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Everything posted by Robzom11
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I'm not so sure the cheap survival aspects (which i agree for the most part are barebones) have anything to do with pvp being rare, it's not that rare as you make it out to be atleast not for me and i play extremely passively, though I'm on xbox so things might be different. The scarce loot point i completely agree with, though i understand and enjoy the intention behind it, i think that it really lowers the incentive for players to travel inland as there's not much to be gained that can't be found on the coast (night vision is maybe the one thing I'll go inland for as usually i can rely on finding them) this obviously leads to less traffic around the map as i think alot of people are motivated by loot, also pvp/player interaction which it feels like there's less and less of the more inland you go. The zeds not being a big threat is something I agree with as well, not much more to add. To answer your question i have not played any of the mods, i installed the mod on my laptop when i was like 11 not knowing wtf i was doing lol, probably was a virus. Come to think of it, not many survival games here on my xbox 😞 honestly only other survival game I've played is minecraft lol so i guess I'm a hypocrite.. I'm sorry but you can't just imply that finding ammo and a gun separate is boring or somehow a bad thing for a survival game without me atleast questioning you. I think you have to admit you may have exaggerated your initial points a little.
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My advice would be learn how to hunt, make a fire and cook food, I'm not about to go step by step but you can look it up. Zeds drop food occasionally, so kill them. You also have better chances finding food inland. Also not sure why you got a new character, it could be that you were on a different community server from the last one you played on (every community server has seperate characters). Make sure if you play official to favorite the server you plan to play on or else you will be relocated back to the coast everytime you switch. If you're looking for an easier survival experience try some community servers, they are usually easier, however alot of them are laggy but there's a few that run good. (they usually also server wipe often) DayZ is definitely in need of polishing, but it still offers something no other game really can.
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Have you ever been almost run over by your stolen car in a parking lot shootout? Have you ever had to talk your way out of a bad situation? Have you even played DayZ my guy? You're literally complaining that you have to find ammo for your gun, like have you played any survival game ever? Not trying to be a dick but holy... I can see where you're coming from in regards to end game and zombies and agree i think, i guess some people are motivated more by loot while others just play for the unique experience DayZ offers, i think both are fine, but i can see how this game might be disappointing if your only drive is loot.
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Issue So as far as I'm aware zombies seem to start to spawn in (atleast on console) at around 300-400m, this is a problem or rather an advantage for someone who scopes out areas before they approach as they/i can instantly tell nobody is there. It's number 1, a huge advantage and number 2 it breaks immersion. Granted zombies could all be dead or trapped in a house, so it's not always guaranteed nobody is in the town you're looking at, however as far as i remember everytime I've not seen zombies in a town it's because nobody's within zombie spawn radius, it's just obvious. Suggestion This is just my first thought. There should be occasions where zombies don't spawn in a town, or very very few so looking into a town and not seeing zombies isn't an instant sign no player is there. Also there should be atleast 1 zombie visible beyond the standard spawn radius as scoping out a town and not seeing any zombies, only to get into town and it be over run by zeds is weird (also would help the main issue).
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1. Codeine should also be used as a cough suppresent, if it isn't already. 2. There should be medication that temporarily relieves the shaking you get from brain disease, like muscle relaxants or something. 3. Anti depressants & or anti phycotic medication for temporary treatment of uncontrollable laughter caused from brain disease. 4. Poison Ivy/oak plants or an equivalent where if skin is exposed to the plant you develop a visible rash that's perhaps contagious through skin on skin contact. Requires an ointment or a natural plant remedy. 5. Addiction & withdrawals after prolonged use of specific medicine. Symptoms may include but are not limited to: Impaired movement, quicker dehydration, upset stomach, diaherra.. I think most these ideas would add some good depth to the sickness/diseases, overall would be a good first step in making disease more interesting. Come to think of it i think every disease or sickness should have additional medicine that relieves the user of some symptoms temporarily rather than outright curing them, i think that would be a good start to better utilize medicine & sickness into the game.
