Forums Announcement
Read-Only Mode for Announcements & Changelogs
Dear Survivors, we'd like to inform you that this forum will transition to read-only mode. From now on, it will serve exclusively as a platform for official announcements and changelogs.
For all community discussions, debates, and engagement, we encourage you to join us on our social media platforms: Discord, Twitter/X, Facebook.
Thank you for being a valued part of our community. We look forward to connecting with you on our other channels!
Stay safe out there,
Your DayZ Team
Officer Failure
Members-
Content Count
48 -
Joined
-
Last visited
Everything posted by Officer Failure
-
Binoculars take up too many inventory slots.
Officer Failure replied to BERAKAS's topic in General Discussion
Absolutly true, back in the old dayz binoculars had their own invenory slot and were used alot more. Right now no one does because of its size. It would be great to either reduce its size or bring in a newer smaller model (maybe with included rangefinder?). Another suggestion would being able to put it on a shoulder slot (meh) or bring up a fixed backpack slot (like radio or chemlight). I mean you can carry a binocular pretty good if you wear it with the neckstrap and squeeze it under the backpack middle strap. You could run pretty good like that (if you just let it hang around the neck it swings a lot when you run). Unfortunatly i could't find a picture and I don't own a backpack with a chest strap anymore. A nerf to the player looking zoom would also increase it's usability, someone mention somewhere in this forum someting about squinting (less fov). -
It would be great if there would be a progression in belts. Like Rope belt - only knife Civilian belt - sheath knife and pistol holster Military belt - sheath knife, pistol holster and a little bag like the first aid bag or a military variant which could fit an nbc mask. And being able to craft a regular holster out of the chest holster with a leather sowing kit.
-
Dayz's Flawed Foundations: Movement and Gunplay
Officer Failure replied to lakevu's topic in Suggestions
The only aspect which it got dumbed down is gunplay - sway and stamina (being out of breath). I tried to point that out in this thread https://forums.dayz.com/topic/252214-breathholding-out-of-breath/ In terms of movement they've done a few necessary things. Leansprinting and aimed rolling. I mean you can still snipe while leaning due to "no sway breathholding" even tho it should only be used for peaking and spraying around corners. But yes there are mods that cover (gun)movement way better - sGunplay or legacy gunplay for example, but correct me if i'm wrong I barley played them due to lack of servers (or always full). -
When will helicopters be implemented in vanilla ?
Officer Failure replied to Raptor97's topic in General Discussion
Helicopters on vanilla dayzmod were usually used just by a few people/groups. They were hard to find, a pain to repair and impossible to hide and they were used to gather more loot and terrorizing the coast. And in this securety state of the game, the hackers would profit the most. How should you repair a chopper anyways? Carrying rotary parts and and a whole engine in a field backpack like back in the old dayz? Simple vehicles for the common players would be more fitable, bicycles, motorcycles, craftable stuff (could you theoreticly craft a bicylce?), easy to repair or even wheelbarrels would fitbetter. For modded servers helicopters/planes sure is a different story. -
Again, Arma2 had this implemented very well, BI should just import that.
-
They should just set a fix "zero" (i have no idea what's the correct english term for this) for this scope depending on the weapon (or caliber) it's mounted. Like 100m for the sporter and 200m for the rest. It doesn't make sense that this scope has this sort of feature - it needs standardized weapons and ammunition (hunting stuff varies too much).
-
I'm a bit split on this one. I agree that the game should orientate on realism but this one isn't really combat relevant and just would eat up time. On the other hand it is ridiculous when you puke through the motorcycle helmet.
-
I think there should be at least one more Buckshot type (weaker than the existing one). It doesn't make sense to me that there is this very strong type of buckshot (i think its #00(8,38mm) Buck?) on the civilian loottable all across the map. A normal rural civilian shotgun owning household has pellets ammunition fitting the size for like rats, crows, "chicken stealing foxes" and car cable biting martens (weasetype). And yeah more inland where there are wolves and bears there should be the existing one found. Farm and hunting loot should not be effected. Birdshot may be too weak at all but something in between like size #5(3mm) with 36 grain - with a double shot you could still kill a wolf but it would way too weak for a grown boar. But if a weaker shotgun pellet ammunition is brought in and it ends up deadlier because of this problematic then it shouldn't brought in at all. You can't just change the barrel of a shotgun (correct me if am wrong), some machineguns maybe and some assault rifles. But fittet in auxiliary barrels are sure be a thing for shotguns. Like 9mm, 357 or ofc .22. for a cal 12 shotguns. Even though that's not really needed imo. I always wondered what kind of ammunition is actually loaded in a military grade saiga. Also consider that a regular "old" shotgun is usually made for lead which is soft- steel or harder ammunition damages the barrel (also mind the pressure).
