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Katana67

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Everything posted by Katana67

  1. Katana67

    Why kill yourself?

    This is really interesting. Not for the OP, no offense, but because of the simple fact that nobody is 100% sure of what happened. I find myself coming along Survivor corpses in some of the weirdest and most remote places imaginable. From in some random barn, to in the middle of a remote village, to on the steps of a nameless un-enterable building, to hanging in a church. I've found people dead out in the wilderness away from any type of zombies or hubs of banditry. It really is eerie sometimes, coming across a corpse and having literally no idea how this person met their end. Crouched over as I search the body, the thought of a hiding zombie or sniper reticle settled nicely on my chest while I do so. Hell, I've found someone that I even found dead that looked like they'd just run out of food and water. Nothing on them but weapons and a hunting knife.
  2. Katana67

    Spawn on coast glitch with existing character.

    It's an Alpha, expecting to keep your character 100% in tact of the time isn't very wise. People shouldn't really be playing to gain something, it's an Alpha, and thus should be trying the game out and reporting on issues, bugs, and general thoughts on the game. It's fine to report this teleportation to the coast, but don't do it out of anger. And especially don't do it because you've lost something that is inherently not permanent.
  3. Katana67

    Why DayZ is extremely FUN

    People fail to realize that the purpose of Day Z is that it's supposed to be difficult, and it's supposed to test the player on several fronts. Day Z pushes the limits of ethics, personal freedom, realism (in the socio-political sense and the usual sense), and is really unique. It is certainly not for the faint of heart, those who don't see the value or merit in being prepared to die for a can of beans to sustain oneself should look elsewhere. Day Z puts the success of the player squarely in the lap of... *gasp* the player him/her-self. You always have a choice, make the wrong one and you might get burned. Make the right one and your chances for survival/success will grow dramatically. This is what people cannot grasp, the nature of survival. Day Z, and ARMA in general, is not about "fun" in the traditional sense. Explosions, snappy shooting, being rewarded exponentially, or feeling good about oneself. Fun is derived internally, inside the player, in Day Z. Obviously, this is facilitated by a fantastic mod. However, in my opinion, Day Z is truly about what YOU make of it... not what it makes of you.
  4. Katana67

    Compressed day/night cycle?

    No thanks, I like the cycle the way it is. The ultra, still not realistic darkness is in need of a change though.
  5. Is it feasible for one person to repair a car? I'm not asking for a soloable helicopter repair, but I think one person should be able to repair a car. And are there ATV's in DayZ or just cars, UAZ, and choppers? Furthermore, what is required to repair a car? Is it different for each car/spawn? For example, could Car A require four wheels and Car B require two wheels and an engine? Or is it always a complete repair?
  6. Katana67

    Some minor questions about loot drops.

    I think the non-enterable houses should have better chances for loot. However, this is sometimes compensated for by the fact that sheds and the like spawn loot... as well as porches and stoops on unenterables. It's a tough situation with what we've got to work with.
  7. Katana67

    The New Zombie Count is AWESOME

    I had a new character when 1.5.7 rolled in, and now I've got an AK74 with six mags, revolver, all the utilities, ALICE pack, an M4A3 CCO with three mags in the ALICE pack, plus cooked meat and plenty of water. Got all that this morning, BY MYSELF! To all the people thinking it's now impossible to solo, think again. It's harder, sure, but it's SUPPOSED to be harder to survive on your own. Furthermore, everyone who thinks the people who're praising the zombie count have clans/groups to roll out with... I have no such things. You can't sprint through towns anymore going balls to the wall with your Lee-Enfield without some consequences. Hit the prone, stay aware of zombies, get some loot... and continue until you're satisfied.
  8. Katana67

    The New Zombie Count is AWESOME

    I love the new zombie counts. Perhaps the spawns should be slowed just a tad, but otherwise... this is great. The return of wandering zombies helps as well, encountering zombies around deer stands and sheds allows them to spread out in fields and forests without having a crazy spawn mechanic for the forests. Was pretty intense proning through Pushtoshka to get supplies from the supermarket... and proning between tents at Stary to snag some weapons. Zombies were within feet of me, pretty scary. I think prone might be a tad overpowered, as zombies don't take notice of you in plain sight unless you're physically touching them. But it's balanced out by the fact that if there's somebody eyeing you, you're pretty easy to take out. Which is another GREAT effect of the increased zombie count. Bandits are less likely to shoot at you at the typical loot drops because they'll get ganked by zombies!
  9. I also feel people don't know how to give constructive feedback without sounding like a spoiled brat. Which might be part of the problem. However, I absolutely love the more zombies. It makes them an equal threat to PKers, instead of PKers being the primary threat. Sure, there might be a bit too many... but I don't know. In future updates, I think this bug should be learned from and maybe the zombie spawns should simply be slowed. The total number of zombies is right on, but the spawns are a bit much. Was so freaky last night actually finding roaming zombies somewhat away from the towns. Love it.
  10. Katana67

