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t3h_kgb
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Everything posted by t3h_kgb
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I honestly don't know why I keep responding to this thread... The "community" is so brand-loyal at this point that Bohemia could actually delete DayZ altogether, and they'll STILL call it "progress", and bash and ridicule anyone with actual grievances... "But, muh early access!" Yeah, just because it's in-progress doesn't mean the developers shouldn't be held accountable for their severe lack of progress and constant failure to meet deadlines and constant failure in implementation of the progress they purport to be making... OR their penchant for slapping a band-aid's worth of programming on their scam so that Steam doesn't drop their scam down to a flash sale price.....
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Read: "Please do not purchase it unless you want to actively support our cocaine and hookers habit, because the funding CLEARLY isn't going toward game development"
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read: They couldn't figure out how to get it working two years ago, and are only now finally figuring it out.... Again, a real development team could whip a game as complete as DayZ is today out in around six months' time. Having worked with REAL professional development teams in the past, I can assure you this is NOT the case; don't be bamboozled into making excuses for the mediocrity and failure of others... If they were indeed a team of true professionals, they wouldn't be acting like spoiled children every time someone says something negative about their work. If they were indeed a real team, they'd have shown FAR more progress with this project. The original leadership punched the fuck out, the vision is LOST. And NO, I am not giving too much credit to one man... Zuckerberg, Gates, Walton, Cuban, Trump, etc. have all achieved a great deal. Without them, the visions of Facebook, Microsoft, Walmart, etc. would have never come to fruition, and the world would be a vastly different place today. Richard Garriott's Ultima Online was sold to EA, meaning EA absorbed the company, retained the staff, and Garriott walked away with a hot chunk of change in his pocket. Macintoshes to Red Delicious; it may have been a different transaction, but it's still the very same ballgame... If that's the case, then you did not purchase the early access, nor are you playing it... Or, you're just washing your hands of all responsibility under the guise of early access..... They asked us to judge and assess the game when they released it for $ale. I purchased it for the intent of assessing the game's thusfar progress. Alas, I found it severely lacking, and have seen little forward progress since I've started, and research has shown this is par for Bohemia's course on this project... Thus, I want my money back. It's NOT worth the price they're charging, and it never will be, because it will never be completed.... If we give them six years of development, they might be able to claim a finished product, but it'll be a six year-old game at that point, not worth a Steam holiday sale price. Further, if they ever DO finish it, very few people will purchase the finished product due to them having burned so many of us for so long. In fact, the ONLY way I'll play DayZ 1.0, is if they allow early access owners free access to the 1.0 version, which will NOT happen, so enjoy paying for DayZ twice... The project will be axed before it is finished, mark my words. Actually, it is a product they are selling. It is a product I paid for. It is a product that has been on the market for almost four years now... Thus, it is more like ordering the Ribeye meal, medium-well, for $35.00, and they just keep sending out caesar salads.... For almost FOUR YEARS, we've been waiting for our Ribeye, and all we've gotten are caesar salads..... On the point of steaks, by the way, I could've gotten a big, juicy, perfectly-cooked ribeye meal, with baked potato, salad, and a fucking lobster tail, and enough beer to get me hammered, for $35.... And it would've been a whole HELL of a lot more enjoyable than any minute I've spent on DayZ thusfar...
