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sloasdaylight

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Everything posted by sloasdaylight

  1. sloasdaylight

    after death run back to storage ?

    So find their tent city/shed/whatever and loot/destroy it yourself. Or just stay in the woods, way away from where they operate. Or play on a different server from them. Or, you know, bitch endlessly about it. People act like these tents and persistent storage and whatnot grant the players with access to them God mode. That's simply not the case.
  2. sloasdaylight

    after death run back to storage ?

    Stupid. I don't want to tail someone back to their base, shoot them, and then spend hours and hours trying to figure out where their loot magically teleported to.
  3. sloasdaylight

    Make 15%ish chance for pistols to spawn with magazines

    I would like to see more realistic loot spawns as far as context. What I mean by that is if you go into the police station, you'll (once the current experimental patch is pushed to stable) see a rack of AKMs (maybe an SKS or two) in a weapons locker type room, but maybe 1-2 mags, and of those, there will only be like 10 rounds in 1 of the mags, and the other will be empty. Like they were all grabbed by the police when the outbreak started. For pistols, you'd find a corpse in the corner with 2-3 empty pistol mags around him, and a pistol with an empty mag in its hand with a bullet hole in its temple. That or finding a shotgun on top of a dresser, or under a workbench.
  4. sloasdaylight

    after death run back to storage ?

    You're either deluding yourself or have been playing against idiots in the mod if you think that having a base with gear that persists through death makes the game easy mode. It makes it easier in some regards, but more difficult in others. Tent cities require a lot of thought when you're putting your base together because you have to balance between an area that is large enough to support your base/cache, but has dense enough tree cover and is far enough away from most paths/loot areas that there won't be a lot of foot traffic. You're also constantly on guard against your stuff being raided, while trying to plan raids yourself. Furthermore, following someone actually has a point with truly persistent tents/storage, because they can, and usually will, lead you right back to their camp. We had that happen once, where 3 of our guys got tailed right back to one of our camps. We all logged in the next day and it was completely gutted. All our medical supplies, all our weapons, food, ghille suits, everything. Then they flattened all the tents just to twist the knife even more. I myself found a city in a similar way when I went on a hunting expedition to load up our tent city with food. Saw a guy running through the forest next to me. I followed behind him about 200m, and he led me right to his group's camp. Waited till he left, made a note of the location and any observable loot, and left. My group came back that night (NVG were pretty tits) and picked the place clean. Further, in a survival situation like the one DayZ presents, you're out of your mind if you don't think that people who band together wouldn't hoard as much stuff as they possibly could in the case of an emergency, that's exactly what tents and hopefully structures will allow you to do. The entire concept of making gear that is available to anyone in an open world sandbox like Chernarus is antithetical to the idea of an open world sandbox. The gear you left somewhere is lootable, and completely so, as it should be, by anyone who comes across it.
  5. sloasdaylight

    What do you do when you're under siege?

    My group and myself almost never put ourselves into a position from which we can't escape. Clearing a jail is usually done with 3 people, 2 inside, one outside and hidden, for example. On the rare occasions when something like what you're talking about happens, I check the player list and bluff, hard. That's usually enough.
  6. sloasdaylight

    after death run back to storage ?

    ITT: Lone wolves who don't play in large groups with clans attempting to dictate how the game should be played for everyone. Also ITT: People who didn't play the mod attempting to dictate how the game should be played for everyone. Also ITT: People who did play the mod, do play with large groups, and have common sense saying that loot disappearing, being shuffled across the map, becoming broken, or otherwise do something other than remain where it is when the person who put it there died is stupid, and breaks the idea of persistence. Listen, if you want your stuff to disappear when you die, join a new server after every death. If you enjoy playing on your own or with another person, then both of you keep to that ethos. Play on hardcore (which will, we're told, have more "hardcore" elements to it, other than just 1st person), keep a small backpack, or whatever, and play the game the way you like. The rest of us, who enjoy playing in a group, and like to stick to a server we know and can rely on, will play with persistent tents and items within them. I can get behind tents suffering from the elements, similar to how houses and whatnot decay except faster. I think there should be a chance for a tree branch to fall on a tent during a rain storm, for instance. I don't think everything in the test should be destroyed, and unrecoverable, like in the mod, but they should be damaged, and some of it should be ruined.
  7. sloasdaylight