-
Thats worth a whole new topic i guess. I mean, what should trigger it? Received shock damage, sufficient loud foodsteps (unknown players footsteps gets my pump going), zombie screems? Close shots (Arma2dayzmod had such a mechanism agains combat logging)? How long should it last? Beeing more exhausted after? And what mechanics should it influence? Running speed? More stamina? Faster movements (which are already quite fast)? Less sway because beeing more concentrated? Or more shacking because fear? Or like a soft skill -> frightened first but sturdy later -with the symbol of a cucumber
-
Seeing through the map when logging in on console
Officer Failure replied to Tommygunz89's topic in Suggestions
Everything that can be exploited will be exploited by not all - but some players. Arma2Dayzmod had like a five seconds slowly fading in from black screen (you heard sounds earlier) when loading was finished. Increasing the time upon short time relog (as named earlier) is a good idea. -
With epinephrine i would say that the breath bar (weaponfocus) should go down the same way - i mean you still need to breathe. But I'm not sure about the stamina bar. If you don't want to suffer from heavy breathing (increased sway) then the stamina bar could just stay full. But if you wanna suffer from it then it should go down - but with ether endless running even when the bar is empty (as long as it is effective) or you could just double or tripple the initial stamina when injected - the effect of epinephrine is not very long anyways. I'm not sure what about mean about simulating adrenaline.
-
I once had influenza and salmonella at the same time and it took me about 8 hours to get rid of it. I couldn't find any meds so i tried it with eating but it took three attempts - you gotta need a lot of food AND water. And because of salmonella it's very hard with the small bites and waiting for the arrows to go down (as already stated) to eat again but with having already salmonella, you can drink river water - you can't get salmonella twice. I remember drinking at least 15 cooking pots of water and you need about one cow or equivalent when you eat it nonstop. And even when you're full it still takes a bit of time. Influenza heals earlier you notice when the coughing stops. But this is why i like the 1.15 changes - before it was too easy to get healthy again without meds by eating, now it's possible but you need a LOT (but too much water imo). And you can't stay full white with water and food for long so you're not always immune to anything. Before 1.15 i kept full all the time, now i usually stay between yellow and white.
-
Less KOS would be nice, some suggestions: Make using weapons more realistic (and more of a pain) 1. Aiming is way too easy. The devs made nice sway patterns but you only need to hold breath and suddenly - no sway in every stance. You spot a player in a village 150m away just looting and minding his buisiness and kindly he stands still for an unaware moment? Just press strg and hit. Way too easy - back in the arma 2 mod when you were out of breath, long shots were luckshots especially standing free. Also sickness and general weakness or just beeing out of breath could have more effect. 2. Gun condition should also affect dispersion. In a perfect game every part from buttstock to barrel should have its own condition and its effect - on every weapon. But for easyness maybe splitting the condition (cleanness) of the barrel (for disperion) and the chamber(for jams) for every weapon would be nice. 3.Finding loose ammunition in houses is nice but why are they all in good condition? Bad storage (humidity changes ) has an effect and not everyone is aware of that (maybe all the people of chernaurus are). I guess there are smarter people than me to ask about damaged ammunition (and generaly weapon stuff) but it sure could be weaker or just a bit random. And what about old ammunition especially 7,62 × 54 mm R could be very old considering people keep weapons and ammunition from earlier conficts and they maybe just dug them out from their garden when the fun started (they sure did not all use drybags). I know that old ammunition is very random. Almost every round sounds differnt some doesn't go off and on every 10th round the bullet casing tears off and the bullet extraktor (bolt action) don't get the whole bulletcase - causing a heavy jam or even a barrel explosion if you force load another bullet in (which usually doesnt work anyway). 