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sqeez: Just because it's policy doesn't mean it's good policy, and voicing concern over said policy is how users go about affecting policy. This is how the real world works.... (outside of Bohemia, of course) Forward progress did indeed halt two years ago, if not more. All they've been doing is tacking in extra broken mechanics, rarely fixing anything that is broken, throwing some different textures in, fucking with the bird chirp volume (seriously, are these birds living in my backpack!?), and calling it "progress", which it indeed is; but it is LATERAL progress, not FORWARD progress... You can add all the goodies and weapon types and loot and junk in you want, but it's still the same broken game it was four years ago.... For all intents and purposes, DayZ is DEAD, and its development stagnant. The original creator left, and that role CANNOT be filled by others. Richard Garriott sold Ultima Online to EA and promptly left thereafter. EA then proceeded to piss all over it and turn it into something it never was. Same thing with EVERY project the original developer bails on, and it's actually a really good indicator of when to follow suit on a project... If the original creator no longer sees the vision, then the vision is LOST. Yes, these complaints have been lodged by many... At what point, however, does it stop being "just a random person bitching", and an actual problem? Is there a certain percentage we've not quite yet hit? Because if everyone is lodging the same complaints, then maybe, just maybe, there's some validity to the complaints....... Just maybe...... Honestly, I gave the game its fair shake because I felt it was worthy of at least checking out.... Unfortunately, the more I looked into the game, the more I found out about Bohemia, the history, and the woes of development... Had I known about all this beforehand, I'd have never even considered it... Alas, Bohemia does a GREAT job of silencing the opposition, by banning and blocking and crybabying every time something negative comes around, instead of actually addressing the negativity like rational, professional adults would...
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It would be nifty if our corpses stuck around for a hot minute, or went to "grave marker" status (where the corpse turns to a grave marker with your character name after a while, indicating it's the last chance to get loot off the corpse), and you've still got a little bit of a chance at recovering something from your corpse... The way it is now ensures you will NEVER get back to your corpse in time to pick up anything. Anything the fuckbag didn't steal will be lost to the ages... At least give us like half an hour... I can usually get a character fed and watered and across the map in a hurry in about a half an hour...
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This is DayZ.... If you want autistic hats, go play Team Fortress II... Let's let the devs focus on functionality first, rather than bogging them down with requests for stupid and largely autistic masks...
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I had barely two hours played when I requested my first fifteen refunds, all of which were denied. With a game like DayZ, it's all too easy to burn four solid hours without even realizing it... Further, I had heard mixed reviews of DayZ, and decided to give it its fair shake. I should've listened to the over 1/3 of reviews that were NEGATIVE, but I figured that the majority was still positive, so there might be at least some aspect of fun to this game... Nope, just aggravation piled upon aggravation. You, of all people, cannot tell me that DayZ can be properly analyzed inside of two hours... You don't judge a movie by the opening credits, do you? You don't buy a car and right before you take the keys, after all the paperwork is done and the deal is sealed, say "yeah, this car's a piece of shit, I want my money back"... You don't go to Barnes and Noble, buy a book, read the back cover, and return it citing it sucked.... So why the FUCK are we expected to judge a huge game like DayZ on the first two hours!? Because Steam executives, who've never played videogames outside of fucking mobile devices, decided on an arbitrary number of two hours for their fake "return policy" nonsense... I won't tell you my total game time played, because as I said, it's a LOADED QUESTION; there is no correct answer, and any answer is going to be met with a canned response, ridiculing the person who didn't like the game. >less than two hours: "Oh, you didn't even give the game a chance! You're just ragequitting cuz it's too hard for you keks we're such badasses for continuing to play a broken alpha, and you're a loser who's just ragequitting" >over two hours: "Oh, well, you can't get a refund from Steam because clearly 2 hours is more than enough play time to judge DayZ...." I wanted to get my $35 worth out of it after my first few refund requests were denied.... I have yet to.... I still feel I'm due a refund on this piece of garbage.... The original creator chucked deuces on the dev team.... I suggest the rest of us follow suit. (And yes, I realize I said $30 above.... Reinitiating refund requests showed me I actually paid $34.99 for this bullshit. Bohemia devs should be arrested for thievery.)