    Ammo Calibration : Poll & Discussion

    You're making a fundamental error in your argument by assuming that the three camps are evenly distributed amongst the population, which is quite the stretch. I'd wager that the second group is much larger, by population and percentage, than either of the other two, or possibly both combined.
  8. sloasdaylight

    Ammo Calibration : Poll & Discussion

    Not that I'm disagreeing with your statements here, because I agree with them in principle, but your experiences with an AR and someone else's are going to be vastly different. Recoil anticipation (which leads to flinching) is a real thing that a lot of shooters do, especially when they're first starting, and for some people, it CAN take hundreds of rounds down range with a weapon before they get comfortable enough with it to shoot accurately. Also, ARs are great weapons to introduce someone to shooting with, due in large part to the nature of their recoil, and how manageable it is. Compared to a full caliber bolt action rifle like the Mosin-Nagant, or a 12ga double barrel breach loading shotgun, an AR in .223 or 5.56 is an air rifle. Using them as some sort of demonstration on how easy it is to overcome common issues and say "See, look, anyone can do it, shooting's easy" is a little dishonest. This isn't even mentioning the fact that shooting on a range and shooting at a living thing, especially a human, are vastly different things.
  9. sloasdaylight

    Ammo Calibration : Poll & Discussion

    Could it possibly be there is more than 1 team working on this game? And that they could work on different aspects of the game, and at different paces? Nah, not possible. I read this thread, and for what its worth, I want the AK-74 to use 5.45x39 ammo as well. That said, I'm not upset enough about it to rage about how "lazy" the Dev team is, or how shitty the game is.
  10. sloasdaylight

    Ammo Calibration : Poll & Discussion

    Cool story bro. I've been playing Dayz since about a month after the mod was released, and I don't intend on going anywhere. You and yours act as though the game is shipping in 2 weeks and this is the last minute push. There are MONTHS left to go before this even gets to beta, and yet you rail against the flaws in it like its a finished game.
  11. sloasdaylight

    Ammo Calibration : Poll & Discussion

    Really? You possess clairvoyance and are able to infer the outcome of the completed game based on its status as an uncompleted alpha?
  12. sloasdaylight

    Ammo Calibration : Poll & Discussion

    Some of you guys are ridiculous with your "sky is falling" nonsense.
  13. sloasdaylight

    Ammo Calibration : Poll & Discussion

    The "majority" in this thread seems to be about 5-10 people.
  14. sloasdaylight

    What range are your gunfights?

    50 to 100m was my selection. I prefer to range people and leverage the fact that most people don't know how to control their weapons to my advantage.
  15. sloasdaylight

    Weapon accuracies

    The AKM also doesn't have any additional attachments you must find and use in order for the weapon to be worth a damn. It seems like it's a gameplay mechanic they're trying to implement with regard to the M4A1.
  16. sloasdaylight

    AKM.

    AK's are literally everywhere, and in some countries can be bought for like $10. They're like a stamped metal and wood blanket covering most of the world.
  17. sloasdaylight

    Best guns? (against humans)

    You're vastly undervaluing the Mosin. You need to be accurate with it, but the gun has ridiculous stopping power and is absurdly accurate. It won't hold up against an M4A1 if they get the drop on you, but if you get the drop on them you can take out a group with the thing before they can react.
  18. sloasdaylight

    Best guns? (against humans)

    I'm partial to the M4A1 with an ACOG and Magpul parts. It provides a good tradeoff between mid and close range engagements. I always keep mine on Semi-Auto though, on account of the fact that I NEVER seem to find 5.56 ammo. Find buckets of .22 ammo though. As an aside, the Sporter is deadly when you use it right. You won't win a fight against an M4A1 with it, but you'll mess up a lot of people's day with it, provided you approach the target right.
  19. sloasdaylight

    What would be a realistic level of stamina/run time?

