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Your DayZ Team
[email protected]
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Everything posted by [email protected]
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This is a nice idea. Could always use more carry room. I also like the sacrifice of giving up your secondary slot for it.
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DayZ Staff: Start doing something about hackers. Now.
[email protected] replied to Colten (DayZ)'s topic in DayZ Mod Suggestions
Not particularly, no. I'll just go waste my time elsewhere. -
DayZ Staff: Start doing something about hackers. Now.
[email protected] replied to Colten (DayZ)'s topic in DayZ Mod Suggestions
QFS Quoted For Stupidity. -
.... What do you think the AKM is? Besides, militaries don't use AK47s.... that gun is outdated as hell.
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That's a good point. Would make those zombies especially hazardous for survivors attempting to be stealthy with silent weapons because as soon as the zombie is aggro'd he starts blasting away and all zombies within earshot are gonna come running. That makes me want this even more ^^
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I think it'd be cool for a rare-spawn (maybe 1-2%) that a military zombie would spawn with a random gun (pistol or assault rifle) and walk around taking wildly inaccurate shots at any survivors that aggro him. Make him spawn with one full magazine then when that runs out he drops the gun and acts like a normal zombie (he's figured out how to use the gun like STALKER zombies, but he has no idea what reloading is). Would work well to freak survivors out when they aggro a zombie and suddenly bullets are flying everywhere :D
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That's a bummer... bikes are so useful but it's almost not worth searching for one if it is unrepairable. I was looking forward to finding one and using it as my main mode of transport but I'd hate for any and all accidental damage to be permanent.
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I like the idea, but it honestly doesn't look like it'd pan out to work properly.
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AntiVi, more vehicles doesn't necessarily make everyone getting vehicles a breeze.... The amount of coordination, time and effort getting together all the gear and repairing the vehicle is the truly challenging part, not finding a vehicle, especially since the vehicle locations are already known on map databases. It's pretty unrealistic that in an area populated by thousands of people there'd only be 20 repairable vehicles. I highly doubt zombies go around smashing vehicles to bits aimlessly.
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Or maybe even simpler, no animation or item modding necessary: Start with the Crowbar. I doubt you could really code a weapon to be more useless than the Crowbar already is without it being completely non-functional.
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possible solution to puny falls shattering legs
[email protected] replied to omgwtfbbq (DayZ)'s topic in DayZ Mod Suggestions
Gee wiz, this Hawk24 guy sure is making a pillock out of himself. -
Seems like opposition to the idea boils down to not getting the idea in the first place...
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That had better not be before they fix the ludicrous zed run speed or I'm going to have to write a rage post on these forums. I was just saying to myself "You know what DayZ needs? More running from 10 zombies for 10 straight minutes across open plains trying to find a barn to run through in order to lose them by blatantly abusing the game's absurd zed movement speed AI."
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Punching is too difficult to implement.... just give players a Crowbar on spawn - it's pretty much a useless weapon anyway since it doesn't kill in 1 shot like the hatchet. From what I've read it has the same damage as the M9 pistol - so 4-5 body shots.... 4-5 shots at the zombie as it noms on your arm. One of the benefits of making newly spawned player defenceless was it decreased the rampant PvP on the coast - crowbars are definitively not useful for PvP so starting players off with one would not reverse that change. Another positive side-effect is we could nickname the Crowbar "The Bone Breaker", since we'd see a large number of newly spawned player crawling around smacking zombies because the zombies keep breaking their legs due to the suicidally useless nature of the Crowbar :D
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Never heard of tactical repositioning until now... Takes me 5-10 minutes to log into a server so unless they're standing still for half an hour I dunno how that should work. But unrelated to that, I would like to see a person's character persisting in the same spot for maybe 20 seconds after they log out, and that if killed during those 20 seconds the death is for real. Would simultaneously prevent people from escaping so easily from players and zombies by logging out when in danger. The feature of Shock has good intentions but doesn't work most of the time to prevent the abuse.
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Suggestion: Make Zombies Zombies.
[email protected] replied to Maxe (DayZ)'s topic in DayZ Mod Suggestions
+1 I'm just going to disregard the utterly pointless debate of the difference between "zombie" and "infected" (guys, it literally doesn't matter - what does matter is tuning them to give the best possible gameplay) As the OP said the way Survivors are forced to deal with zombies is to abuse their terrible AI and nonsensical changes in speed limits. Make zombies consistent - make them faster indoors and make slower outdoors. Zombies running faster than players is stupid and causes a plethora of both game-breaking glitches and glitch-abusing player tactics and there is no way to defend their current design. -
Refilling magazins a bit more realism and flexibility
[email protected] replied to lupusxiii's topic in DayZ Mod Suggestions
Exactly. It might not be correct to use the words as synonyms, but I feel embarrassed to admit to owning Arma 2 knowing that the player base includes those who are anal about the difference between the words "clip" and "magazine". -
It would be nice to see hostile animals spawn, although I suspect the DayZ devs would end up having to create the animations from scratch so it's not reasonable to expect to see this implemented unless there already exists an open-source hostile wolves / bears mod.
