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Kathosky

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  1. Very cool inmersive stuff! Minor observation; trees and branches sounds are a bit too loud, aren't they?
  2. Kathosky

    1.26 Experimental Release

    Excellent amount of very good changes and additions. This update looks very promising! Regarding inventory sizes reduction, I really welcome them, and furthermore the T-shirt shouldn't have any slots whatsoever. At the end, it's a piece of clothing that changes in the first few minutes after spawning, so wouldn't be harsh for fresh spawns to reduce its inventory size to none. T-shirts don't have any pockets at the end. And regarding this from Adam's article: "We’ve also taken a deeper look at the item distribution in Sakhal and applied a kind of regional theme to each map, which will mostly be noticeable through the firearms you’ll find lying around. Livonia will primarily host western-made firearms, Sakhal will mostly host eastern ones, and Chernarus will continue to offer a mixture of both." From the point of regional theme, could you consider removing dynamic gas from Chernarus and keeping it only in Livonia so that not on every map there is dynamic gas? The dynamic gas gets old really fast and is too frequent and prevalent everywhere you to. To clarify, I would still keep static gas zones in Chernarus. I only mean removing the dynamic ones that become very frequent and prevalent in any playthrougt of Chernarus. Keep It Up and thank you for all these years!
  3. My feedback, to add to Paul's (which is quite complete), is about dynamic gas, which ruins immersion in the quiet Apocalypse experience that characterized it before the gas update. The gas hits, gas grenades and artillery sounds at the edge of the map are not interesting, in fact they become annoying very quick and don't add to (they worsen) the quiet Apocalypse experience that characterized the game until they were added in 1.14. They are too prevalent/frequent, which makes them to play a huge part in any play through. As skies look like a thing unique to each map, why gas is in both official maps? I hope they remove them from Chernarus, or at least reduce immensely their frequency because they are in every adventure all the time. And please don't add them to Sakhal.
  4. TRMZ posted and open letter of feedback for the developers in twitter: "An open “letter” of feedback for the @dayz @adamfrancu and the devs on a few things. Sorry, I usually send it in private but kinda feel like this one merits some conversation. To any followers and fans of DayZ, please feel free to chime in and say what you think. You don’t just need to agree with me, trying to keep things polite and having an open discussion would be cool if possible. I really feel like some of the recent changes have been to the detriment of the game and what makes it so amazing. Just wanted to go over a few of them (it’s mostly the infected but not just their hearing). I almost wanted to make a video on this subject but I don’t really want to occupy my channel which is meant to be for entertaining people with more of an essay style vid. Instead you get the essay on Twitter!!! 😉 For the last few days I’ve been playing Livonia official, one day on 1pp and one day on 3pp and these are the few things: The spawn system is broken: the “everybody spawns in the same area for 6 mins” (I think it’s 6) experiment just hasn’t worked for me. The spawns are a mess and it feels utterly forced and meta’d now. You spawn in and there are three dead bodies, two people at the well and one mad player running around killing everyone with an axe or sledge hammer. This may seem fun but every life is the same, and some people just do this. Knowing that every time they spawn other players will be there and when the spawns move to the next location they can just spawn there and carry on the fight. It’s not fun. It may have the benefits of spawning close to your team mate if you’re in a duo/trio etc. But for everyone else it’s a meta’d clusterf~~k. It feels like every spawn on a full pop server is like hot dropping into a popular area of a Battle Royale. Most people are out for blood and there is no loot because everyone has run through. In the early stages of a run inland you mostly feel like you’re following someone always because you usually are. It’s changed the game for the worse IMO and if we must pander to groups then please can we have a choice when we join servers between the “group spawning” and a random spawn for a none meta’d DayZ experience? It was better before IMO and not by a small amount. The Zombies/infected are broken: it was planned to work on the AI in 2023 in your roadmap and it turned out not to be possible. They don’t pathway very well, they get stuck in doorways and wont run into containers. They do laps of an open doorway sometimes for what feels like minutes before they come in. Then one will come in and another 1 or 2 get stuck on a door so that you are stuck inside