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Everything posted by William Sternritter
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The despawning gardens & fireplaces.
William Sternritter replied to Raphael_RJ2's topic in General Discussion
So we're back to the original reason for not using them, they are not persistent. Great 🙂 -
Oh? Damn ... I loved those infights.
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Psychic Wolves miles away that Aggro me & ignore the infected.
William Sternritter replied to Raphael_RJ2's topic in General Discussion
They fight infected regularly. It is not uncommon to come an area and see them fighting. Also, remember that they go after all players, so it's not always you who triggers them 😉 EDIT: ok, so I stand corrected apparently wolves fighting infected was turned off some while ago. -
I still wonder if we could get a proper walking speed and thus not jog all the time. Use stamina for sprinting and heavy actions.
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You know this very much depends on the circumstances, right? Yes there can be abundance of food as well as total scarcity and starving to death is not uncommon, especially for a fresh player who mostly fights off cold that in turn drains food rapidly. Thus, as a matter of fact, you need all that food just to stay alive. If the devs would balance how you start and also the effects of weather, so that you're not always freezing unless you have the best insulation layers top to bottom, then perhaps your complaint would be valid. This further ties to the overall flow of energy and currently the game is set in a way where you can eat a lot and be warm but you're still going to be hungry in short time. So again, the excess of food is needed.
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What is there to agree or disagree with? There are no mods for consoles, because the platform owners do not allow it. Baahing the developers for it makes no sense.
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Ever been to The Netherlands? Or Czech Republic (depending on the season)? 😉
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Used to be doable with a bottle in the rain.
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I thought that, but after playing on 1x server, I'm not so convinced. I think the time accelaration is just the day/night cycle and nothing else.
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Something like that yes, to better represent the real hydration cycle. Also it's not hard to stay fed or hydrated and there is no reason it should be. As soon as you can hunt animals you're usually fine and it only reveals how poorly implemented the cycle is. By making food and water go away quickly, the only effect is that you eat more, but eating more is not a problem. In my opinion just because it is a survival game that does not mean hunger and thirst must chime in every two hours otherwise you're not "surviving". It would definitely be more interesting to have longer digestion cycles as you do IRL but have less food to go around. That way, when you gather a significant amount of food it will make a real difference and it will make food a bartering commodity and a resource that you value. Now, you snack all the time and you must always look for the next food source but it feels like grind instead of survival.
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I would rather say that mushrooms and fruits should not give you as much hydration, if you want to change something. There was a time where you could survive on those alone because they spawned fast and kept you both fed and hydrated. However; now they are quite rare because you have to be on a location for considerable amount of time, they rot away and they may hydrate you ok but do not feed you. Because honestly, the speed at which you become thirsty and hungry again it just stupid at the moment. You spawn in and immediately go to being thirsty and hungry. Heat is completely off balance, all you need is one layer that is not best insulation and you're constantly cold no matter what you do, in turn your food goes down rapidly. On the other hand, how many bottles of water a day do you need to drink to avoid being thirsty? Drinking 4-5 cans of liquid is definitely more than enough to keep you hydrated. It's actually quite weird that you can drink 4-5 cans one after another and your thirst meter is like ... yeah maybe I can go up now.
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Yes, you can get a highlight or you can read the description that is already in the game and tells you which ammo the gun uses. Everyone who is new to DayZ is new to the game, your previous gaming experience is quite irrelevant besides perhaps that you understand what an inventory is. But we all had to learn how to play it. Every game has a learning curve and DayZ's curve is steep. There is nothing wrong with that. Because at the same time, DayZ is very intuitive with things you know from real life. Like how to put on a jacket or that a sweater is warmer than a t-shirt. So I'll say it again, if you struggle with that, friendliness towards new players is not the problem.
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I mean the interface toll tips already say things like "vest", "top" and so on. If someone does not understand that top is where the jacket goes ... there is some other problem.