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I feel like everywhere i went it was considerably lower fps than before. I noticed everything seems sharper which caused jaged edges & grainyness especially on the trees, not sure if you increased some graphical settings or maybe it's the lighting changes you made. There wasn't really one location where i could say there was a fps problem that's worse than anywhere else, generally i felt the same bad fps went wherever i did, cities are also the laggiest I've ever seen them (berizino is the only one i went to but im sure the others are worse). LA 4287 1pp xbox
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I don't know what you guys did this patch but the performance is terrible (Xbox one X). The game was coming along nicely in terms of performance on console ever since 1.04 only problem was the occasional stutter (which i was hoping would be dealt with this patch) but now it's like back to square one if not worse, I'm running at a consistent 15-20fps, with stutters, and noticeable input lag, and that's only in the middle of the forest. There's still inventory problems, weapons still desyncing in hands, just a mess of an update.
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I would favorite the server you wanna stay on, and to answer your question yes even if you wait a day if you don't return to your original server you will be re-located.
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Starting to give up here, KINDLY help.
Robzom11 replied to Proserpine's topic in New Player Discussion
It's worth noting that if you're cold you will loose hunger faster, just incase you missed that. I personally love the moments where im forced to go into town for food and don't have enough time to scout, throws a curve ball into my routine, forces me to to go in blind (i sometimes miss going into a town carelessly, as you never know what will happen). I'm wondering why it's such a struggle for newer players to find food, i feel most my food as a freshie comes from houses, i mean i do die & struggle from time 2 time but once I'm set on food im good until i get too comfortable and eventually realize im low on food. It may be map knowledge allowing me & experienced players to efficiently go from town to town without starving, while new players are taking longer routes and missing nearby towns. Seeing all these new players struggle with food makes me want to go to the coast & find one and help em out lol. Also livonia is apparently alot harder to find food, i haven't touched that map yet. -
I personally think it adds alot of value, i mean if the alternative means people can combat log without consequence, and even ghost to gain a strategic advantage then i think there's alot value in the new system. The old system you would have to rely on the other player to not exploit these things & from my experience you can't rely on them, infact you should be anticipating them to exploit. If the issue is playerflow and exploiting the system to get to the coast, then maybe there just needs to be more server hop spawns inland as well, I'm not sure if it can take your last known location and allocate you to the nearest spawn, otherwise people would be exploiting hop spawns to get up to nwaf as well. Either way i agree that the current system isn't great, however the one before was way worse, i cannot even begin to conceive how anyone could even suggest it come back, it blows my mind, maybe you know something i don't? Maybe you never experienced somebody spawning behind you, or shooting at you only to combat log (probably attempting to ghost) This was routine for me with the old system, and even when it doesn't happen you're thinking about it, which just decimates the immersion. That's just my opinion though, not sure how you could argue against it, actually curious if there's one valid point to be made to bring back the old system that couldn't be solved by adding more hop spawns. Sorry if this comes off hostile, i don't hate people for their opinions, I'm just hating the opinion itself lol.
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Why is picking up items broken? When will this be resolved?
Robzom11 replied to rickyriot's topic in General Discussion
We're you playing on experimental? I'm sure you know but the next patch 1.07 supposedly fixes that issue, i haven't seen anyone talk about it on the exp thread so im guessing it's fixed. -
Starting to give up here, KINDLY help.
Robzom11 replied to Proserpine's topic in New Player Discussion
Personally this channel influenced the way i play now, it's not for everyone but i think even applying a few of these ideas will benefit or even save you. It should also help you realize what you're doing wrong. . -
@green_mtn_grandbob You should've just kept reading then in my opinion lol. Also that's where the fat reserves come into play, see my good sir if you're fat enough you might just be able to read the post and get something to eat! Imagine the opportunities. I can bore you without you starving to death, and you can be bored while starving me of any joy in life!