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Who owned the pubs/lodges/bed & breakfast things where hunter clothes sometimes spawn? Who owned the construction equipment scattered around Chernarus? Who owned any of the stores in the cities? Or are we to assume Chernarus was Communist, and nobody actually owned anything, and 100% of the people were too poor to afford a $40USD recycled TaTa fender of a sword? And even in a Communist society (as we've seen with ALL communist/socialist states thusfar), there are STILL rich and poor; the only difference being a capitalist society offers very fluid class travel (where a person born into poverty can become a billionaire, and vice versa), and communism only allows the ruling elite to be any capacity of rich, and often are, whilst everyone else suffers at an arbitrary, set wage dictated by the ruling elite... BUT, this isn't about economic or governing systems, this is about a fictitious land in which zombies have taken over and your clothing rips itself to shreds when it feels like it, and the addition of large archaic cutlery to said fictitious land. :D Further, I came across this whilst looking through some DayZ info and looking for a better map (I was using a fairly poopy one, I found a much better one)..... There already IS a European-style sword! :D However, I still prefer my hatchet, as it takes up just three inventory slots (though the sword should be able to take the stick position on the back, imho), can be used for many other tasks that a sword could also be used for but wasn't programmed to do so because reasons, swings fast enough, and cuts a zombie to death in 2-3 quick hits.... http://dayz.gamepedia.com/Sword
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There's no need for XP in this game at all. Professions, should they be implemented, can have individual skill percentages not unlike Ultima Online had, where you gain skill based on using that particular proficiency, as opposed to getting a boost to everything every time you "level up", which ultimately would destroy any chance new players have in a game such as this... It would be no fun to hop on a new game just to find out people who've been grinding since 2013 can walk up and laugh as your Mosin bullets bounce off their chest because Level 60 versus Level 1..... As for skill loss, i.e. you die, you go back to square one: That was tried in EverQuest, and people literally killed themselves in real life, over losing just a percentage of skill/XP in-game... People literally SHOT themselves because they lost however many months' of constant grinding in an instant.... The LAST thing we need is to repeat that mistake.... Shit, it's frustrating enough just losing all your gear, ESPECIALLY if you got some awesome gear!! Like right now, I got an SVD (FUCK YEAH!), ghillie wrap, good scope, I got my AKS-74U suppressed with enough mags, USMC woodland gear, big LBV, pistol with most of the options, two canteens, big-ass MOLLE bag, etc.... And the next time DayZ wipes all characters for an update, I already know now that I'm gonna be PISSED.... I know it's coming, it's inevitable, and I'm still gonna be PISSED because of all that work and random dumb luck (as the spawner system works on random dumb luck, that's how rarity loot spawner systems work for the end-user) that I will lose.... P.s., and this is totally unrelated, but: How come the past ten compasses I've come across have all been "damaged"!? Where's all the worn and pristine compasses!? D: [Edit] Of course less than 24hrs after posting this, I get friggin' jumped by yet another douchebag player, lost weeks' worth of work in an instant.[/Edit]
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Let's let the devs work on getting things like the combat system working properly before we worry about adding dress-up things.... Even though the devs seem to think dress-up parts is what finishes a game, and not functionality....
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Loaded question, and it's the same garbage Steam forces us to deal with.... >If we answer "less than two hours" Then we've clearly not played DayZ enough to experience like anything the game has to offer, and the entirety of the DayZ community will then proceed to rip on us for "judging it before you even gave it a chance".... But, Steam policy on refunds is it must be less than two hours of gameplay, because arbitrary bullshit number because Steam hates customers. (Also evidenced by the fact that 90% of their support is pushed off onto a user forum instead of addressed by Steam itself, just like Facebook, another website that doesn't give a FUCK about the users and only cares about advertisers) >If we answer anything over 2 hours Then we've clearly "enjoyed" the game far too long to take a refund request seriously (again because Steam hates customers), despite the fact that this "game" has been in early-access Alpha testing for nigh on four goddamned years now, with not a lot of forward progress to speak of (instead, a lot of sideways progress, tacking in extra unnecessary and broken mechanics)..... So, what's even the point of asking this question? To be quite honest, if Steam came out and offered refunds for DayZ, regardless of time played, I'd be f'in GONE... The only reason I still hop on every so often is because Steam refused to give me a refund because of their stupid-ass arbitrary 2-hour play limit, and I still don't feel like I've gotten my $30 worth of entertainment value out of it....