and cant trap them. The idea of zeds being harder is a good one and I would like to see it. But this to me needs to start with the pathing being better, maybe some zombies being able to force doors open. Id love to see all military zeds be able to break down doors do within a fairly short space of time and in spawn areas perhaps only firefighter and maybe police zeds doing it. In the past we were shared animations by you guys of this! The zombies are how they are, but the decision to massively increase the rate at which they ruin clothes when they hit us, how often they make us bleed when they hit has become really annoying. It’s not hard, it’s not to me compelling gameplay. It’s moved into being tedious. Regularly I go to kill a zed with a melee and while it's facing completely the other way, it hits me and causes a bleed without turning. The zeds aren’t just annoying atm because they can hear from miles away and stealthing seems to be not an option unless it’s heavily raining at night or something. They are annoying to deal with in general anyway, they are like a dripping tap on your forehead all the time you play. You spawn in, don’t have a melee, find gloves and then have to take your gloves off to punch zeds. If you kill even 3 or 4 zeds with gloves on the gloves are damaged by it. So we have to keep taking the gloves off to kill zeds, if you find a pristine kitchen knife and kill 10 zeds with it, it is now likely badly damaged and you need to find another until you get a sharpening stone. These aren’t hard things to do but they are very repetitive, this isn’t hardcore survival it’s turning the game into a plate spinning exercise in some ways and it’s not just the zeds. Plate spinning: there are so many examples of this. Some I can see making sense like suppressors needing a lot of maintenance because of how powerful they can be. But many of the others I just don’t get. Why is wringing out clothes even longer now? As one example. It feels like there is only limited development options available for the game atm and you are experimenting with moving dials on existing features in order to try and change the gameplay. I feel a lot of these are not making the game better. Your tag line is “this is your story” but where is the story in maintaining every miniscule aspect of things that don’t really matter for your survival every life over and over again? I’m sure this makes me sound like I don’t like DayZ, I love it and believe it or not I am keen for it to be harder than it is right now. I want DayZ to feel like a compelling survival game. On Tuesday I was on a hardcore night server and stepped on a bear trap at a hunting area at night whilst starving, I struggled like hell to survive, I had to collect up rags with a broken leg in the dark to make a splint, limped to the next town, stuggled to find food, cooked a chicken to eat something, just about turned the corner and then got gunned down by a geared guy just after my leg healed. That is compelling DayZ survival story. Constantly mending your jacket, constantly fixing a bleed, constantly mending gloves because you slid down one medium sized ladder is not fun. We need an element of this and we have it with how much the characters need to eat and drink etc. I loved the changed to bandages needing to be disinfected and what that means. I really like the changes when there feels to be a reason for it. If you aren’t prepared and you have to bandage with an unclean rag and then you need to go off looking for meds that is a really cool mechanic of a survival game. These reward players for staying where they spawned (if they made it through the battle royale stage) and actually looting the medical areas in Berezino, or found that alcohol before moving on. If you don’t search for the stuff you need, it could bite you on the ass later and then you need to search for meds then. However carrying 6 bandages (im known for this already), 3 sewing kits etc because you are forced to isn’t feeling very fun to me. Constantly having to mend my clothes while I’m in a town, or look for a new jacket after I’ve dealt with 4 zeds is becoming brain numbingly dull to me. Please can we have a rethink on the “punitive simulator” direction we are headed in? There is no choice in dealing with zeds, we all have to handle them and they are a needed part of the game. They are vital to it. But every time I’m in a town right now I find myself really annoyed by the experience and it repeats over and over again until you are geared enough to shoot them suppressed pretty much. There is no “survival mechanic” in having to fix your trousers and jacket every 5 mins, and bandage multiple times. I guess it slows the players down but I think the balance feels off with this massively. Rain on official: There is just no let up. It rains on Livonia so much. It feels incredibly atmospheric but there is no counter to it. It rains, you get wet, you get heavier because of the water, you get cold and sick because of the water. It then stops and you