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7-75 callaghan

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Everything posted by 7-75 callaghan

  1. 7-75 callaghan

    UK 56 Locked with 1 player

    So go away. We're trying to get the mod to the point where it isn't plagued by farmers, hackers and people like you who shouldn't even be on this part of the forum. Why don't you go 'move on with your life' if you don't care. Because the mod devs certainly do.
  2. 7-75 callaghan

    Make 24 hours happen faster in game.

    Does it add anything? Yes, as per realism in general, immersion. There are enough games out there that don't do these things, savour the sweet taste of arma. There are many servers that have a time offset, so you aren't forced to play at local time while having a good ping.
  3. 7-75 callaghan

    many players are quitting

  4. 7-75 callaghan

    What's your best sniper spot?

    By asking that question, you reveal you know nothing of the art of sniping. Go back to COD.
  5. Most bandits are pussies in my experience, and form the majority of DCers. I stalk them carefully, shoot them, and they DC. That is the only way they get to keep good equipment. All skilled players, i.e. Arma 2 vets (apart from the younger guys), know that teamwork trumps all. The sniper types are the most cowardly of all, and in my experience those most likely to DC.
  6. 7-75 callaghan

    DCing from snipers, snipers complaining.

    I carefully stalked a known bandit for over an hour yesterday (not naming before you ask), I applied skill, caution, patience - everything that your average bandit lacks basically. When I finally started firing, he zig-zagged into cover bleeding out of his virginal bandit body, and DC'd. What a wimp. He had a very nice gun too. I know this is commonplace, but the thing is, these players only get as far as they do, with such equipment, because of DC'ing. Fix DCing and the majority of non-arma vets wont stand a chance. I very much look forward to that day. I will drink their blood.
  7. 7-75 callaghan

    many players are quitting

    Simple truth - 'the whiners' as you call them, are the maturer, more survival-oriented DayZ players, who come from an arma 2, as opposed to COD/bog-standard PvP background. These are the people who have kept the game alive for years with their hard work, blood, sweat and tears making mods, missions, addons, and scripts - the reason we, DayZ, and the rest of you ingrates are here in the first place. Then you have the cheek to demand that these, for the most part, imaginative, productive and creative types 'leave', so that you mindless consumer types can carry on running around like headless chickens shooting at everything that moves. You have got to be kidding me. Have some respect.
  8. 7-75 callaghan

    many players are quitting

    Just do us all a favour and leave, you are no better than your average cheater.
  9. 7-75 callaghan

    many players are quitting

    Agree with OP. I'm not putting any serious time into the game until they fix the hacker plague, far worse than the zombies. I was killed recently by a hacker in a way described by the OP. He was a completely skill-less idiot, presumably from COD or similar. I unloaded 18-21 shots with perfect accuracy into his virginal body before he even understood what was going on. The last (30th) round from my clip popped his cherry before he killed me with a few poorly aimed shots. This is really shitty. I don't mind dying at all, i'm used to the harshness of ACE mod, with other AI improvements, and being heavily outnumbered and outgunned in missions. DayZ is pretty much a breeze compared to what my unit are used to, but being killed in this way would put anyone off from playing. Fix it guys, this is embarrassing for any long standing community member. In the past in arma, hacks were just for fun, spawning massive towers of cows and the like. Now people are doing it to make up for complete incompetence.
  10. Have a few trusted guys use something like a specially signed script PBO that only works with their CD key, or whatever safe system is required, maybe restrict it to the DayZ team. And have them jump between the full servers. The script would detect anyone using hacked weapons, and they would be immediately global banned from the central database. Not the same as a Battleye ban, but those guys, as I have seen, are far from being on top of things. Take responsibility, and please clean this hackfest up. I know it will never be perfect, but instead of things like beartraps, make hackertraps. That is the most important thing.
  11. 7-75 callaghan

    Do more about Hackers and Cheaters. Be proactive.

    But they aren't reported, let alone banned anywhere near enough. I reported a cheater, and haven't even had a message back acknowledging it, let alone doing anything about it. Too many resources going on bear traps and gimmiks, not enough on dealing with the real issues. Not that I don't appreciate the hard work. But get priorities straight.
  12. 7-75 callaghan

    THIS GAME IS IMPOSSIBLE FOR NOOBS

    Here's my two pence. 1. The zombies are waaaaaay too easy. And it takes me 2-4 hours to get 90% of the equipment I need, and pretty much 100% of the things I need to be completely self sufficient in the wilderness. After that point, I can survive indefinitely for weeks no problem. 2. You will only be hunted by one of those retarded bandits (AKA COD kiddy who thinks PKing is the epitome of making use of this mod). The guy gave you sound advice, don't bring a knife to a gunfight. Extrapolate ad infinitum. 3. Rural areas are very safe. So long as you aren't an ADD suffering tourettes syndrome victim who wears chemlights at all hours singing at the top of his lungs and firing at everything in sight. Which is what you sound like. 4. The makarov was all but useless anyway. Takes me about 10 mins-1 hour to find a good gun. Just learn how to play, and stop demanding that everything be lowered to your level.
  13. 7-75 callaghan