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To be honest, this makes far more sense.... It would groove well with possible professions or something, where you'd get a small initial boost (to make it fair, the boost would just bring a newly-spawned character's skill in say arrow making for hunters to 10 instead of 0) to some crafting profession depending on which character you spawned... Further, at least it gives a little bit of backstory as well... How exactly does the character find themself in Chernarus? They just wake up one day, in the middle of nowhere, thirty years after the fall of humankind? I mean, with the way the vehicles and houses and such are worn and overgrown, clearly the Zombocalypse in Chernarus was a good many years ago... Like, at the very least, a decade ago, unless Chernarussians just stopped doing home maintenance, yardwork, manufacturing/importing cars, repairing cars, all construction projects just came to a dead HALT a decade ago, etc..... Shit, even the helicopter crashes look like they were trying to fly a heli that crashed 30 years ago... (Hey, maybe that's why they crashed!) :P Spawning naked with nothing sounds like more aggravation from an already aggravating game.... I'd much rather see the suggestion quoted, tbqh... :)
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Mental/psychological status and their effects on gameplay
t3h_kgb replied to exwoll's topic in Suggestions
So what you're telling me is that DayZ, an interactive survival videogame where literally EVERYTHING is designed to kill you and worse every mechanic is broken to the point of being completely random, isn't "difficult" enough for you, and you really want the game to stop obeying your commands and force your character to kill themself....... If you want snuff films, go pirate a copy of Faces of Death or some shit, and go be a sick twisted fuck someplace else.... This forum is for people who enjoy interacting with videogames, and receiving some level of fun and entertainment from the experience..... You know.... Interaction.... The thing that separates a videogame from an .avi file.... Also: There is no "easy mode".... There is no "difficult mode"... DayZ is DayZ-difficult... So NO, there is NOT an "easy mode" for anyone... Your bad suggestion will force all of the rest of us to fight through yet another completely randomized, broken, worthless, buzz-killing mechanic... DayZ is made difficult by player inexperience and random chance..... And if DayZ's broken combat mechanics aren't random enough for you, maybe you should go play Yahtzee... And instead of marking down scores, just hack off a finger or hand with a hatchet every time you roll triples.... It would groove well with those self-harm fantasies you keep having at least.... -
Mental/psychological status and their effects on gameplay
t3h_kgb replied to exwoll's topic in Suggestions
Yeah, no thanks.... Between the insane metabolism (eating 15 apples and being hungry again inside of an hour!? REALLY!?), having fewer than one hitpoints at any given time because humans are actually made of glass according to Bohemia, items becoming "ruined" simply because they felt like it, the character bitching about everything from a 1/4" high fall to the color of the fucking sky, being "soaked" because you dared set foot within twenty feet of water, freezing to death whilst sprinting across the map because one piece of gear was "damp", bugs, other crap not working right, getting jumped by other players, bleeding to death when anything more threatening than a chicken looks at you cross-ways, et. al., I'd rather NOT be forced to socialize (how exactly are we expected to do that, when 100% of DayZ players only want to kill other players?) and read books and all that other garbage, just to keep my stupid character from crying over yet more bullshit... Worse if the character wants to start disobeying player commands and ultimately becomes suicidal, because I'd honestly just let the bastard go until they punched their own ticket because I have no remorse or pity for crybabies... Shit, the character the way they are now pisses me the hell off!!! "I'm hungry and thirsty and cold and stuff!! I'm DYING!!", coming from a freshly-spawned character.... If I wanted to be emo and cry and cut myself, I'd go listen to Fall Out Boy and Breaking Benjamin and do just that....... I play DayZ to.... Well, I don't even really know why I play it, it's just a "collect stuff and avoid everything, especially other players" simulator.... But I most definitely don't play it to watch my character cry and pout and kill themself. We already have a suicide button, do we really need a whole engine dedicated to making our character kill themself!? And what about the fact that no two human psyches are the same? What makes you think we all need to socialize in order to feel happy!? Why do you think humans ONLY think a certain way? What about sociopaths? What about introverts? What about the id and the ego and all the Freudian crap? Sorry, but your idea just doesn't sound fun at all... And the point of a "game" is to have some level of fun to it; NOT to be a taxing chore that ultimately only exists to piss you off...... Thus why I rarely play DayZ anymore.... And honestly, if Steam hadn't scammed me with their fake refund option (if they don't want to issue refunds, why do they offer a refund option?), I'd have gotten my $30 back and done something far better with it........ Like light it on fire, or pay a homeless guy to beat me across the head repeatedly with a heavy stick... -
>implying 90% of the game doesn't already clip anyway.