dry yourself off at a fire and then 5mins later it starts raining again. Why did we change the wringing out of clothes to be longer? You wring everything out, and then it rains again. There is no counter for this, there is no “if only you looted xxx you can deal with it.” Such as a rain coat that keeps you dry, or soft skill that means you can handle cold/wet conditions better as you live longer etc so you don't get sick or as cold. All there is atm is “you are going to be cold, wet and heavy and there is nothing to do about this, oh and when you sort it out and dry up, it will be raining again in 15 mins.” We need survival features that we can prepare for, that we can counter act. Not punitive ones where there is nothing we can do about them and then to top it off we make drying take much longer both at a fire and by hand and now it seems if you’re by a fire you get red heat in seconds too. Please can we have a look at balancing this a little? I know some people will want to be telling me that I should go and play an arcarde game. That DayZ clearly isn’t for me cos I should just get gud. But I really enjoy DayZ and I play mostly DayZ survival, I didn’t shoot anyone all day yesterday for 8.5hours on official and I still enjoyed it loads. But the game is not offering enough compelling survival mechanics for us. It is turning into the ugly sister constantly pointing a finger into our chest screaming “fix the jacket cinderelly, mend your gloves cinderelly, you need a new knife cinderelly, you may as well pick up all the knives cinderelly, don’t slide down ladders cinderelly, its raining and there is nothing you can do cinderelly, carry a bag full of bandages cinderelly!” You get the picture! If you want to make the game harder make it harder to carry more guns. Make only one gun go on your back again. Stop fully working full size guns like M4s etc fit in so many backpacks and still be fireable, make the SMG class needed again. Make the large guns collapse so that they can be carried for storage in bags but not whipped out in a firefight in half a second. Reduce the spawning of shotguns and take them away from tier 1. Increase the spawning in tier one of the likes of the sporter and repeater (and importantly the bullets) and make one tap shotguns spawn a bit further in land and make them rare, I know they are really common IRL but they are really OP in DayZ. Maybe don’t make the zeds brain gnawingly frustrating in so many ways while they just don’t really work so well. Sorry for what is meant to be feedback and maybe has turned into a bit of rant. I love DayZ. My story on official seems like it is turning into a bit of a maintenance exercise lost in a sea of kinda dull mending moments rather than in the compelling survival of being forced to hunt for food because I am starving or run away from someone trying to hold me up or shoot me. I feel like it’s being set up for me to be punished for just playing the game but not with compelling survival mechanics but with “go in that house, start a fire, dry your clothes, mend you bleeds, lose you flu with meds and get back to looting.” Only for the first zombie to ruin my jacket, make me bleed just as it starts to rain again for the 5th time that hour. Help us out a bit and have a think about spinning a few of the dials back a bit and maybe dial the rain down a touch. Or give us ways to counter act these, the current soft skill in vanilla is not that used other than by the odd hardcore baser perhaps. How cool would it be if we had a version of the Namaslk frost resistance but for cold and wet? It could be more subtle but would feel like a nice reward for living longer. Also footsteps of our own player are deafeningly too loud and the other players are like ninjas who can run right next to you and you only hear them if their stomach rumbles! ❤️ Sorry for the rant, Paul." @scott.bowen @merropa93 I agree with Paul, it's a good thing such a big guy of the community post this. I think it is a good opportunity here in the forums to post each other's feedback and your opinions on this. I ping some active people around here, sorry if I left someone, I have been out for a while. @Derleth @Riddick_2K @nemorus @JerseyD @DefectiveWater @Astalonte @Sid Debian @Pyongo Bongo @faltodeimaginacion @blueshorts44 @ChicagoFaucet
  5. As a huge DayZ fan and PC player I was a bit disapointed when details about the expansion were revealed but I like everything Tomas says here and really makes sense to me what he shares.
  6. Dynamic gas hits, gas grenades and artillery sounds at the edge of the map are not interesting, in fact they become annoying very quick and don't add to (they worsen) the quiet Apocalypse experience that characterized the game until they were added in 1.14. They are too prevalent/frequent, which makes them to play a huge part in any play through. In the other hand, Static gas zones are interesting to have as an endgame contaminated area with unique loot. Maybe I love this game too much and for too long.
  7. Kathosky

