Brother Hao
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Everything posted by Brother Hao
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That's a bug. Report it to the feedback tracker
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I remember seeing some animations for zombies barging through doors a while back. I think it's a great idea, since it would make the infected a lot more dangerous. At the moment, the course of action for being chased by infected is to run into a house, close the doors, and pick away at the zombies outside with small guns or melee weapons. Making the infected able to break doors down would remove that scenario, and make dealing with the infected a lot more challenging. Lockpicks could also gain a new purpose this way by strengthening the doors that the infected are trying to barge through and giving any survivors unlucky enough to be chased like this some breathing room to prepare for a breakout or standoff.
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Not saying to make the clothing smaller (although that could certainly be considered), but players shouldn't be able to store entire SMGs in their tracksuit jackets.
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Shoulderstraps & quickslots - Inventory suggestions
Brother Hao replied to sokaku's topic in Suggestions
I can kinda see the purpose behind this. It would certainly bring rope more of a purpose. At the same time though, it would be kinda annoying holding a shovel in your hands and looking for rope/rags to turn into rope. Pretty undecided on it. I like this. Don't really like seeing players pulling shotguns out of their backpacks as fast as a pistol from your holster, and this would certainly help in that regard. Another suggestion I would make is to make the animation for getting any two handed weapon out of the inventory use the animation of taking it off their backs. Not sure about that last part, but the rest I agree with. I don't think this would add much. I think this would make it more of a chore to play the game. Isn't that already the case? -
Clothing should be divided up into pockets
Brother Hao replied to Brother Hao's topic in Suggestions
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I wasn't aware of this. Thank you!
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Hello! Today I want to talk about inertia and weight in DayZ and what I think should change about it. Currently, aside from affecting how much stamina you have available, weight doesn't determine very much in DayZ, and stamina normally only affects for how long you can sprint or hold your breath (unless you're really weighed down and lose the ability to sprint and vault altogether). This system alone doesn't really do much to prevent the hoarding of items, since with only this system in place, it means that a survivor with hundreds of hours on their character and 60 kgs of nails in their pantaloons has about the same maneuvering ability as a freshie with only the clothes on their back. Both of these players can go from standing still to a 20 km/h sprint in only a fraction of a second and get back to standstill just as fast. In addition, the turning speeds while running for them are nearly identical. So, how to fix it? I would propose adding some inertia into the game, that is directly proportional to your usable stamina. This would mean that a player with 60 kg of gear would take a longer time to go from standstill to full speed sprinting, and it would take just as long to slow down back to standstill. In addition, I would make turning while sprinting more difficult while geared to the gills. Those are my thoughts, thanks for reading them and have a nice day!
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Pretty small suggestion, but can we please have the dancing animation loop by itself?
Brother Hao posted a topic in Suggestions
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When will ragdolls come back to dayz? How high is it on the priority list? I'd love to have more than four death animations already
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If you've ever played Mini DayZ (the single player 2D mobile version of DayZ), you'll know that it has a tutorial level in the beginning of the game where you repair a boat while learning the game's systems and mechanics and it ends with some bandits can coming up to you when the job is done and shooting you. I think something similar to this would make the transition into playing DayZ a lot more pleasant
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Hello all! Today I want to talk about a bit of a problem in DayZ, which is that for me, guns don't really feel like guns should feel. I don't think I'm the only one to come to this realization, but regardless, I'll be listing some problems, offer some suggestions and elaborate where needed. Without further ado, let's go! Update after finishing this topic: Format didn't work out lol, anyway, here's some things I want. Good night. Issue #1: Guns lack the feeling of weight Currently, weapons feel more like plastic replicas of actual weapons that happen to shoot bullets, and I think a large part of it is that the weapons in DayZ don't really have any sort of indicator of their weight, aside from the in-game menu which tells you roughly how much a certain weapon weighs. What I mean by that jumble of words is that aside from looking at the menu, you couldn't really tell the weight difference between say a Skorpion and an SKS, since they deploy at roughly the same speed, though the SKS weighs almost three times as much as the Skorpion. This creates an uncomfortable dissonance in the player aiming the weapon, since even if they've never fired an actual firearm in real life, most of them know intuitively that you couldn't handle these two weapons roughly at the same speed as you can in game right now. This also ruins the purpose of weapons like SMGs and Pistols, since they handle about the same, but are far weaker, so there's no purpose with bothering with them, aside from if you lack ammo for your main gun. As for how to fix this, here are some suggestions: Make heavier weapons take longer to aim down sights with, thus giving purpose back to lighter weapons in close quarter combat. Suggestion #1: Add more miscellaneous sounds to weapons Now, this isn't so much an outstanding issue, but rather something I think would be very nice to have, and that something is having more miscellaneous sounds for weapons. By miscellaneous sounds, I mean stuff like the weapon rattling a little when you move it around, or the sound of the weapon rattling loudly while firing, or something tingling around the interior of it. Just something to make it feel like a badly damaged AK is being held together by loose bits of duct tape, spit and crossed fingers, which would be a very nice addition to the game in my opinion. Also add your own issues below if you have any!