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Well then maybe you all shouldn't be handcuffing other players, if you don't want to incur the risk of being killed whilst handcuffing..... ;)
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Is it worth buying Dayz standalone yet? [With Developer responses]
t3h_kgb replied to Blade4777980's topic in General Discussion
I'd have to agree with this... This, coupled with b-hole players who just want to kill everyone they meet, coupled with random character wipes, bugs, 3-minute spawn time, the fact that your character is made of glass, et. al. make the game totally not worth 30 bucks the way it sits... -
Is it worth buying Dayz standalone yet? [With Developer responses]
t3h_kgb replied to Blade4777980's topic in General Discussion
My 2 cents: Simple answer: Still No... Complicated answer: DayZ has been in development for like four years... Normally, a company would take something like this and develop to about where we are today within about six months to a year... Don't get me wrong, they're making progress and doing well with the game's direction....... But it feels like the DayZ dev team is just a handful of Bohemia devs getting together in their off time to work on DayZ, like Bohemia keeps their noses to the Arma grindstones, and they aren't allowed to work on DayZ during the work day... Either that, or Bohemia is really like twelve people, and they're desperately trying to produce games on Blizzard's level but absolutely positively refuse to hire any new people... I know I shouldn't be so critical, especially since the newest big patch just dropped like a month and change ago... But it's been four years and they're still not even to Beta yet... If I hadn't purchased DayZ (or, if Steam would've given me the refund I initiated a hundred times), I honestly wouldn't be playing it. I feel it was a complete and total waste of 30 bucks, so I'd best get my 30 bucks' worth out of it, etc... I just hope they don't expect us all to purchase the 1.0 version, since we've already fronted all this cash to them for Alpha access. Because I most definitely won't be paying money for DayZ 1.0; at their current rate, it will be 2020 before they're even considering finalizing the Beta, and by that time, there will be better games in this motif... Is it fun? Yes. Is it playable? Yes, though it's not without its bugs... Is it a bucket of laughs? Sometimes... Is it worth 30 bucks? NO. 15 tops in its current state... 30 bucks is what you pay for games released like a year or two ago, and were COMPLETE... Not four year-old incomplete WIP alpha mods... Just my 2 cents... -
Base Building - What would you like to see?
t3h_kgb replied to thedogfoodyayho's topic in Suggestions
A crafting system, more or less... >A player can gather a reagent or reagents we'll just call scrap for now, from the plethora of scrap, garbage, and rubble piles, dead cars, abandoned construction sites, etc... Once they have 4x scrap, they can board up a window, 8x scrap for a door, 250x scrap to place an 8x10ft tar-paper shanty-type shelter, 350 for a little portable type shelter, 375 for a shipping container/conex/sea can/etc, 750+ for existing in-game building (house) models with multiple rooms and doors and windows and carpet and stuff...... A lockable door for taking over static structures will cost 125x scrap. >A static structure must have ALL exterior doors replaced by lockable doors, AND all windows boarded, before it becomes player housing. >Depending on the size of the building is the size of the projected "yard", so you can build a fence out to x-distance from the house... 3ft jumpable fencing is 4x scrap per 4ft wide panel. Unjumpable low fence is 10x scrap per panel. High wire type (chain link) is 16x scrap, high solid panel fencing is 20x scrap, concrete barrier fencing (like around the mil bases) is 60x scrap each. Gates are x2 scrap cost per fence type. >Tearing down player-built structure will net 1/4x scrap cost, so be sure of where you want stuff before you place it... >Tearing down in-game structure where possible will net 1/8x comparable scrap cost, to discourage but still allow players to rip up say a fence line across the street to bolster their own defenses if no other scrap sources are readily available/spawned... >I was figuring scrap has to weigh something, or not stack or something, so one player can't carry too much of it... However, the reagent(s) will only have to be local in order to be consumed... After all, people don't stuff their pockets with 2x4's and plywood sheet before building houses in the real world... Makes enough sense, no? So you'll have to have 2 or 3 barrels of reagent(s) in the area before you can build stuff... >Other craftables can be a well for your yard (x100 scrap), tool shed, weapon rack, wardrobe, bed, desk, kitchen chairs and table, some of the misc. statics around DayZ, for deco purposes. >Trash cans can be placed for deleting items. Trash cans do NOT count against your lockdown count (see below)... >If anyone here has played Ultima Online, the storage and security system could be very similar, as I think the two games have a bit in common: --Your "house" can be locked by a key, so nobody can get in. NO, the lockpick cannot work on the front door of a house because videogame. --Key takes up inventory space, and if you are killed, player killer can take your house