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FlashHawk4
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Everything posted by FlashHawk4
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I don't think there IS an unarmed Huey in ArmA, but why would civilians in a Warsaw Pact country even own one? The Mi-8 Hip is the most manufactured helicopter in the history of mankind! Especially in Russia!
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READ: Lets get these Lighthouses up and running
FlashHawk4 replied to Dalton (DayZ)'s topic in DayZ Mod Suggestions
You guys seem to forget lighthouses are MOST important during storms, and storms tend to knock out power in coastal areas fairly easily. Therefore, by necessity, almost every lighthouse ever built had a backup electricity system. Some had generators, some had windmills, and my great-uncle even worked in a lighthouse where some technical genius had figured out how to wire in a lead-acid U-boat battery some GIs had taken from a Nazi naval base in France. I do love the idea. It could turn into a community symbol for "new players regroup here", since it's on the coast and that's where new players spawn. Perhaps it could be a trading site to let new guys cash in their bandage and painkillers for a hatchet or something. And of course it could be infiltrated by stealthy bandits, left operational, and used as a trap. Love it so much. You guys who don't see a use for it need to remember the main objective of this game is to cause emergent gameplay. -
New zombie type- dead snipers! (Please read before commenting)
FlashHawk4 replied to FlashHawk4's topic in DayZ Mod Suggestions
I dunno whether or not we'd want it to specifically discriminate. That would cause a bit of a ruckus in the "bandit pride" forums, and also draw a double standar when a regular survivor walks by. I think they should spawn in commonly sniped-from areas (no need to explain why zombies in ghillie suits are there, after all), and target whomever alerts them. Of course, 90% of the time that will be bandits, but that's just a side effect, however intended it may be. -
I would agree with the fishing pole idea. The game could roll for a chance of catching a fish, and if you did, then it would give you the option to "gut animal" on the end of your fishing rod, yielding one meat, of course remodeled to be fishy (unless we're angling for the elusive Chernarussian steak fish, of course). You wouldn't even have to include a fish model that way. And systematically lower the odds of catching a fish for every cast in an individual zone of water, i.e. a pond, a mile section of river, or a half mile section of coast line. For example, 1 in 7 or so for the first catch, then 1 in 12 for the next, then 1 in 20, then 1 in 50, and so on and so on, so you couldn't just spam fishing rod and mine 4 fish. Bears would be nice, we might have to edit them in because I don't remember if ArmA fauna includes that or not. Something other than zombies or psychotic hikers with assault weapons to keep you on your toes, even though that sounds like more than enough when I say it out loud... And I've always thought you should regenerate blood. Not much at all, but perhaps ten a minute. As a noob especially, I remember what would normally be enough basic gear to last me, then finally giving up and respawning because my blood count dropped to six thousand or so and I didn't have matches to cook meat.
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Don't worry about it too much, I think they're temporarily removed. Expect them back during the beta or even sooner. Since Day Z players tend to cherish The Helicopter as their final goal in life, we'll start throwing things at Rocket's house and/or place of employment if he doesn't work on it sooner or later :P
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I fail to see how some unique zombies would throw it off so badly that people will rage quit. We're not talking about simply buffing their stats so they take three revolver bullets instead of one, or two Enfield rounds instead of one, or have sharper claws that increase risk of bleeding. We're just talking about creative ways to vary them up so they aren't all factory workers in maroon coveralls or goofy looking villagers in argyle sweaters.
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New zombie type- dead snipers! (Please read before commenting)
FlashHawk4 replied to FlashHawk4's topic in DayZ Mod Suggestions
Additional thought: Perhaps we could add in zombies that lie under piles of rubble and crawl out quietly when alerted. That way, you're in a hangar or something, you scan the area, see no drunken zombies swaying around inside, crouch-run in, pop your unobservent little self into a corner loot spawn, and BOOM. Zombie out of nowhere, because you didn't look at the rubble itself. -
1. I don't understand. 2. I've never noticed that, does it happen to you frequently? 3. It's an acknowledged fact that zombies avoid docks sometimes, but we have no idea why. I kinda like that there's at least SOMEWHERE we can go when they start chasing us. Warehouses is somewhat true, I suppose, but they also clip through the walls. The train station thing I know to be false, I've seen it happen more often than not. You might just be suffering from what's known as the avaliability heuristic. 4. I'm sorry, but that's a bit confusing as well. Could you clarify? 5. You actually can throw the cans and bottles you pick up if you select them with "F". Just one of those little things not many people notice. 6. Yes, there's a coding error that makes zombies walk (more like shamble) when indoors. We love it. 7. That's because they take up ten slots, and the Coyote default pack only has eight. Unfortunately for you, that also means they get deleted at them moment. But I'll bet money that it will be fixed VERY soon, you're neither the first nor the last to complain about it. (If you get an ALICE pack or a Czech backpack* you can carry primary weapons in your backpack) *Backpack, not vest pouch. Confusing for new players. Thanks for your feedback, but there is also a bug report feedback area to use. Some things also might be better off in General.
