ -
Maybe substructures come back when the problem with the "wallglitch" by the new player controller is fixed. Hope...
-
There is already an idea. That comes however from the head of a fan .... whether Bohemia knows or works is just a completely different question. The idea and the concept is however in the video very well and credibly documented and also thought