key, enter your house, and steal all your stuff. --Can hide Key around the outside of the house, and can give the lock-down command to containers on your front step area, allowing you to secure your key... --Containers can be "locked down" so they become static interactable objects inside the base, can only lock down x-amount of containers per square foot. Can be locked so only the owner has access, other access permissions can be granted by owner to others, ARE SUSCEPTIBLE TO LOCKPICKING AND THIEVERY... So you can have a member of your own clan unlocking and stealing shit from the clan vaults if you're not vigilant... --Items can be locked down for deco purposes, does count against your house's total secured lock-downs, items cannot be used until unlocked. --Locked items as described above will not be wiped by server cleanup/loot engine/what have you. Items not locked down will, regardless of whether or not it's in your house... So be sure to lock that barrel full of AK ammo down or the server's gonna wipe the entire barrel... Anything thrown on the floor and not locked down will be wiped during server cleanup... --A structure that is not visited by the owner inside of a month becomes in "greatly worn" status, and in six months it becomes "in danger of collapse"... After six months has allotted, the structure collapses (disappears into the ether, as if it were never placed), and all the lockdowns inside fall to the ground, free to be picked up by anyone. All locked crates become unlocked, all decoration becomes fair game, and the only thing you gotta worry about is everyone else on the server fighting for that IDOC's loot....... --Structures owned by other players can be entered into a guild/clan/militia's collective real estate system, and become part of that guild/clan/militia's base. When this happens, the projected "yard" joins the neighboring property(ies) under the guild/clan/militia's influence, allowing a collective of properties to function as one, depending on permissions. Original owner still retains owner status, but the structure can now be granted new access permissions based on the guild roster. Original owner can indeed choose to leave the clan, taking their originally-defined property and anything on it with them. --You CAN be killed in your own home from outside, should a bullet or grenade come through an unboarded window... --Boarded windows are not entirely bulletproof, nor are walls themselves. The 7.62-eating weapons will still do damage through them... --If you're killed, your newly-spawned character still has 100% ownership on the house, and if you can get back to your key you can get back in your house... --You can use the f-button functions on your front door to re-key your house if your key has been stolen (cooldown: 2wks, cost 6 scrap), and also to cut a new key (cooldown 1wk, cost 2 scrap) if you lose the old one. (cost and cooldown to prevent rekeying/recutting from becoming an exploit)... Rekeying is per door only, so you will have to rekey all doors at the same time if you want one key to work with them all after rekeying one... Worse, the cooldown will apply per door, meaning it will take six weeks to rekey a house with three doors. Again, incentive to keep your original key safe... --If you have the key in your inventory, the door will just open like any other. That fumbling around with the inventory and the key and "use KEY on DOOR" crap gets old quick.... If you don't have the key, the function indicator will pop up saying "locked", and you won't be able to do a dang thing with the door... --There is only one way to access the door; the key. NO, you can't go breaking & entering, otherwise what's the point in putting up a house in the first place? Just a big-ass target for douchey players... --If the DayZ crowd REALLY wants a way to break into secured houses, then it should take a whole lot to get into them, and not just like a lockpick or a grenade to the door. The player's house should be their own tiny little safe zone, NOT just a big-ass target for thieves and murderers and b-holes... --Unlike UO, but it goes in this section, lockable doors (from above) can be used indoors to create individual securable rooms, for apartmenting or making a little armory or etc. Really, I'd want to build it so that a single player screwing around for 4hrs a week isn't gonna put up their own house on a long Friday, but instead have massive co-operative efforts to build clan bases, secure areas, etc... Just some thoughts... -
The combat mechanism on zombies is kind of frustrating.... I got hit eight times (had to be no fewer than eight hits, I almost instantly died whilst having a "healthy" tab just prior) by one zombie in one hit... That "hit" mentioned above wasn't even animated, just came out of nowhere as I was slowly poking away at the zombie because only players are relegated to swing speed restrictions... Also, in a different confrontation, a zombie went total Stretch Armstrong on me and managed to hit me (like four times) at a distance long past the range of my pointy stick... Just wanted to share... I gotta go back and try and find pants... And a canteen.. And PET bottle... And all the other stuff I lost when the zombie insta-ruined my pants by hitting me eight times in one "swing".... :D
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What clothing set/weapons would you add if you could?