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If by join, you mean "befriend other people and spend time alongside them with a common goal", then yes, this happens frequently. It might not have happened to YOU, because newer players tend to get shot on sight, because you haven't quite gotten the feel for the culture and customs this game has developed over time. But trust me, it happens. If you don't own a microphone, you can run to a Wal Mart or a Target and pick one up for cheap, I'm using a $21 Logitech that works just fine. That might be your main problem, if you don't have one. BUT, if you mean actual game support for groups, like WoW has or somehting, then no, there is no in-game UI-type protocol for group leaders, group waypoints, and all that. I think. There actually may be, because I've seen some traces of evidence, but I'v never actually seen it in use. In all reality, you don't need it. Direct communications, in which you can talk to people within ~30 meters of you, is enough to communicate when you ENCOUNTER people. If you want to arrange a meeting, you can use the General (Preferably Survivor HQ, we don't want to lose you to the Dark Side) forum to do so.
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GUI addition: Sprint/Walk mode (Example included!)
FlashHawk4 replied to Seioch's topic in DayZ Mod Suggestions
What do you mean? If run is toggled, then you can hold shift to walk. But what if you double tapped shift to toggle walk as normal? Then holding shift would make you run. And what if you forgot, or you tapped shift a lot and you weren't sure what it ended up on, it would be like playing Russian roulette, except instead of a revolver, it would be zombies, and instead of bullets, it would be your stupid legs. I usually just crouch and tap w to see what happens. I understand how it could be annoying, but I don't know if it really merits a separate icon. -
I say a whole new dynamic would be brought about by everything that can be done with radios, especially what people DON'T know about them. Even as far back as the 1950s, it was possible to determine the direction of radio transmissions in relation to oneself, even if one couldn't decrypt the transmissions themselves. Then, the equipment could easily be mounted on a small truck, and I'm sure it has shrunk since then. If we could get those to trace average radio transmissions, it would be great. And of course, there should be UHF directional/ VHF military grade radios that were harder to intercept and track. Directional radios, as the name implies, need to be pointed in the direction of the receiver to transmit properly, and that could be an additional security feature AND challenge for late-game units. Safehouses should be incorporated in the game, but shouldn't be impregnable. If there's a security protocol, there's a way around/through it. Even if it means satchel charges.
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http://dayzmod.com/forum/showthread.php?tid=31825 Pretty much the same idea as yours, but it's already been viewed and commented on. You'll get better action in a well-established, recent thread than making your own, just so you know. Take a look around for a bit before starting one in the future, mostly for your own sake...the hardest part of getting a thread to stay alive is between zereo and five comments.
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Really? I could have sworn they went faster than that in ArmA...maybe that was just the Marines CRRC, this is the Russian Army PBX which I have never used. Or do you mean the civillian pleasure boat thing? Anyway, yes. And I'd like to see the option of strapping a backpack onto it in place of one passenger, so we could have SOME storage space.
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The only concern I have with this, really, once we get past the whole NPC debate, is how we're going to handle their gear. On one hand, I refuse to be cheated out of the gear that I can clearly see they have. It would be stupid to be fired at by guys with assault rifles when I have a revolver, and then not be able to take said assault rifles afterwards simply because the developers didn't want me to have those guns yet, I remember raging about that when I was younger because that's how a lot of games worked back then. On the other hand, if every soldier in a patrol of six or eight had an AK-74 or something, and two to four magazines each, and perhaps a grenade apiece, with an officer that had a map, a Makarov, ammo, and binoculars, it would be so easy (if one had a good backpack or some friends) to take multiple assault rifles and plenty of ammunition, which would be a better loot supply than the airfield or base itself. I'm at an impasse at how to handle this...perhaps one could rip off the Hunger Games and have a medevac/casevac take the downed soldiers away in thirty seconds or so if you don't get to the bodies fast enough. That way at least the first half of the soldiers you kill wouldn't leave their loot because their buddies suppressed you long enough to haul him off to some distant and inaccessible military hospital, presumably outside the country.