    DayZ Update 1.5.7

    More zombies are great! Respawn a bit too fast though. DARK! Way too dark, pitch black even with a clear sky and the moon up. Are zombies stronger now? I love the wandering zombies, great things. Concerned over whether soloing will be possible with so many zombies that respawn so fast. Soloing should always be viable, as people don't always have crews or cooperative survivors.
  11. Slay bodies... I don't think you can lose aggro on sprinters ever, without killing them. (Unless in chopper or car).
  12. Katana67

    The Official Unofficial Bandit Removal Petition

    Bandits should totally be left in. They should be tweaked maybe a bit, but certainly not removed. They're a really fun and realistic aspect of this game, and while I don't actively try to be one... it is fun to me to constantly trying to outsmart both bandits and zombies. Perhaps, like others have said, Humanity should reset upon death. That seems reasonable to me. However, if there is a "morality" system... I think there needs to be a pro/con dynamic to being a bandit or survivor. On one hand, there should be some actual downside to lighting up every innocent person you see (Like a server-wide "civilization" rating that would determine good loot spawns and how serious the zombie problem is). But on the other, there should be a tangible benefit for being a bandit. Mostly, I think this is already included in the nature of banditry... because you killed that player, you can now loot their stuff. What I -do- see as a problem, is the static nature of banditry. Most bandits that I've seen are to be found around military installations and large cities. This is the nature of a video game with multiple lives, one can just find where the good loot spawns... and camp it until survivors come. I think, like the Deer Stands, loot needs to be spread out more in order to relieve the complete and almost exclusive reliance on airfields and military installations to get good loot. Conversely, I think things such as light and noise discipline should be emphasized for the survivor. Not only should you attract the attention of zombies, but you should be more apt to draw attention from bandits if you're broadcasting your position. Example, I recently spawned on the coast at night and ran straight up to Stary Sobor on foot... in a straight line... with a flare and chemlights active on my person. I wasn't seen (I believe) or shot at during this entire time. This is why I think the maximum draw distance needs to be extended, as light doesn't carry as far as it should. Furthermore, and this is where I think shelter should actually play a role, if a player is taking shelter during the night and is using some form of illumination... it should be able to be seen from pretty far off. As of now, you just have to happen upon people lighting up a barn with chemlights... there's no, "Hey, that barn is glowing! Let's check it out". It's only "Holy crap! This barn we're ten feet away from is glowing!". Back on topic however, I think banditry as an action is perfectly worthwhile and adds something to both the survivor experience and obviously the experience of being a bandit. I do feel a need to discourage the deathmatching and camping of loot-able areas, by spreading the loot out more and giving new players more incentive to head inland rather than remaining on the coast.
  13. Katana67

