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slonlo
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Everything posted by slonlo
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Suggestions for the DayZ standalone - thinking outside of the limitations of an Arma 2 mod.
slonlo replied to ruarz's topic in DayZ Mod Suggestions
Lol, awesome. Good ol' apache25. There aren't very many rifles that you can remove the barrel from by hand. I'm all about having a takedown .22 (10/22 TD or Henry AR-7) but you aren't going to be removing the barrel from a Remington 700 in the field. With a barrel wrench and a gun vise you could remove the barrel from an AR variant, but it's not gonna be quick or convenient. So having certain take down rifles would be great, but not any rifle. Maybe a better solution is to have certain rifles with folding stocks. -
This:
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Week 3 Ivan and Martin arrested. Show them you care
slonlo replied to Mysticales's topic in DayZ Mod General Discussion
What better way to distract from your near-failed state status than blame the foreigners. "No no no, ignore this 11 billion euro shortfall... hey look over there SPIES!!" -
Wait... you mean build a vehicle from scratch? One identical to a production vehicle? Will this take 6 months of in game work? A welder? Some sort of massive press to stamp out body panels? I MIGHT be on board if you could create some sort of rudimentary vehicle with say a bicycle and a motor, or a busted motorcycle plus random parts to build a very simple car, but being able to build a deuce and a half in the woods from random junk just doesn't fit.
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Using Fire and Smoke and Associated Suggestions
slonlo replied to ruarz's topic in DayZ Mod Suggestions
Yeah, shooting a container of gasoline won't ignite it. Throwing a lit match into a bucket of gasoline won't even ignite it. So what minuscule spark you MIGHT get from the copper jacket on a projectile against the steel container won't be enough to cause an explosion. -
Sounds like you're spending too much time near the coasts. Just get inland and look for interior towns. I usually try to get to the grocery store in Polana, maybe check a deer stand or two on the way, then hit the grocery stores, military tents, apartment buildings and hospital in Berezino hard and fast and get back to the woods. I usually have all the basics after that. Then I might go up to the north east air field, it's usually somewhat safe. Then I follow the trees along the north looking for tents, sometimes I get lucky, then I go to the North West air field to die.
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Want to get rid of as50, but want something really good for it
slonlo replied to 3361's topic in Trading
I have an L85 AWS... for AS50 plus cash ;) -
I like it! I think it should just be another option when cycling rate of fire. EDIT: James beat me to it.
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Stressed? Smoke a blunt the size of my gun
slonlo replied to Eazy-Makaveli's topic in DayZ Mod General Discussion
You can't rhyme master with master. That's not rhyming, that's just saying the same word again. -
I agree with you two. BI has way too much invested to just drop it at this point. There are already significant resources being employed in the standalone's direction. If anything, the other maps people are making for DayZ are proof that it has staying power. I'm not sure how you come to the opposite conclusion. If I were in control, the other similar style games and especially the new maps would bolster my confidence in the idea, and encourage me to make the standalone the best it can possibly be, because there is obviously demand. I wouldn't say, "Oh hell, other people took my idea, time to pack it in..."
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40 Suggestions to Improve Realism and Immersion
slonlo replied to jaws4096's topic in DayZ Mod Suggestions
I agree... basically you have all the Arma controls, then CTRL + all the keys, for ACE. Not intuitive at all. But some of the environmentals could be implemented without intrusion. Then rely heavily on the scroll wheel and intuitive on screen "devices". For example when you pull out your scoped rifle, the turrets are on screen for you to click to adjust your elevation and windage. I like the idea of needing batteries for your electronic equipment too, which IIRC Rocket supports. Honestly though, I'd be perfectly happy with everything we have now, just fixed haha. -
I'm fairly certain that they will clearly state that it is a work in progress, and will not allow you to get your money back if that's the case. hopefully the hacking will be resolved, since it won't be the same "core game" but a completely new game (from Arma) built from the same engine. With access to the engine they should be able to clear up the scripting, but folks will always find a way, we just have to hope that it will be much harder and fewer people will be willing to go that far.
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Week 3 Ivan and Martin arrested. Show them you care
slonlo replied to Mysticales's topic in DayZ Mod General Discussion
Couldn't hurt, right? I'm sure these guys would be glad to know folks are praying for them. Something tells me this isn't the place for theological criticisms. Also looking at this place on Google Maps, there is NOTHING there. There is a single airport with one runway, and a couple buildings. Are these buildings RIGHT NEXT to the runway they landed on the big deal?!? I think it's more of a distraction from the sorry state their country is in than a real issue (sadly it has become a real issue for these gentlemen and their families). Now I'm willing to bet they did take some pictures of things they probably shouldn't have, but no more so than any other person who is interested in military type things. But what do you expect from a county that's electing Nazis to parliament. -
You can also run from pine tree to pine tree and they'll lose you eventually. We don't need any weapon to start. Hatchets are VERY plentiful. Just sprint for your nearest barn. No hatchet? Get out quick. This game was never meant to be easy (and I think it is still too easy at times).
