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Everything posted by DefectiveWater
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I think they need to make dying from dehydration the same as now, but slow down energy loss to make it more authentic to real life where you can die from dehydration quicker than starving. I like the change to the stomach digestion thingy where you can't just stuff a whole jar of starwberry jam as easily, full stomach should last even longer if you ask me tbh.
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<flags count_in_cargo="0" count_in_hoarder="0" count_in_map="1" count_in_player="1" crafted="0" deloot="1"/> - LAR, only counted in map and player. Map being dropped on the ground/spawned. <flags count_in_cargo="0" count_in_hoarder="0" count_in_map="1" count_in_player="1" crafted="0" deloot="1"/> - FAMAS, same as LAR.
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That's not how it works anymore. Lot's of things aren't counted in stashes anymore. And the rest of the good stuff is in toxic zones. FAMAS is heli loot only from what I know and according to the wiki a toxic zone too.
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While I agree with the idea, I would only add more attachments if standard FAMAS F1 could mount red dots without any accessories, cause from what I know the one in DayZ doesn't have any rails for sights.
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Yes, me. But it also bothers me that now it's at 900 RPM.
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I think you would have more chances of these things getting fixed if you made bug tickets for each and every category. Great list of issues though, hopefully devs see this.
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Yeah, red temperature does cause HP loss, that's why I'm wondering why yellow does almost nothing. Blue temp causes food loss and possible sickness, dark blue causes hp loss too.
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Adding guns only takes 3D artists, texture artists, animation guys and sound guys... none of those are responsible for fixing the bugs and adding features. Most probably they are already going to reuse those models anyway for other games, idk. But you can't have them sitting on their asses and not doing anything.
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I can see no arm zombie being a possibility but no head? I can't see that as a thing. Zombies are infected humans/humans with a rage virus of sorts, no human can function without a head. Crawling ones are already in the game but they don't spawn by default. You can make a zombie crawl by hitting it's legs or shooting it's legs.
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I can see why somebody would think that character stats/data could be tied to insta deaths (one player dies causing you to die too), but that would have to be serious spaghetti code for that to happen that I kinda doubt that. I think it's just a bug somewhere in the stats code and it retrieves wrong data. It's a low priority issue though.
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Agreed on all of that, but my question still stands. What is the point of yellow temperature? It almost does nothing in the game. Especially agreed on more clothing variations. I have no idea why they made current hunger/thirst deplete as fast as it does, they could've just reduced the amount of food. Hopefully Livonia changes bring more survival elements into the game, now the only survival aspect is looting canned beans...
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Fair point, but game does have a yellow temperature mechanic. What's the point of it right now? The only thing your character does is he exhales air and wipes his forehead (is there anything else that I'm missing?) If you are sweating you should lose water. Clothes drying out cause of fire is fine (I never mentioned fireplaces anyway), you are still losing water. Yellow temperature/sweating should be a thing, maybe a stamina rework where player has more stamina at the cost of sweating. "The cold-wet problem – the bane of arctic warriors (DayZ isn't set on Arctic, but still, map is cold) Management of sweat in cold environments is a key trained behavior important to prevention of cold injury." - https://www.sciencedirect.com/science/article/pii/S144024402030832X EDIT: Apparently according to WOBO's 1.10 video, yellow temperature makes you lose 0.01 energy/sec. I don't know if there have been any changes to it since then.
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Showing stats at the end? Sure, 100% agreed. Showing cause of death? No. Inspecting dead bodies? Yes, but only showing obvious signs like: Gunshot wounds, cuts, blunt weapon trauma...
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Sync Lightning Strikes and Thunder between Clients
DefectiveWater replied to Homeschooliazon's topic in Suggestions
Oh yeah, that's the worst part. Sometimes you hear them, sometimes you don't. Sometimes your teammate hears them, sometimes he doesn't. -
Please tweak infected awareness
DefectiveWater replied to BushWookie_244's topic in General Discussion
I think lack of consistency is good. My biggest gripe though is that Zeds have built in GPS/ESP system in their brains as it seems. No matter where you hide, if they are aggroed on you, they'll wait just outside of the house you are hiding in. Even if you want to sneak out of the back door, they'll know when you are near the back door. -
Sync Lightning Strikes and Thunder between Clients
DefectiveWater replied to Homeschooliazon's topic in Suggestions
Agreed with OP, thunder isn't synchronized between players. Would love to have it synced. +1 -
Green tint seems to be just how the scope is. Might be cause it's old, might be because it was made like that. PU in DayZ has too thin of lines and scope takes up too much of the screen size, but I think the latter has been done for gameplay purposes. Cause the distance from the screen is longer VS distance from the scope IRL.