    Wish List

    Some of these have been suggested before, just writing them as they come to mind. - Wandering zombies -- A pretty common request. As I understand it, before the latest patch, the zombies that spawned in the towns were given some flexibility in how far they could wander. Now, they appear to just remain static at their original spawn. I hope this is fixed ASAP. However, 2-10 zombies per kilometer would be a great thing and would make traveling through the woods a bit more sporty and less mundane. Zombies should also spawn in the center of large fields and be allowed to roam within the confines of the field. It's really awesome to be sitting in a hedgerow and scout out the field ahead before crossing. If zombies were in it, it'd make it much more purposeful and risky (as it should be) to cross fields. - More consistent zombie behavior/animations -- Unsure if this is a limit of the engine, or simply that the animations don't exist... but zombies seem to jump diagonally when they run at you it's almost as if they're teleporting. Zombies should more or less, run at you straight. Driven by the insatiable need to feed or what have you, it's unlikely to think that zombies would be thinking of personal preservation or would be aware that the player is carrying a firearm. I do, however, think that some deviation in zombie approaches is warranted to keep the player on his/her toes. But right now, it's a bit much. -- Zombies should also push doors open, rather than clipping through. They should also not be able to deal damage through walls or clip through windows without a proper animation. -- Add shambling/slow-moving zombies to the mix to keep the player guessing and to make every encounter a little more varied. - More diverse ammunition spawns -- I'm not saying make ammunition more plentiful, just expand the areas where certain ammunition is capable of spawning. In the real world, assault rifle rounds like 5.56x45 (.223), 7.62x51 (.308), and the Warsaw Pact counterparts (5.45x39, 7.62x39, and 7.62x54R) are available in most town gun stores or outdoor/hunting shops. They should be added to the possible loot lists in certain towns that are up north, but also not military bases. I don't expect to be able to find five AK74M mags in every barn, but it should be possible for me to find one or two every now and then if I'm lucky. Should be considered on a town by town basis, places like Staroye and Petrovka shouldn't have this... but northern cities like Pushtoska [sic?] and Vybor should have this capability. -- I almost want to discourage finding AKM's and whatnot in the coastal cities like Chernogorsk and Elektrozavodsk, simply because there aren't too many people with assault rifles (I hope) in tightly packed cities. Plus, it makes sense and gives further incentive for new people to get away from the coast. - More diverse wildlife -- Deer, elk, pheasant, all that good stuff. Preferably in abundance up north, I mean way north... where there are few settlements. Deer Stands are in game, and I have yet to see any deer. I've seen rabbit, boar, cow, goat, and sheep. Am I missing anything? Oh, chickens. Deer stands should have a slightly increased rate of wildlife spawning around them, just for flavor and to make deer stands worth the loot they give (Being a more visible target if you're using them for hunting. - Make shelter significant -- Camping overnight in an abandoned barn should have merit and benefit. Perhaps making your blood regen a bit? Could also come into play if any weather effects were included. I think it'd be great to come across a barn with a faint glow of chemlights to find a survivor or two huddled over a fire or somesuch, before deciding what to do (pass them by, join them, or slay them and loot). I did this in a barn and a supermarket a few nights ago, and was really thinking about how awesome it'd be to come across this more from the outside. If shelter were made desirable/significant, it would better the overall experience. Plus, it would then force the sheltered players to police how much light they're giving off as to not attract undue attention. I've ran clear across Chernarus to the NW airfield with a flare in hand a chemlight on and not been shot at/seen, light should have a more significant affect on how largely your position is broadcast. - More types of tents/shelters -- Larger ones that can be entered would be great, places to hang your hat. Also, would make for some interesting group dynamics, whereby a group of survivors/bandits creates a remote camp and surrounds it with barbed wire protection, then proceeds to do whatever (hunt, forage, stockpile, slay bodies, etc). I'm a big fan of player-created settlements, and I think there's more than enough room in Chernarus for some relatively persistent player settlements. -- In this same vein, I think players should be allowed to place some forms of permanent structures (like sheds), just to give potential survivors some defense against bandits/zombies. - More general survival activities -- Farming crops at your camp (hoe and seed required), fishing (rod and tackle required), canning/jarring (empty can and preservatives/campfire required), stealing crops from existing farms, distillation of salt-water (distillation mechanism required), trapping (scrap metal and bait required). Would help to give the player purpose when he/she has acquired all the necessary utilities and enough ammunition (a purpose other than just PvP). Red Dead Redemption is a good inspiration for just general fun stuff to do whilst out in the wilderness. - Customizable characters -- Just aesthetic really, I'm not sure how load-bearing vests work in vanilla ARMA... but it'd be nice to be able to choose which LBV you've got on among other things. I know the mod resources are out there for this, visa vie Armaholic. Different types of LBVs, hats/hemets, gloves???, pants, shirts, eye-wear etc should be acquirable. I'm not sure if they should add to the inventory (in the case of different LBVs) but it would certainly be a great thing to be able to customize the look of your character. -- Would have to keep a pretty recognizable color scheme to differentiate between survivor and bandit. So I think perhaps the pants/shirts customization should be kept to a healthy minimum. Bandits should always have the flecktarn and shemagh/kiffiyeh visible, or just shouldn't share any traits with survivors aesthetically. Or, perhaps bandits are getting a unique skin of their own in the future, rather than just the Bundeswehr/KSK skin. - Female characters -- I've seen some threads on this, and I wholeheartedly agree. Female characters should totally be an option. I'm not even sure you'd necessarily HAVE to come up with new animations, as the animations in game are already pretty gender neutral... I would think it's just a matter of applying them to a different looking skin/skeleton. But I'm not a dev, or even wholesale educated on the subject... so I could be way off on that. But, to appease the female gamers and prospective female gamers who are interested in this mod... definitely couldn't hurt. - Increased focus on zombies over PvP -- Just a general thought. As I've began to sum my experiences up, I've sort of categorized them into percentages. I spend 30% of my time doing survival activities, 60% of my time being wary of other players or being engaged in direct PvP, and 10% of my time killing/bypassing zombies. For a zombie mod, zombies aren't really a primary threat to me. There needs to be either more zombies, more mobile zombies, or more zombies in the wilderness. Because when I cross a field, I'm thinking about whether I'll get shot or not... not about whether a zombie or three will come bolting across the field after me because they smelled warm flesh. - Flashlights as an attachment, not only standalone -- Pretty self-explanatory, either make flashlights a universal attachment that can be "taped on" to any weapon... or allow us to use it in conjunction with a sidearm. I think the "attachment" thing wouldn't be -that- hard to implement. There's already weapons with flashlights for attachments, and one could use the same dynamic as the "pickup flare/chemlight" thing that simply attaches it to the player body and apply it to the weapon. -- Speaking of which, can the placement of the flare/chemlight on the player change to somewhere on the body rather than the hand? It makes aiming during the night nearly impossible because there's a bright light next to your reticle every time. Plus, it just plain looks silly. - More types of vehicles?? -- I've seen bicycles in ARMA before, are they in Day Z yet? If so, I think they'd be a great addition. Likewise with motorcycles. (I've heard ATV's are in Day Z, but have not yet seen one). - For the love of all that is good, don't include implausible super-zombies -- Maybe a "fat guy" who can take a few more bullets to the body than usual, or a "super athletic" zombie who can run at you a little faster. But that should be the extent, any power that a zombie has should be derived from real-world circumstances.
  14. Katana67