4. And shotgun buckshot could come in three variations (instead of only the big bear/human killing ones) . For Small hunting game (Tier 1), mid game (Tier 2) and Bear country (Rest) including Military. That would fit pretty well because those animals spawn in these loot tier areas and hunters (which also live in villages) would have them. But bear in mind that those changes would also help geard bambikillers. Totally agree with that. Espacially in the second stage of the game where you found a bit basic stuff und you made it a little inland. You often kill because they could have more food, meds or ammo for a weapon you just found. I recenty shot two guys with shotgun pellets and just one item in their inventory was destroyed - besides clothing (one of them wore a protective vest). But if about a third of the whole inventory gets destroyed or damaged and the damege has an effect on that item, maybe then robbing will get more interesting (maybe among with other factors). I often had been killed as a newspawn for that half bandage and the apple (at least i assume) . If that would get ruined in any case of death then i thinkthat would help a bit. Bring back the humanity score Back in the arma 2 dayz mod there was the humanity score which gave you a bandit skin or the hero skin besides the spawning survivor skin and it was based on their kill/helping behavior. Of course there wasnt individual clothing like we have now (well yes but not in that extend). It would be cool if there would be an armband (stupid) or a shacking on humanity positiv (like unwittingly doubt) and a focus or heavy heartbeat on the bandits when you aim with an weapon on them. If i would know - thats a nice guy, its unlikely he kills me - then i much rather talk, rob or avoid (if been unseen) that person (all depends on various factors ofc). But right now it has no consequences if you kill or not - it doesnt make a difference and if you see first you a have major advantage. The game even shows you after launching how many people you killed and not much else (if it works properly). And if the number is high you think "im a good player" but it would be nice if the game could also shows you a different kind of "good". Right now this game gives you trust issues, maybe on the coast you could find some friendly people but the rest is KOS. Thats the way i keep it.
-
If someone is using a light source you will see it regardless of a equipped nvg. But yea they could turn up battery usage or limit the max view or viewing quallity. But what or how good do see when looking through a NVG in real life? I don't know but i guess its more of a googly view and maybe more grainy as it is in the game. I really love using a nvg in the game but i barley had kills with it because lots of people log out during night and i don't roam around the coast where new-spawns are actually using their light source.
-
On a full server when everything just got recently looted this can be a real pain. Also respawning of loot is sometimes a bit odd. You find five hunting knives within three minutes or two utility buttpacks in one barrack or four pile of the same ammunition in one military building. And then you find no utility buttpack for weeks, or no sharp object in a whole village. I find the loot is the most balanced when it had more time for respawning. I never found two stones when i needed them, yea there could be more of them - especially on the coast spawning areas where its the most needed.
-
My solution to Dayz's base building problem - make hesco barriers a viable option
Officer Failure replied to tomusgilbert's topic in Suggestions
I currently accumulate material for a base and thought about it alot (and i broke into many). So here are my 2 Cents: A free standing multi layer forrest base is off right now since you can`t stack fences anymore so its too easy to just get over fences. It would be my personal favorite and i have the material for it. I even thought about a watchtower only base - but with four layers its immensive and just a nope. The only way right now is to secure a house and make it with multiple gates/fences. Its 30- 40 min for one layer to break through and if someone commites this time and has all those pickaxes sharpening stones and splitting axes he can have all my makarovs and bk 18 since i always logg off with a packpack in hand with all my goodies anyway. What should be differnt When you destroy a gate right now you get that pristine lock - it should get destroyd or you should have to unlock it. Dialing all the numbers through idiotic so maybe with a percentage thing which takes 20mins (maybe like the way you saw a codelock open on modded server), a perfect work for nights or rainy days and if when youre sick. Because when you have a mulit gate house and they`re half throug and say f*** they can you lock out with that pristine lock right now. Fences on grass and in forrest should be able to beefed up with dirt (lover half shovel work) or and with a additional layer (upper layer) or overall just more differnt moddels - smaller wider thicker Stackable fences ! Maybe with a diagonal strut and different models (ofc you can`t beef that higher ones up). High enough so they can`t jump over it with a watchtower. Making gates thicker is unrealistic since you have make it openable. But more diffenrent models - smaller ones for houses maybe with door collison - then you could make more gates after another and all a tad more realistic. Higher ones or just with a buildable fences on top for the forrest ones - so you can`t just build a cheap siege tower and jump over it. Or/ nerving the watchtower in it`s height. I think you still gotta build more than one gate to be secure. If that would be the case i would build that forrest base! The amout of time to hack trough a fence is fine - maybe a little buff would be nice. But thinking "yea i make ONE gate and im save" should be left behind imo