    Goal: Avoid the Nuclear Holocaust

    The tactical nuke would only be powerful enough to destroy 1-2 towns each. Also, the zombies cannot be cumulative, in terms of actual physical bodies on the ground. The server FPS would grind to a halt. This would work, however, with a time limit. Maybe 48-72 hours, forcing regular server resets. But this would go against the persistence idea that makes the mod so cool
  14. 7-75 callaghan

    Reducing ammo = reduce murders

    +1 Lower ammunition spawns on .50 cals and all of that other childish nonsense. That would lower pointless murder guaranteed.
  15. Rocket and/or DayZ team - could I have even 25 words of feedback? This idea has had nothing but positive support and a lot of interest so far. Would be nice to know whether we might see it in a patch in the near future...
  16. 7-75 callaghan

    The Solo Bandit Survival Guide

    LMAO, what kind of 'survival guide' is that? You might as well add, 12 bedroom mansion suite by the sea, a luxury yacht with crew, enough supplies for the next 99 generations of your family. All a good player needs are matches, hatchet, hunting knife, canteen, and something that shoots pointy things at whatever you aim it at. Oh yeah and a brain helps. Pussies.
  17. 7-75 callaghan

    The Pvp Problem.

  18. 7-75 callaghan

    Ability to put primary weapon "ON BACK"

    I am a big fan of ACE, but rest assured it wont be implemented into DayZ. For DayZ to work it has to be simple compared to most arma mods. ACE team wont back it, as DayZ is far too arcadey. There is simply no way the coding would be compatible in the current setup. Stick to the basic idea of having 2 primaries. Forget ACE, which is hands down the best mod for arma 2, and needs not be tainted by the DayZ community. Sorry all, but simple truth. Exactly. We are just tired of reading things like ripping ACE features bla bla while making some individual ACE features did take a lot more time than making dayz in a whole. Xeno Hey Xeno, and thanks for making the best mod this game has ever seen!
  19. +1 For the general idea of being able to build and place more structures. Not concerned about NPCs, a skilled player can take on 50+ if they know what they are doing. It's up to the owners to guard it. When dogs are implemented, that would help too.
  20. 7-75 callaghan

    MERGED: Everything about DOGS

    +1 great idea. Rocket already has this planned as an NPC follower, but i'd like to see roaming packs of feral dogs too. I'd also like to see it in combination with this - http://dayzmod.com/forum/showthread.php?tid=21161
  21. 7-75 callaghan

    Emissions - forces players indoors every few hours

    This has nothing to do with DayZ. For an idea to even be considered, it at least has to correspond to the lore in some way.
  22. 7-75 callaghan

    Vehicles: hotwiring & keys...

    +1 good idea. Apart from copying keys. Whether its good for a group is irrelevant, I just don't think it should be possible in the scenario. Until maybe another crafting element is implemented at least.
  23. I love this idea and other real time events. They would add so much to the game. A random helo crash you witness' date=' a giant horde of walkers coming through ect. Love this. DDDOOOO it. [/quote'] I have a few other ideas for dynamic events too, just waiting for feedback from Rocket/another dev to see what they think of this one first.
  24. 7-75 callaghan

    Babies! (Well, society)

    Ok, so i'm not talking about actually introducing playable/NPC babies to the game, but hear me out. The whole point of surviving, surely, is to eventually have something pertaining to society again, right? Unless you are a sociopath. My suggestions is this - have a reproduction mechanic possible between male and female survivors (no need for family-unfriendly animations or any such nonsense) where - the female characters food consumption goes up by say 50-100% for a certain time period, but if the couple manage to keep her alive for say, 1 game week, or whatever, some kind of representative 'baby reward' is given to them to represent the fact that they have extended the time of humanity on this planet. This reward could either be an increase in the maximum blood level (until death ofc), improved starting equipment (only lasts for the next playthrough, not thereafter), a skin change to represent social status, or whatever else you guys can come up with. This would obviously encourage teamplay, especially between 'randoms' - more people would be encouraged to play female characters to take advantage of the bonus, and when opposite sexes see each other, would be less likely to kill on sight. It would add a lot of depth, and some more end-game purpose -surviving in the wilds is currently too easy after a certain point, and this adds an additional challenge for a bonus reward. Maybe even attract more of a female demographic to the mod (haha ok I know that is old fashioned, but most likely true to an extent). Like I said, what is the point in surviving if you aren't going to do anything with it. It would also contribute to potential, future, macro-objectives, such as restarting society within the zombie environment, linked in to other suggestions such as the 'Liberate town mechanic' suggested on another thread. The idea is very initial, so I would like to hear the many ways in which it could be interpreted and shaped. Thoughts? [redacted: unnecessary stereotypes - Ubi]
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