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I seem to recall this being on the update list for one of the upcoming patches. But then again, I'm frequently wrong.
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I agre with you, at least on my truck you need to have a socket wrench to even replace the battery, and of course you need a tire iron to replace a flat tire (although most people keep them inside their cars 24/7, I think that would be something I would take with me if my car crapped out during a zombocalpyse {although I would probably have better things to take, I carry better weapons in my truck than a tire iron anyway})... But yes. Toolboxes do need more practical applications than what they have now. I could probably set up a barbed wire fence without a toolbox, I imagine that represents the hammer to drive in the stakes and perhaps staples or something to attach the wire, but still. It takes that much for barbed wire but nothing for a car?
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Why wouldn't you want zombies as a bigger threat? The more threat from zombies the less pvp there is. I understand there is a lot of issues with the engine' date=' but at this point the glitchy, physics defying zombies really give me much of a reason to worry about them. [/quote'] actually i think the pvp wont decrease.. Concur. So long as players are walking loot boxes, bandits will exist. So long as fear and uncertainty exist, jumpy, shooty-on-sighty noobs will exist. Perhaps in some situations, players will worry a bit from aggro in cities, but otherwise, PvP is a fact of life that I don't anything will get rid of short of making this a singleplayer game...
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For me, NPCs are a no-go, just because everything they could do players could do as well. The ONLY time I'd like to see NPCs is in the form of attack helicopters like Hinds that fly in and roast you when you try to leave the illustrated boundaries of the map. It would be an easier fix to off-map stashing than a fence or a "RETURN TO THE APOCALYPSEFIELD" message, after all... But I do think it would be okay to have DEAD convoys around, that spawn randomly on the roads like heli crash sites. A salvageable military truck or two, some gear from the soldiers, their cargo (half a dozen heli rotor assemblies, a dozen vehicle engines, a case or two of shotgun ammo, or things like that.) I'd also like some way to notify all players of their location, or at least some players. Perhaps when they put in radios have a distress signal that was broadcasted and looped minutes or seconds before they were overrun...
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Here's the reason why (I believe) Rocket doesn't like server variables that make gameplay easier or harder, short of different gameply difficulties already in ArmA, is this: While your difficulty level changes, your character is persistent across all servers. So basically, if you were in a zero pvp server, you could literally sit in the International Airfield barracks, safe as anyone could ever be in a zombie apocalypse, and pick up the loot every time it respawned, without ever having to worry about so much as a Makarov bullet hitting you. And then you could simply hit those little "Abort, Disconnect, Disconnect" buttons, relog onto a PvP server, and kick ass without having gathered your gear the manly way, through gunfights and awesometude.
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You would need to re-condense the water into another container (i.e. distillation, not just boiling alone), unless you can drink steam? Yes, as I am a steam engine. But for you puny humans, I have to point out that yes, salt water is actually worse for you than not drinking at all. just saying.
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New zombie type- dead snipers! (Please read before commenting)
FlashHawk4 replied to FlashHawk4's topic in DayZ Mod Suggestions
It did just click with me that yes, it would be hard to tell the difference between a sombie's ghillie and a sniper's ghillie. That was kind of my point at long range, that sometimes players might see a ghillied figure and STILL be unsure whether or not it's a threat. But yeah, that scenario you pointed out is true. Therefore, if they include this, they should alter the zombie's suit to be somewhat bloodstained and matted, not visible at long range but just enough for the people who are actually dealing with them to identfy. -
New zombie type- dead snipers! (Please read before commenting)
FlashHawk4 replied to FlashHawk4's topic in DayZ Mod Suggestions
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New zombie type- dead snipers! (Please read before commenting)
FlashHawk4 replied to FlashHawk4's topic in DayZ Mod Suggestions
Because I figured the ghillie suits would help them to blend in to their surroundings, thus making it easier for a sniper to overlook one while he's setting up shop, only to have it stand up and chase him when he fires, or perhaps just to scare the ever living crap out of some random passerby. Think about it. You're walking along, minding your own business, when suddenly you hear a shuffling sound behind you. You turn around, and you're suddenly staring a zombie right in the eyes, because you walked right past it when it was on the ground in the grass. I think it would be a nice touch for the atmosphere.