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Starvation Overhaul *Some of these ideas are not entirely mine, but i add onto them abit, and thought they needed their own post. I also have no problem with the current "difficulty" of starving and am not trying to suggest it be easier* Currently the way starvation works in 1.06 is pretty simple, in terms of the impact that starving has on your character. There are mechanics & elements at play that do influence your hunger degeneration (using energy/stamina, aswell as body temperature, being sick). However there is no impact on your character when starving, other than loosing health and dying shortly after. These few suggestions are ment to focus on the impact starvation has on your character as well as some other ideas of what could further influence starvation. The current impact starvation has on your character is very straightforward, you reach red hunger and you will die in minuites from there on unless you eat. While it works i think it could be more interesting. These are all fairly obtainable suggestions that would elevate the starvation mechanic into a more authentic, thoughtful, and perhaps difficult gameplay mechanic. 1. Instead of character health dropping to zero when reaching red hunger your health should drop to 25% and stay there without health regeneration, then when your hunger reaches flashing red, your health can start depleting to 0%. This would make starvation have a significant penalty period before outright killing you and also allow the following suggestions to really thrive. I feel this is integral to the starvation overhaul. 2. Increase the duration of time survivors are able to stay in red hunger. Without this change the first change wouldn't have any noticeable affect. I'm not sure how much time should be given, maybe 20 minuites before flashing red hunger appears if your body temp is normal. Taking into consideration point 1, player speed is also slow at red health so your not going to make it far, making any increase to time not nearly as powerful as you might initially think. 3. No stamina regeneration while in red hunger (or no stamina at all) This just makes sense, a symptom of starvation is weakness. 4. Decreased immunity to diseases + diseases caused from prolonged starvation (refeeding syndrome? Lol) . Not much to say here, here's some links about starvation... https://www.newhealthadvisor.org/Symptoms-of-Starvation.html. / https://en.wikipedia.org/wiki/Starvation / https://www.healthline.com/health/refeeding-syndrome#causes 5. Fat reserves based on how long you keep your character well fed. I'm not sure about the logistics but I'm imagining something simple like a 0-5 number system that goes up 1 point every hour if you have kept yourself well fed. The timer restarts when yellow hunger is reached, and your fat starts going down (maybe every point of the fat reserve adds a minute longer to being in the yellow phase of hunger). Freshies could spawn with a fat reserve of 1. 6. Muscle reserves based on how many times you swing a weapon and how many km you travel Part of the benefit could be seen as a softskill that would vary on muscle, but as a starting idea it would allow survivors to carry more weight by reducing the overall stamina cost that carrying alot of weight brings. It's just something that adds more value to your character over time . Just as if not more important it would add to the survival depth by absorbing the muscle during starvation. Similar to the fat reserve, only the muscle reserves start depleting during the red phase of starvation instead of the yellow phase as that would make more sense both for gameplay & authenticity. 7. Weaker bones after prolonged muscle & fat deficiency Maybe a prolonged muscle & fat reserve of 0 would cause this. The overall goal of these suggestions is to expand upon the impact starvation has on your character while not trying to compromise difficulty or authenticity. If these changes were added Starving would have an impact on the characters ability to maneuver and fight and just add more depth into the actual experience itself, rather then a quick decline in health until death. Your character would be in a fragile, almost hopeless state, until you finally reach flashing red hunger and die or find food and even then special care would be required. I'm not entirely sure on the specifics, either way i think it's a more interactive & authentic system of starvation compared to what we have now. Thanks for reading.
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Well said, i personally think sacrificing small immersion details to expand gameplay features isn't a terrible idea, though there are probably other ways to satisfy both parties. I remember a thread that had a detailed list of improvements for base defence that utilizes electricity, can't find the thread unfortunately.
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I think handguns & other small guns shouldn't raise when too close to another body, the only time you wouldn't be able to shoot in that situation irl is if your slide is being pressed back, which you could mostly avoid by shooting more from the hip, as far as i know. Either way i know for fact the revolver could manage shooting while being pressed against a zed, only thing would be sudden movements causing your weapon to bump and jump around, maybe melee attacks should be the only thing that makes you raise your weapon when it comes to small firearms.
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Nah the games not dead, the dream game everyone imagines DayZ to one day be is dead sure. Though it was the devs who influenced that sort of ambitious dreaming, unless they intended to not fufill their original roadmaps and used them to generate hype i don't see a problem, early access titles are subject to change. Their dodgy 1.0 release i will admit got me thinking this whole DayZ thing was a giant scam lol, i suppose we will only really know once development stops. Also i want to see how this year turns out, a part of me is afraid it's all an excuse to slow development down, another part wants to believe there will be good updates with changes, tweaks, and fixes that will have big impact on gameplay. I just hope what we don't get in new content, we get back in equal in the form of gameplay improvements & fixes and so on.