    DayZ needs the old skybox/clouds come back

    I return to this post since finally we are getting an improvement in the skybox, and night one too! I think the new skybox is close in terms of immersion to the old one. Even look as volumetric clouds, and I hope that devs can add a bit more variety in skies in future updates. I am happy! Thank you developers Although it would be nice if sky was not spinning around the character/map, anywhere you look sky and clouds always go from left to right.
  8. Kathosky

    Bring back sky and weather from 0.63 beta

    I return to this thread due to the latest official calendars that have been posted on Twitter. If it is true that the sky box is being reworked, even the night dome, I am very excited!
  9. Kathosky

    Update 1.22 general discussion

    I have to agree with @DefectiveWater that "PBO data is now verified before entering the login queue (PC)" is huge even that for me, I mostly play in vanilla. Damage from infected to clothing. I believe it is too much and makes it annoying. I would have left it as it was or increase it but not this much, now it feels that one every two hits from infected gets one piece of clothing wear. I like all of them, I think that apart from the sling bag, which right now I cannot recall which one is exactly, I have tried all the other five. Variety is always welcome, and I agree with devs that there was a gap in backpack progression. Please, for the future consider making differentiated group slots in clothing. E.g. in pants have side pockets and back pockets, 1x2 and 2x2 respectively, according to what that piece of clothing really has. Similar in jackets, vest, etc.
  10. Kathosky

    Update 1.21 general discussion

    The crossbow and being able to craft improvised bolts in case don't manage to find better ones. Medieval armor and especially the possibility of it spawn in hunting type buildings in Livonia. Make all and each set of the armor extremely rare in the CE, please. Most of the time I play in vanilla unless a friend wants to play modded, which in that case I remember one mod that I very much loved, and it is DOJ's "Better Snap Sounds". Allow me to write another one because it almost feels as it's from the base game, and that is Sumrak's Namalsk island and survival.
  11. Kathosky

    BI never ceases to amaze me

    Inertia has been a great addition. Think about carrying 20 kilos in your backpack plus a weapon in your hands and some other weight added from other parts of clothing and gear, let me know if you think you should move as arcade as before the inertia update. I don't think there is anything wrong with this system, the opposite, it's one of the best features of the game that perfectly fits and enriches it
  12. Kathosky

    Update 1.20 general discussion

    Weight carried impacts inertia movement. I like this kind of stuff that forces the player to make decisions. Inertia in particular was a great addition, something IMO needed from a long time ago. I can choose more changes I like from this patch, but I stick to the rules and just write that one. Mmmh, I don't know, maybe the bugs that came with the update, although they are getting fixed eventually. I could say mime masks, although I think they are cool they should be very rare. I don't want to see everyone wearing one because I am going to have to KOS them even if I don't want to. Add real values in all weapon ballistics; muzzle velocity, air friction, travel time, sound, subsonic distance... https://forums.dayz.com/topic/253674-why-dont-use-real-values-in-weapon-ballistics/
  13. Kathosky

    Bring back sky and weather from 0.63 beta

    Immersion always has been such an important aspect in DayZ. If the volumetric clouds cannot be reimplemented at least improve the skybox (specially at night looks horrible) as Derleth also suggests naming some example mods that already do something about it. By the way, first post reminded me to a one I made some months ago that starts the same way 😂
  14. Thank you, @-Gews- for taking the time to put the comparison between in game and real life velocities. Kudos to you. This gives an actual picture of how bad and inconsistent ballistics are right now, and is perfect for the tread. I really wish developers read this and retrieve the approach of use real values for ballistics and balance weapons using the CE and other aspects of the game. Maybe not damage, penetration in plates... since I think in the game they can be subjective at some degree, but velocity, drop, aerodynamic... and other ballistics values should be made as real. A man can dream... Holy shit! I didn't know it was this bad for such a weapon as the LAR aka FAL.
  15. Thank you, we agree. You summarized better than I did. Also, thanks to all that contributed, agreed or not, because it led me to a have a more complete and clear opinion of the "ballistics matter" in the game right now. My final summary of this matter would be the following: as a free "looting simulator" with no specific goal other than survive, weapons should be balanced based on rarity in the CE, not by faking the ballistics values. A bit longer summary: you don't choose the "meta" weapon at the start of the game, simply because you cannot, you got to find it in the map, so there is no need to balance weapon ballistics by faking its values as if this were an FPS team deatchmatch 5 vs 5 best of ten rounds plant the bomb or kill the other team as the goal, but instead balance them in the CE of the map, based on rarity.
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