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Robolord

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Everything posted by Robolord

  1. Robolord

    PvP doesn't exist

    No offense, but this title just instantly made me wonder how dumb this thread will be.
  2. Robolord

    Nerf Zombies Breaking Bones

    * [FIXED] Too easy to break legs due to infected (reduced probability of leg damage, reduced amount of leg damage) Do you even read?
  3. Robolord

    many players are quitting

    Is this the thread where we cry about the game being in alpha?
  4. Robolord

    Beards

    Beards make men.
  5. Robolord

    Pass out needs to go

    You actually got knocked out because the zombie hit you to hard, not because of the amount of blood you had. You need less then 5k blood to pass out.
  6. Robolord

    Niemands "Cleaning a Village aka Settling down"

    Player made safezones would make a great addition to this game.
  7. Robolord

    Starting Weapon

    No, not spawning with a weapon is a pretty damned good thing.
  8. Yep, this stuff managed to make my 3 tents into 12 tents, and to loose all the gear in it. fix pl0x
  9. Robolord

    Character death should carry more weight

    I downloaded dayz to play this mod...not to be dead for 20 minutes...
  10. I like the idea of survivers gathering up in "safe zones", which would ofcourse still be threatened daily by both zombies and bandits. But I'm afraid it'd just be a gathering place for a deathmatch.
  11. Robolord

    Shoot on Sight

    Nice deatmatch game :O
  12. Robolord

    Get rid of Barbed wire

    http://dayzmod.com/forum/showthread.php?tid=19458
  13. Robolord

    Blood etc

    No, cause instantly healing gunwounds with beans is waaayyy more realistic. I'm just against the idea of using food as medpacks, and I rather have a more realistic system in place.
  14. Robolord

    Blood etc

    And food medpacks is not "gamey". This is what I have a problem with Robo (and what pissed me off). You have suggested that instead of earning my blood back that I get a shiny new mechanic where I can simply AFK and come back in the morning with full blood. Sorry, I won't accept this as a viable option for the game. The current system is not ideal but certainly it's a better option than regenerating blood while you are at work or sleeping. I could live with your mechanic if I HAD to, but absolutely no way in hell should a player regenerate health while out of game. Ok, could you agree with a system like this then? When both your hunger and thirst indicators are above 95%, the blood regeneration is 25 per minute. Between 85% and 95%, the regeneration plumits to 10 blood per minute. And between 70% and 85% 5 blood regenration per minute. If either your food or your drinks are below 70%, there is no regeneration. When lets say food is 82%, and drinks 100%, it'd only be 5 regeneration per minute. This is to still give a reward for keeping your food up, encourages people to find more food and scout around more. But still doesnt effect the game in any dramatic way.
  15. Robolord

    Blood etc

  16. Robolord

    Zombies

    The should run slightly slower, so you can outrun them in the long run. Its easy to loose them with enterable buildings around it tough.
  17. Robolord

    Tent

    It'll only be on the server you placed it on.
  18. Robolord

    Blood etc

    Indeed, but your post still has no sence. First of all, you had a camp, full of nice goodies, you always had a backup thing. Second of all, imagine if you had regeneration, 25 per minute. Then you stand for a option, you crawl around for 1 hour, having about 1k blood back after you did all the things you just did. Or you freaking afk for 440 minutes = 7 hours (!). You'd still choose to crawl around, blood regeneration has such a small effect on things like this, it is pretty much neglectable. You'd still have the experience. This system will just make sure that you dont loose when you win. You did it like you said above, you we're lucky, had a camp, had propably a nice supply of goods there. Even if you died, you could've went back to the camp and geared up again. A lot of people dont have this kind of luxury. I can see why a person which is properly geared up doesnt want this aspect wattered down, but this is less then 10% of the players.
  19. Robolord

    Suggestions based on First Impressions

    I agree with the part that zombies run to fast, once you are chased, the only real way to get rid of them is to run into a building, and run out a other door. For example, you are chased, then you ofcourse have 2 options, you can run, with the risk of getting more zombies behind you, or you can shoot, with 100% chance to get more zombies after you. I do not agree with a starting weapon tough, starting weapons are very, very easy to find. In any barn/city/supermarket theres a weapon. You just need to keep moving instead of searching every little building you see. Check a few guides on the forums, especially this video helped me a lot with getting my basic gear: The sence of insecurity is what drives this game, and its a relief when you find your first weapon, I would not want to miss this experience. The current hierachy is a big problem in my eyes to, some people see this game as a pure FFA, which isn't about survival, but just shooting whatever they see. If they are able to chance this, it'd most certainly good for the game. About a weight system, hmmm, doubtfull, it has its positives and negatives. When you have to carry atleast 2 cans of food, a water bottel, 3 clips of ammo, a weapon, a side weapon, 3 clips of ammo for the sideweapon, bandage, morphine injectors, pain killers. I think the weight would stack up pretty easily. And with tents being rather rare, its hard to not stuck up on stuff in your inventory and backpack.
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