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That was the funniest thing I've ever read on this forum. xD Kudos to you good sir. What's also funny (but not in a laugh-out-loud way like the OP is) is the fact that some people are taking this seriously and legitimately talking about implementation of such a concept.
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...The objection to offline mode seems entirely based on two things: 1. "I would never play DayZ single player" --Good for you, but why the hell are you objecting to something that doesn't affect you? o_0 If you can't understand the fun of playing DayZ without PvP and lag then there's no point trying to explain why it would be fun. Personally I'd love to play DayZ alternating through both multiplayer with friends, and single player offline without. 2."But then people can gather loot and take it to multiplayer" --You aren't connected to a server, so your character is of course NOT being saved for multiplayer. Besides, you can already log on at night when nobody in your time zone is playing and gather loot with nobody around anyway, so your point is doubly invalid. The point of offline mode would be to have a separate client-side-saved character which you can play if you're sick of bandits and lag... No transitions to multiplayer, just you playing as a lone survivor seeing if you can progress on your own and not get yourself killed. I think it would be very fun and a great idea. It would do no harm to DayZ multiplayer, it's just another option for convenience of playing how and when you want, even when your internet is down. +1 So in essence you are publicly stating that you are exploiting and that you see it as the core essence of the game/mod... He wants to play the mod single player but has no option to do so. Of course he's going to take every precaution to avoid other players who are 90% likely to kill him on sight. About 10% of players on this mod are "Bandits".... and 80% are "Survivors who shoot on sight".... the other 10% are "Survivors lacking the resources to shoot on sight". Fix the problem of needing to shoot potentially innocent players on sight or else don't be surprised when people are basically forced to abuse the log out system to avoid being killed for no reason by players who are only trying not to be killed themselves.
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Slower zombies, increased numbers.....
[email protected] replied to [email protected]'s topic in DayZ Mod Suggestions
I really do hate the zombies being able to sprint faster than the player.... not only is it unrealistic but it's glitchy as hell.... Zombies transitioning between "indoors" and "outdoors" areas act retardedly and will often phase straight through walls, randomly start walking in the open, or decide to sprint through the tent your hiding in and screw you over. Zombies sprinting outside also causes really stupid anti-zombie tactics to form.... forcing players to lure zombies indoors which causes the zombies to go from being ridiculously OP to harmless in an instant. Losing zombies is also far too situation-dependent.... standing next to a barn, large house or steep hill? Easy to lose a hoard. Zombies are no threat because they're simple as hell to lose. Standing in the middle of nowhere with flat ground all around? Have fun sprinting away for the next 10 minutes, because there's literally nothing you can do without a weapon. I'd rather zombies be more consistent..... --Lower the max zombie speed to player running speed (why is it not already like that?... No seriously? Are starving, thirsty, rotting, disease-ridden Zombies somehow more healthy than well-nourished Survivors?) --Have only a few "runners" capable of moving as fast as players --Have most of them slightly slower than players, with the gremlins (zombies perpetually in ball-form) being slower still. --Have a few "walkers", with special skins, which have massive hitpoints but are slow as hell - make them take, say, 8 Makarov rounds to the body and have no headshot multiplier (walkers are virtually undead and have little use for a brain) --Make zombies slightly faster indoors.... gremlins and walkers would still be as slow as ever but normal zombies would move at 140% walking speed and runners would move at 180% walking speed indoors. -
[Splint] Second option to fix your broken leg.
[email protected] replied to Pipinhot's topic in DayZ Mod Suggestions
My ideal system: --Morphine Auto-Injector: Allows you to ignore broken bones for 10 minutes. --Bandage: Second right-click option "Splint Broken Leg". ----Does not require fire wood (surely you could rely on your character being able to fashion a splint with random scrap/sticks lying on the ground) ----While leg is splinted you can crouch-walk, but not crouch-run or stand. Splint + Drug interactions: --Taking Morphine while Splinted, or Splinting while under the effects of Morphine will heal your broken leg. --Taking Pain-Killers while Splinted will allow you to crouch-run for 10 minutes. You still need to find Morphine to be able to stand and run. Overall this means: -Morphine can protect you from multiple broken bones in a 10 minute period, so you don't need to down multiple Morphine in a row if you break your leg twice in 2 minutes. -Fully healing a leg is more costly and time consuming, as you need to both take Morphine and use up a Bandage to Splint it (splinting does the bandaging animation) -If you have no Morphine you are no longer screwed, as with 1 Bandage and 1 Pain-Killer you are able to crouch-run for 10 minutes, allowing you to find and raid a hospital without wasting your life staring at your character crawling through the grass.