    Roaming zombies - Is it possible?

    Well for one, as I understand it, with the most recent update the Zombies are even more fixed than ever. Apparently, before (I have only played the more recent update) zombies would spawn in a settlement and be given some wandering room. Now, it seems, they just spawn and stay static. The crawling priest zombies seem to be an exception to this. Though I did roll into Novy Sobor and watched a few zombies roam about in the fields. So it's hit or miss. However, yeah, if there were maybe... 3-4 zombies every few kilometers in the woods/fields... I think it'd make traveling much more sporty. To the people who cite other players as being the primary risk in the woods, this is true. However, in my week of playing and several lives... I have encountered one person outside a town in the woods. I travel north with every character and rarely see anyone, so I just sprint across fields casually and it feels weird. I think more zombies would serve to both make the world more immersive and risky, whilst simultaneously equalizing the threat dynamic between players and zombies.
  15. Are there not any more diverse models for enterable houses in any mod resources or mods out there? If these could be ported (with permission) to Day Z and inserted into towns... then I think it'd save a bunch of work.
  16. Howdy y'all, First time poster. Just a few things that are in no particular order. I'm sure these have been suggested before, but here goes. - Zombie spawns in the woods to some degree. Could be one per mile/kilometer for all I care. Just something to make running through the woods for travel a bit more sporty. - More roaming Zombies, and more hoards. - Zombie spawns that are less predictable (This ties in with improved "wandering" AI). It's sort of formulaic, enter town, check sheds, check doorsteps, check enterables, profit. - Certain types of ammunition need to be made more common, but not more plentiful (If that makes sense). Just, able to be found outside military bases. 5.56x45 in AR mags, and 5.45x39 in AK mags particularly. The weapons themselves should be fairly hard to come across, but the ammunition should be fairly commonplace in my opinion. - More enterable buildings per town. I'm not sure to what extent the Day Z devs are willing to mess with the Chernarus towns if at all, but more enterables couldn't hurt. Especially in some of the smaller towns with maybe on enterable building. - Give shelter a role. It shouldn't be prudent/wise to just chill in the middle of a field or log out in the middle of a road. I don't know how this can be done, whether it be with more extensive camps... or simply giving a safety bonus inside buildings vs. zombies. - More of an even balance with regard to Zombie vs. Survival vs. PvP. I'm not sure if it was different before popularity ensued, but it seems to me that DayZ is about 30% Survival, 60% PvP, and 10% Zombie-ness. I should think more zombies would serve to make them into more of a risk. - More cookables/huntables/edibles. Just for variety's sake. - Ocean shouldn't be a valid source of drinkable water. Unsure if this is even possible to distinguish between fresh/salt water in game, perhaps through the use of some distillation item. - Perhaps more "permanent" player settlements?? Making use of an abandoned farm, or setting up a few tents with barbed wire surrounding it should actually have a purpose other than storage. This is why I think zombies should have a more ubiquitous presence in the wilderness, or the wilderness should be subject to migrating herds of zombies. It should be A) Keep moving and be light and stealthy or B) Be sedentary, but heavily protected. - More cars/trucks? Would be awesome to see Bandits and Survivors buzzing around the roads more often, but not too often. Would be a great addition to the player interaction, whereby a foot-mobile player would have to watch themselves on the road and choose to let them pass or flag the vehicle down for help.
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