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[Suggestion] DRH make short daily update postings.
slonlo replied to malau (DayZ)'s topic in DayZ Mod Suggestions
Weekly or bi-weekly would work for me. Something like this would definitely give folks the warm fuzzies. But supermodel coke parties will require pics. -
I know I incorrectly assumed that once when Rocket said it'd be on "BI's flagship engine" that it meant RV4, but I think more that he meant RV period... and being that all their current games are on RV3, with ToH being the most advanced iteration, well I should have realized that's what he meant. I'm can't say I'm not a little disappointed it's not on RV4, but I understand why. Plus I'll be getting Arma 3 anyway, and I'm sure there will be all sorts of mods for it too (ACE 3?? :-D). I don't play DayZ for the graphics anyway. Just make the Zombies behave correctly, make melee "real" and fix the holes left by Arma... or hell just leave it as is with the "mod" related issues fixed and I'll be ecstatic!!
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40 Suggestions to Improve Realism and Immersion
slonlo replied to jaws4096's topic in DayZ Mod Suggestions
ACE handles that fairly well also. You can have a Kestrel, and you need batteries for it (just like you need batteries for the rangefinder and have to press a button to turn the thing on even!). But if you don't have a kestrel you can "lick your finger and hold it up" (I forget the command) and it gives you a wind direction arrow in the top left and the brightness of the arrow approximates wind speed. Very clever I think. Now to be able to gauge it from the movement of trees and smoke would be best. I imagine it wouldn't be hard (in a new engine) to implement a mechanic like this: - 0-3 mph: Wind hardly felt, but smoke drifts - 3-5 mph: Wind felt lightly on the face (a little tough for that one) - 5-8 mph: Leaves are kept in constant movement - 8-12 mph: Raises dust and loose paper - 12-15 mph: Causes small trees to sway Now give me some mirage to read and I'd be in hog heaven!! -
40 Suggestions to Improve Realism and Immersion
slonlo replied to jaws4096's topic in DayZ Mod Suggestions
Good points. To that extent the optics should be off too. They'll need to be zeroed. (I'm not even being sarcastic, I'd love that...others not so much though.) As far as the scavenged ammo goes, if you find an M24, or M21 (DMR) laying in military barracks, the ammo with it will likely be M118LR anyway, so you can assume the ballistics with enough accuracy to hit a man sized target at 500. But I agree with you, I'd love to see these rifles jam, have the sights off, hell I'd even like to see the bolt action guns slam fire on closing the bolt (very rarely). I mean they've been sitting out in the woods for who knows how long, the trigger could easily be messed up. I like when guns jam on ACE, it's so damn frustrating, but I love it. Some won't like all that, but I say if you're going for realism, go all the way. You are 100% correct, you aren't gonna be making first round hits with a rifle you find in the woods. But then again most people need follow up shots in Day Z anyway. It would cut down on the kiddy snipers though. If you had to worry about the sights being no where close, so you have to waste your extremely rare ammo too sight the rifle in. And even then, you have environmentals to deal with. I'd eat that Shit up!! -
40 Suggestions to Improve Realism and Immersion
slonlo replied to jaws4096's topic in DayZ Mod Suggestions
Hitting targets at 300m is not difficult, actually. I guarantee I can have anyone putting lead on a man sized steel target at 500m inside of an hour. I was hitting 880yard 20x40" targets on my first day shooting prone with basically an off-the-shelf rifle with a cheap ($600) scope. Put someone behind a 1/2MOA rifle, with some good glass and they'll be banging man sized steel at 900m within a weekend with some decent coaching. But I like the other features. Just go down the list of ACE 2's features, and put them all in my "need to be in DayZ" column. -
A little unrelated, but why is it that the folks who always say, "Sorry for my English," use MUCH better English than native speakers? Just something I've observed. ANYWAY, I think the main concern is patching the holes that Arma leaves open by way of DayZ being a mod. Security, zombie behavior, saving, and the other things that are limiting some of the game's basic functionality. Visually and even feature wise, I expect it to basically be the same to begin with. As long as everything works (more or less), then pretty can come later.
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This↑ If there are ways to customize your appearance it would provide all you need to make this happen. Get some buddies, put on blue shoes or whatever you want your "colors" to be. Take over some "turf." Kill anyone who comes in. If you want gangs in the game, make it. Or just have all your gang members use the William Wallace face, so you're set right now. A menu that pops up when you walk into Cherno and a magic gang scoreboard is just ridiculous. Don't get me wrong, your idea is great, but the whole point is for things like that to evolve naturally, not to be micromanaged by scoreboards and menus.
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I've seen the Dew only once in a house. I just took a screen shot of it... that was enough. The VERY next zombie I see, insta-KO's me, with a long timer. So as I lie on the ground, being devoured alive by ONE single zombie, I glance over to my second monitor to see MS Paint with a that loathesome green can staring at me. Stay FAR away from the Dew. It's an evil evil thing.
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Adrenaline Shots Added to Military Loot
slonlo replied to Faceman Peck's topic in DayZ Mod Suggestions
OR... just add that functionality for the Epi-pens. In my case at least, I've never actually used an epi-pen in the game or have even had the opportunity. Epinephrine doesn't do different things just because you call it by another name. -
I've never had this problem, at all. The color fading is very linear for me, always has been. And the blood icon is very easy for me to read. I could actually tell the difference between 11,000 and 12,000 last night. If you drink you can easily tell that your blood isn't full by comparing the colors. Maybe your color settings on your video card need to be looked at, or perhaps your monitor doesn't reproduce colors well.
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Yeah, people still can't seem to grasp that utilizing an "engine" is different than modding a game. I theorize, however, that the standalone will initially be the same as the mod, with the "Arma limitations" fixed (security, bugs, etc), then evolve over time. There's nothing stopping them from porting it over to the RV4 engine in the future too. That's a ways off though, I'm sure. Maybe a year's time or more.