t3h_kgb replied to SomeCallMeNomad (DayZ)'s topic in General Discussion
Just a quick bump to ask, where did all the USMC woodland gear go? Along with TTSKO, the USMC woodland was the BEST camo for the Chernarus area. When I first started playing, I came across a pair of tops/bottoms, but an update wiped my character and ever since, all I've come across is USMC Desert, which is largely useless in a woodland area like Chernarus... I mean, unless there's plans to add a huge patch of expansive desert to the map, there's really no use for the desert patterned stuff... -
They're easy as pie to take down one-on-one, it just feels a bit broken when they're staggering backwards and you take a hit or you get smacked a whole mess of times with one arm swing... Plus, if you want to get the best gear, you gotta kill a few zombies...
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I dunno, guns kinda suck to find right now... I've yet to come across an AR, and I've heard there's an FAL in the game... tbqh, my road to power has always just kinda been "get to mil camp, get guns and camo, go frig off in the woods until you get more food... Shoot anyone who comes near"... But, if you think that road to power is silly, I'd want to know what you think you'd do in the rl zombie apocalypse when you're sans everything... :P So, you want to see firearms wear out faster? And more intricacy into the gunsmithing aspect? I mean, it would be way cool to develop it as a profession... Say a player can turn worn out guns and parts into junk, then use the junk to fix weapons and stuff... Eventually, using certain parts or junk or etc. as reagents for crafting, maybe... Then the Devs can get into some nifty custom stocks and forearms and stuff for all the weapons in-game! Plus, then you could get nifty profession buffs, like +5 jam clearing, +5 tactical movement speed (when scoped/irons/etc), etc.! Though, as far as accelerating firearm depreciation, I'm no fan of that...
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The simple fact is that military gear is designed to be carried through end-times and come out of it still hanging on... Further, camouflage is how you hide in nature... As for in urban terrain, you're probably best off pulling a Solid Snake and wearing a cardboard box to blend in... However, camo still works in urban environments, as it does exactly what it's designed to do; break up the human silhouette... Woodland camo isn't as effective on a background of say a yellow house, but it still makes a human silhouette look less like a human silhouette, etc... If there was a way to build ghillie suits (out of burlap, rope, and the military top/bottom of your choice, say), that's what I'd be wearing. ;) As for guns, it's simply a matter of being the most effective way of making things dead... And military-type rifles are designed for military-type duties, such as keeping Infantries alive whilst other Infantries are trying to make them dead, and instead, making the other Infantries into dead Infantries... Don't be a dead Infantry; get the best gun you can. :D
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Can someone explain how gear degrades? I've had a few clothing/equipped items that seemed to have gone from "pristine" to "ruined" within minutes, and I've no idea why.... Worse, it keeps taking things with it; ammo, canned foods, even a magazine, went from "pristine" to "ruined" when stowed in the gear piece... Thanks...