    I think if you're going to so it, you should be able to sprint for maybe like 40-50 seconds at a time, but jog for more, like 5-6 km before you have to rest. Both should definitely make you thirsty, hungry, and less energized much faster than just walking. But I don't think they should put any of this in-game until there are at least pedal bikes.
  20. sloasdaylight

    AKM.

    Since apparently bitching posts deserve actual replies, here: It cracks me up to no end when people who don't know the first thing about something tell professionals how it should be done. The DayZ dev team is a small team (that has gotten larger recently) compared to the other teams that work on a title like this, and has a large task ahead of them. They are making progress toward their goal, and yet people still continue to bitch and moan about the timeline, even though Dean Hall has quite clearly told people not to buy the game yet, as it's far from complete. The current update on EXP is a big step forward toward the survival aspect of the game with the addition of hunting, fishing, fireplaces, and the like. Improvements to Zombie pathing are around the corner as well As far as the state of the game right now, it only exists like that because there is no endgame available to players. You're crazy if you think that the majority of people to whom DayZ appeals are going to constantly engage in deathmatch fights in Berezino once tents, base building, horticulture, etc. is added to the game. Also, your opinion on the M4A1 is not universal, and a good weapon will be a good weapon regardless of its rarity, and people will use it. People may gravitate toward other weapons at varying points in time, but the notion that simply because a weapon was popular and common once, it won't be again is absurd. This game has, from its inception as a mod, has NEVER catered to the lowest common denominator. I really don't think that the people behind it give a shit if they run off half their user base by turning the game into a hardcore survival game. In fact, I'm almost counting on it. And complaining about the spawn locations in an early access alpha of a game is just plain idiotic. They have added and changed spawn locations with every update as they work on varying parts of the map. Once they add all the new cities and towns, there is no reason to expect they're going to keep the spawns solely located in the North East. Further, they're not restricting anything. I've covered nearly every corner of the map since the SA launched, despite the current spawn locations. Once persistent objects start being a thing, my group, and I suspect many others, will actively and semi-permanently move from the North East where we primarily work now (due solely to pick up recently spawned clan mates), to the West and North West. Saying they're doing that is akin to saying they limit the amount of the map you can play on in a Battlefield map because you can only spawn at your base, or at a point you control. It's absolute nonsense. TL;DR - Complaining about what the final game will be like while the game is still being actively developed in alpha is stupid and doesn't do anything. If the game, roadmap, and the devs frustrate you so much, wait until the beta is released, the first stable retail release.
  21. Uh, I probably have 30-40 hours of game time with my current 3pp character. My HC one I use as a deathmatch guy, so he dies quicker, but I still probably average 5-10 hours for them.
  22. sloasdaylight

    I want SOME of these authentic gameplay features

    Or wear something that makes me stick out like a sore thumb to be identified by my group, like a Blue boonie, or a, unpainted UN helmet.
  23. sloasdaylight

    I want SOME of these authentic gameplay features

    y u so mad?
  24. sloasdaylight

    I want SOME of these authentic gameplay features

    I hope so. That's one of the things that irritates me most about the SA. In the mod, you could choose a face, like the William Wallace one, to identify your group from distance. In this game however, there's nothing, unless you find a piece of gear. It'd be really nice to have the ability to customize the way your character looked with regard to height, build, hair length, etc., it'd definitely make it a lot easier to recognize group members at a distance, and tell friend from foe from slightly farther away.
  25. sloasdaylight

    I want SOME of these authentic gameplay features

    Totally forgot 5 different face models, 4 skin tones, and 1 type of body build per sex was reality. Thanks bro!
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