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Im looking forward to the gameplay improvements most of all personally, very well said about gameplay mechanics not being fully utilized (i would argue it's just poorly implemented mechanics used as a placeholder until something more in depth can be made) but same idea either way. One thing i notice is the DayZ dev team is really timid when it comes to making gameplay changes, i imagine with the new project lead being sumrak he will have the right ideas (in terms of balancing) and be able to move things along quicker in that regard. Honestly with everything outlined in the 2020 roadmap im pretty excited to see how it will turn out, like if we're all being honest DayZ's biggest flaws are seen in the bugs & exploits, and balancing issues are probably right behind the bugs in terms of annoyance, maybe that's just me. I don't think DayZ needs fancy things like helicopters or bows to be an amazing game (though i would love those things & more) they aren't necassary. Theres no doubt in my mind however the game wouldn't sustain its playerbase without either more content/features or a future where players can expect to see those things(particularly on console as theres no mods to suffice). The current roadmap is a good imo but i hope they will follow through on it, aswell as eliminate all big bugs and continue devoloping into 2021, ideally to leave this game with enough content and with no bugs so it can sustain itself after development stops. Off topic i would also like to add since the survival changes in the 1.06 update i have enjoyed this game alot more when im alone and dealing with PvE, there's actually objectives and threats outside of PvP, which is amazing as i don't really have to rely on player interaction to have an interesting & gripping experience. Not saying PvE is perfect neither is PvP for that matter, I've definitely had some wtf moments, but it's keeping me entertained and somewhat challenges me. Anyways, there's my 2 cents ✌
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Yup exactly how i feel, to expand, buried stashes basically are the easiest and most effective way of stashing the best loot. What's the point of building a base? Clearly that should be the best way to stash loot but as of now it's literally useless. As for it messing with the CLE, apparently duping is still possible, but either way, it's not hard to imagine buried stashes messing the cle, it's simple math, unlimited stashes equal all rare loot underground. I made a suggestion before to make buried stashes disappear in 7 days and maybe obtain more damage, unless in a protective case. The fact that nothing spawns inland is just sad, most people on the coast have all the good loot. I think going inland for loot is a good gameplay loop, killing survivors for loot is an engaging way of getting loot, base raiding could be a fun way of getting loot as well, but apparently looking for dirt piles is the direction DayZ wants to go. I suppose an archeologist sim is an untapped market that DayZ wants capitalize on.
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308s shouldn't one tap? You literally can run faster than usain bolt, if someone hits you with the best bullet in the game they deserve that kill, not to mention the damage drop off over range. If anything, bullet damage needs an increase, i always thought this game was about unforgiving realism, all i get is bullet sponge fights where everyone abuses the usain bolt sprint, i don't think I've ever had a gunfight where anyone trys to utilize cover. Positioning means barely a thing when you can usain bolt sprint to a better position within seconds, I'm suprised nobody talks about how over powered the sprint is, i think it's a comfort thing, people have grown used to not being penalized for making a bad decision on behalf of their positioning. A few ideas that used to be in the game that would balance the run & gun meta, we need more sway when breathe isn't full, hip fire sway, slower ads times, with that the run & gun meta would be.. Well it wouldn't be meta. I agree with the rest, sorry for the tangent.
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The problem was on Xbox's side for me... I rather not talk specifics but lets just say I'm retarded. Some obvious suggestions would be to make sure your NAT type is open, maybe a hard reset (hold power button 12 seconds) will help. I would also try different headphones, i remember threads from way back with people having the same issue, i imagine it's a incompatibly bug with the Voip or something, then again.. I'm retarded.
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By "I'm English" do you mean your from England? Sorry I'm Canadian.
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When sniping long range, can plate carriers emit a dust cloud if hit? Does every hit emit blood? Does every miss = a dust cloud & every hit = blood?
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Speaking of infected getting stuck, they seem to funnel through doors super slowly one at a time, infected breaking doors would be inconsequential until they are able to funnel in quicker & multiple funnel in at a time. The way infected work now it would be meta to just block their entrance as you take them out one by one.
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5 things I'd like to see 2020 1. Fractures (im tired of people torpedoing around in gunfights, atleast let me break their legs) 2. Zig Zagging removal (it wouldn't hurt to make the sprinting cancel sooner when a player turns to much, a little jog in the meantime wouldn't feel out of place) 3. Base building & stashing re-haul (Buried stashes should be ruined in 7 days unless in a protective case, this is to help the military loot economy & bases should be the best place to stash) 4. Zombie hoards and zombies breaking doors (zombies are a joke, please give me reasons to shoot them) 5. Two way doors ( the doors in DayZ are the worst gaming has seen, they trap you & glitch you around if you don't step away from them when you open them)