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Everything about gunshot wounds you said is correct and I agree, but at the end of the day you gotta remember this is a game. There are limits to which extent medical aspect of the gunshot wound can be implemented. Nerfing the damage of 5.56 and 7.62 guns to be just below OHK value won't change most encounters tbh (you'll probably end up dead anyway), but it's utter nonsense to me that they wanted to reduce OHKs happening, and then made AUTOMATIC rifles deal over 100 damage. 100% Agreed. I agree, but what if M16 deals 95-99.9 damage, makes you uncon, gives you a bleed, and you get a slim chance to survive (probably gonna end up finished while you are uncon, but still). M16 will still be plenty powerful at 95-99.9 damage, all the while offering the chance not to kill the guy. And since M16 is now not OHK, make M4 do even less, like 85-95 damage. You'll still go uncon from a single shot by M4, and you will still probably get killed in the end. Devs wanted to give players a second chance, right? There are no second chances if the gun does 107 damage. Heck... they even stopped the zeds from beating you to death. They only make you uncon. Even (pristine) stab vest stops you from dying to a .308/x54mmR... STAB vest. Cause they wanted to give players a second chance. Beauty of bullpup design, shorter rifle, longer barrel.
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How so? It has higher muzzle velocity than M4 according to Google/Wikipedia. Maybe weaker than M16 and AUG, but not weaker than M4. https://en.wikipedia.org/wiki/FAMAS https://en.wikipedia.org/wiki/M4_carbine It actually is, the whole reason this uncon happened (apparently) was because players complained about instant deaths in DayZ. Which to be honest is unrealistic, the only time IRL you would die instantly is if your head got shot off, everything else you are alive and on the ground for at least a second or two. No instant black screens (except headshots), should be more like a fade into black + fade out volume and make it muffled and echo-y. I would just make them not one shot and then scale down the M4 to the appropriate level compared to the M16, so there is still the same gap. One shot uncon is fine. Gives player's a chance to not be lethal and take hostages. Why not? They already made everything made out of cheap plastic so guns last for like 2 mags at most...
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So then what do you do about M16 and the others? They deal 107 damage which means guaranteed OHK in close range, is it really balanced if 5.56 out of full auto guns does that? 107 damage? In my opinion none full/burst/semi-auto 5.56 guns should one shot... heck even bolt action 5.56 shouldn't.
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They just have a different vision of this game, but I think there is a fine line where both sides could be satisfied, and that's the balance part that you and plenty others mention. Gun damage is overall way too high if you ask me, FAMAS, AUG and M16 dealing 107 damage is just questionable to me. Sure, keep them one shot uncon, but remove their ability to one shot kill unarmored targets. Nerf 5.56 and 7.62x39 (not to the old values where both had 50-55 damage, but somewhere along 70-80 damage), nerf Pristine stab vest health protection so they don't save you from x54mmr and .308. If CR527 and Scout end up being too weak (I don't think they will, they'll still easily uncon even VS stab vests), increase their spawns. It's easier to find mosins and tundras than those 2. At least from my experience. It should be the other way around.
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I've tried something like that, but it's a bit too floaty in my opinion when turning around, but it's closer to what DayZ should be, just dialed down a bit with the "floaty" feel. Great mod overall, I was really impressed when I saw it.
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While I do agree that the current iteration of gunplay isn't exactly what one would expect from a realistic/authentic game (or at least one that tries to be that...) + the movement physics aren't all that great either (no inertia, leaning while sprinting/running, zig zagging, catapult effect/auto jump...) I do have to point out that my issue isn't with recoil amount on guns, it's everything besides that... + all the issues you mentioned Easiest way to explain would be: look at how EFT has done gun handling/sway/recoil feel, they did an amazing job on that and it would be amazing if DayZ had that (or at least DayZ 2).
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Please tweak infected awareness
DefectiveWater replied to BushWookie_244's topic in General Discussion
Holding F to open door slowly would be nice. Eating in general is just WAAAAAAAAY too loud... like wtf? But I agree, we need more stealthy things and sound tweaks to the game. -
Please tweak infected awareness
DefectiveWater replied to BushWookie_244's topic in General Discussion
Start wearing sneakers (sneakers, running shoes, athletic shoes - those that you spawn with), I've ditched all boots AND trail shoes (game considers them as boots) cause they are louder than sneakers. I wish DayZ offered even slower sneaking which is much more quiet.