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MurQ

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Everything posted by MurQ

  1. MurQ

    Gunfire spawns zombies

    Most things are ninja's in video gaming if that is your view. They would spawn in within 200-300m away from you simulating what might be in the area and what could enter the area based off the noise you make. Its certainly not ideal but an awful lot of random roaming zeds will be wasted unless they are tied to player activity, this is especially true if you consider the map expansion and rumour of Utes being added. As I said there should be a randomness to this so that its not always certain if any will spawn so we get random ninja zombies :)
  2. MurQ

    Gunfire spawns zombies

    There where far greater problems in the mod than the limited ways zombies spawned. One of the main issues with setting random zombie spawns in the countryside is that most of them will not be used due to the way the playerbase plays. The way the playerbase plays takes time to monitor and is open to regular change which would require your method of spawning to be a constant workload. This is just a waste of resources that are better spent elsewhere. Think of the effect of what I have suggested on camping and sniping, it would force players to deal not just with players but the zeds. The zeds while being a little random would be more constant threat than the threat players present which would force the camping sniper to react and do a little less camping.
  3. MurQ

    Gunfire spawns zombies

    Maybe you are expecting some "rabbit out of a hat" trick but I don't see that happening. Both the mod and the SA are limited by the game engine, servers and clients and there is only so much these can do. I think most of the resources will be focused on increasing player numbers, map size, vehicles and zombie count. Creating a dynamic and reactive zombie spawning has to be based around the players actions and location otherwise it would waste resources that are better spent elsewhere. Weaponfires is one of the loudest things you can do in the game so its not unreasonable to have "local" zombies reacting to it. The countryside in both the mod and SA are static dull places(its also most of the map) where the only thing you have to worry about is other players but there should be more to it than that.
  4. MurQ

    Gunfire spawns zombies

    Source? They will have to have respawning zombies as the game can not handle realistic/autentic numbers
  5. MurQ

    Gunfire spawns zombies

    They tried the roaming zeds in the mod and it was not very good I think tying it to the noise you make is far better
  6. Punching works and you won't have to worry about your fists turing into bloody stumps after
  7. I prefer lama's to lamers as their wool is so much snugglier.
  8. Don't really have a favorite but the most disappointing are the shops/supermarkets, they where important in the mod and now they are rubbish
  9. MurQ

    Zombie Agro

    I think they only have sight working at the moment but its longish range around 200metres, its also like a cone so you can run up behind them. They can alert other infected. Currently they are not very good at climbing stairs as i think they try to attack you through the floor so never make it up. Its also possible to just run away, they are easy enough to shake
  10. While thats the idea, I think the biggest threat to any player in the game is the game engine itself I seriously doubt they will ever be able to make the infected a threat except through nerfing the player
  11. MurQ

    Best Character Contest.

    Those udders, more like
  12. MurQ

    Stuck in geometry. Anything I can do?

    Go prone and roll/crawl can work aswell
  13. "p" Having the map split into parts is a terrible idea. The game map is too small with too little in it to have more than 1 map Also having 1 map is helpful for new players which is a good thing
  14. MurQ

    Stream Sniping A Huge Problem

    If you broadcast your location to people, expect to get killed. I look at it as a way to curb the menace that is streams
  15. MurQ

    Suicide rock near Kamyshovo

    The same used to happen in the mod at the bridge west of kamenka(store there now), Krutoy cap has always been the worst spawn. Who jumps off something aiming to land face first(as in the pictures)?
  16. We are supposed to have been on a ship and the infected overran the ship so we evacuated, hence the costal spawn
  17. MurQ

    Spawn Changes Too Soon!

    The new spawnpoints are terrible as the east coast has recieved little attention. Balota is still the nearest military spawn for most if not all the new spawnpoints. How about divide the coast up into say 6 regions and allow the player to pick a region to spawn in and they will randomly spawn along the coast in the region. Solnichny to Berezino should be included as an area. Balota needs to be toned down it was fine in the mod its currently as good as NWAF which is fine for early testing but when you have nearly a million people playing it has a negative effect.
  18. MurQ

    Rolling Update Rev. 0.30.113925

    They are in as i found 1 in unlooted NWAF, I only seen the 1 so maybe they have reduced spawn rate. Loads of pistols and no ammo for them though.
  19. MurQ

    Do you think now zombies are a threat?

    Before the ability to lose the infected was added, they presented a small threat as there was only a few ways to get them to stop chasing you. Smoke grenades/flares, other players and running down hills where the only ways to get rid of them beside shooting. Iirc there was no melee weapons at the time.
  20. MurQ

    Unarmed combat

    Pushing is already in the game, infected and other players can push you and you can push other players...I haven't tried to push infected yet.
  21. The addition of friendly dogs to this game just shows that the devteam don't play the game much, hostile dogs could have added a lot more to it.
  22. Beware the hemp plantation on the Lingor server all kinds of weird stuff happening
  23. Yes, until it has a real role to play in the game
  24. MurQ

    1.7.3 - Lets Wipe the Hive

    I support this, i'd like to see this at every new patch and maybe even make it a fortnightly event. The only thing I would suggest is try to keep the current characters alive but all their gear gets wiped.
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