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My solution to Dayz's base building problem - make hesco barriers a viable option
William Sternritter replied to tomusgilbert's topic in Suggestions
Yes, if the suggestion is to make bases more durable then it makes sense that only explosives would damage these. I guess the weakest point would still be base entrance though, you cannot make that out of hesco. -
My solution to Dayz's base building problem - make hesco barriers a viable option
William Sternritter replied to tomusgilbert's topic in Suggestions
They can be dismantled even when on top of each other? Because I thought that is where you're going with the proposal. That you cannot effectively dismantle a hesco that is stacked from the ground level. -
I don't want to brag or anything but I could match item and slot for it in pre-school. Moreover, not knowing where a jacket goes is ... extremely weird. How many attempts do you really need here? Especially in your example, the jacket can be dropped on the body itself and your character will wear it. The character will put in on when you just pick it up, because if your character has no clothing in that slot, you put it on automatically. If you are already wearing something else (like a t-shirt) this will be all the more obvious that jacket replaces t-shirt. Sorry it's just beyond my understanding how can someone not get this or not learn in after a few seconds of trial and error.
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In the recent experimental 1.12 I wanted to try to be a helpful sniper, clearing out infected for players and that kind of stuff. So, I've spent a few hour above Svetloyarsk observing the city and tracking survivors and I would like to beat the dead horse a bit ... because gameplay wise, to me, there are really fundamental issues. If there are any plans to change these, I would very much appreciate a bit of insight. 1. Spawning of infected I hate the current system and its problems are only exaggerated while setup on a vantage point like this. First off, the city was empty until a player came in and yes, my presence also spawned in infected at the railroad as I was positioned above it. That means, I never really had to spot a player first. I simply looked at different parts of the city and if there were infected I knew a player was there. Infected would spawn in as they moved along so again, even if I did not spot them at first glance, I knew where they were and which way they were going. This is pretty much a cheat at that point. I know there is a limit to how many infected there can be, but can we at least get infected consistently at locations like these? At the same time, it makes any scouting pointless, it really serves only as an indicator if a player is present. Coupled with the insanely fast respawn rate of infected, especially now when they are harder to kill, I just have to venture in and hope for the best. Infected will spawn near, they will reposition as I move around and they will re-spawn fast when I kill them. Same goes for spawning in additional infected when a shot is fired. They magically come out of nowhere. It feels like a corridor shooter at that point, where the game chats in order to create challenge, instead of actually creating one. 2. View distance Really, what even is the point of having scopes and rifles that can effectively shoot 600-800 meters when around 300 meters the textures get all muddy and object clip through one another. Most notably infected clipping into the terrain but also static objects like cars become just a clipper blur. Which also means that players stand out and it's easy to pick them up in the distance.
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Hmm, sounds like fun times these dayz ...
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Some more info would be nice, please 🙂
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These are exactly the elements that warrant at least a general statement of it is on the roadmap or it isn't. Certainly that can still change over time, but at least it will be transparent at any given time.
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Snuggles overcome struggles 😄
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Yes, frakly speaking even AKs and M4s are quite shit, or rarher their cartriges. In CQB I rather take a shotgun, because that will put a man down. From a distance I'll rather shoot with a rifle. But these were all set quite correctly not that long ago. So again, the devs are just changing values based on a dice roll I guess ...
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Which is why I have a gripe with how the servers are setup. Even between the four EU hardcore 1pp servers they could easily give us some variability, but no. They are stuck on the same settings since 0.63.
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Servers don't have to be aligned with real world time that is up to the server owner, in this case Bohemia. If there was a 1x EU server that has day during the evening and night, then you know it will be day on that server regardless if you login at 18:00 or 22:00, exactly for us who have daytime jobs. The thing you currently don't like is exactly the effect of time acceleration, because the night comes too soon and it's dark when you have time to play.
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So you do like to play it easy, rather log off during the night and so on 😛 ... well, sure you can, there are enough servers to accommodate that, some have permanent day if that is what you're looking for. But the intended experience is realistic day and night cycle. This is what the official servers were set to before .63 version and hardcore 1pp survival servers should be set to this cycle again. The intention is survival, not to give you everything DayZ has to offer in 4 hours.