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Cooking Pots should not be allowed to store water while in your backpack
Brother Hao replied to aaronlands's topic in Suggestions
It shouldn't be too technically demanding to make it so that the cooking pot couldn't be stored with water in it. I love this idea! -
How do you handle other survivors?
Brother Hao replied to CottonHill2's topic in New Player Discussion
What do you play DayZ for if not for interaction with other people that doesn't necessarily involve you or them dying? -
Hello, friends, countrymen and bandits. I've recently moved out of my parents house to study at a college in another city. I brought my PC with me to help me with my schoolwork and to play some games when there's nothing else going on (which is pretty often). I've tried to play DayZ on the school's wifi before (our school doesn't offer ethernet connections), but that didn't turn out too well, as you'd expect from school wifi. So I've been considering using my phone as a wifi hotspot to help me play DayZ. I don't want to play too much on my phone's data before I know how much data it generally consumes per hour. Does anyone have any info on it? Thanks in advance!
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I'm really digging the new map. Feels like it's a lot more geared on survival. I genuinely like that around a third of the map is just pure forest, since it makes it a lot more plausible to hide your base in.
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Currently, when you kill someone with a ranged weapon, the blood they splatter all over the ground will be gone in about 5 minutes. However, I think that a better option would be to have the blood be roughly as persistent as bodies are. The blood should also start turning black as the blood cells start to die, so I think that it would probably decay before the body itself decayed and leave a black spot of dried up blood next to whoever was killed. I think that this would be an useful tool for tracking down whoever killed someone with a gun. Thanks for listening!
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Hello! Today I want to talk about how I think the devs should go about readding broken bones into DayZ First and foremost, the dayz devs need to re-enable the spine hitboxes, and extend those hitboxes into the player's legs Secondly, the devs should divorce the survivor's walking speed from the global health stat and instead marry the walking speed to only the spine's health stat Thirdly, the survivor's spine health should be decreased from 100 to at most half of that, if not less. If the survivor's spine health reaches zero, the spine should not be able to regenerate it's health naturally, and the survivor is forced to go prone Make splints craftable again Apply the following changes to splints and morphine injectors: Splints give a thousandth of a health point to the spine, allowing it to naturally regenerate the spine's health Morphine gives the spine a boost in how fast it regenerates it's health, allowing the survivor to get back on their feet a lot faster than with a splint And that's the list of changes that I think would give DayZ it's broken bones back. Thoughts?
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this but unironically
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Currently, the melee combat in dayz is pretty simple, you got your normal attack, and your heavy attack. You can block the normal attack with just your bare fists but you can't block the heavy attack. Here are a couple of suggestions to add some depth to melee by me: 1) Add the ability to push enemies around Pretty straightforward suggestion, pushing enemies would make them stagger and move backwards for some distance. While you can do this already, you can only do it by executing a heavy melee attack and spending a lot of stamina. Pushing however, wouldn't hurt the enemy in any way, and would consume a lot less stamina as well. This would also be useful for people who might want to take prisoners to keep them in line and move them without their permission. Also pushing someone off a hospital roof sounds funny. I imagine that holding up a melee weapon and pressing F would fit this well. 2) Add the ability to perform diferent types of attacks A little bit less straightforward, but you could choose the type of attack you would perform on a player (for example, if you're holding a knife, you could choose between stabbing or slashing). Performing different types of attacks would affect the amount of damage you deal, the amount of time the attack takes to complete, the part of the enemy the attacker is attacking and the reach the attacker has with their weapon. As for how you would choose the type of attack to perform, I would recommend adding the ability to choose attacks to the firing mode, meaning for a player to change the type of attack, they could press X on their keyboard to shuffle between the types. 3) Narrow and weaken the player's block ability Currently, the player, when blocking, can block regular attacks from around 90 degrees in front of them, around the same radius that the player character can see with the normal FOV. The player character can also block attacks from all levels of elevation by simply holding block. I would like to see this narrowed down to around 60-50 degrees and allow the player to block attacks only from the elevation they're currently blocking. In addition, the player character's hands should bleed when they're blocking any weapon with a sharp blade (axes, knives, nailed baseball bats ect.)
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If you sneak up to the zombie's back, you can usually 1 hit KO them if you stab them in the back or in the head
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That feature is in the game already. You can reignite burning embers with flammable material