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Everything posted by CarloNord
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Preferably, I'd like for it to be returned to normal, not only for DayZ, but for Arma as well, killing in the multiplayer is going to be much more annoying now.
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You do have to wonder why the good threads die and why we constantly get bombarded by crap.
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(Is there a way I can post pictures and have them automatically enlarged? instead of clicking them?)
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Disable wirefence (till graphic glitches removed)
CarloNord replied to theRapist's topic in DayZ Mod Suggestions
Care to direct us to a video for proof? -
This nerf needs to go away, I was able to survive TWO clips from a sniper, he sounded like he was using an AK of some sort, I wasn't able to kill him though, he was in the firehouse in electro and he had me pinned so I had to leave. I was left with 4300 health. He had good aim, but could've been better considering I was like 75-100 meters away.
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Don't un-nerf the damage changed by Arma II patch
CarloNord replied to Obsolescence's topic in DayZ Mod Suggestions
In all fair-ness, the survivors are wearing vests, but I agree, the nerfing is a bit too much. I had a AK74 Kobra, and not knowing there was a change with the damage, proceeded to fight zombies, when they started to chance me, I didn't have time to headshot them, and I noticed they needed 3 shots to die. I thought that was a little crazy, but the real BS was when I died, respawned and found a revolver, and proceeded to get shot like nuts, losing only 4K blood from an M1410... Then I find that the revolver needs 3 shots instead on the usual one. NOW HERE'S THE REAL BULLSHIT. I died again due to wire and a bandit, then proceeded to find a double-barreled shotgun, and went back to the same bandit, I shot him 3 times with slugs, at point blank range (seriously, he was like one meter away), he didn't die and it took him 1 mag roughly (he had terrible aim for being at point blank) from his AK to kill me... even got hit by a zombie 3 times, not even knocked out. This can't be right, after at minimum 1 shot should've killed his ass. -
Don't un-nerf the damage changed by Arma II patch
CarloNord replied to Obsolescence's topic in DayZ Mod Suggestions
Oh... Well that's no good at all. -
That's not a lot... that's how much a primary weapon currently takes.
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Don't un-nerf the damage changed by Arma II patch
CarloNord replied to Obsolescence's topic in DayZ Mod Suggestions
Thinking of it that way, almost seems worth it to just toss your secondary weapon and free up the 8 more slots once you've got a hatchet or rifle. -
Imagine the noise, imagine the fun... :P
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More like they'd form a massive group of guys and just go looting like a swarm of locusts. (Independence Day reference anyone?)
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No. (If I could post an image to convey my NOPE-ness I would, anyone else get an error?)
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It'd have to do a check so it doesn't spawn right on a player, a minimum distance of like 100-200 meters? Imagine just walking along and then *boop* surrounded by 10 zombies.
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Disable wirefence (till graphic glitches removed)
CarloNord replied to theRapist's topic in DayZ Mod Suggestions
^This this this. Also, like ScouterIV said, it seems to graphically glitch big time, it must die for now. Also, as for walking slowly through it? Imagine how many threads there would be of people breaking their legs in it due to bugs. If bugs didn't happen? The I'd want it. -
Blood Monitors, Air Monitors, Vials & Epidemics
CarloNord replied to twix (DayZ)'s topic in DayZ Mod Suggestions
That's not what I meant, it just seems like too much, even for an expert mode, I can't speak for others, but it just seems like too much, and seems to put too much emphasis on staying near hospitals and such, as for staying near other players, alright, but don't condemn lone wolves. -
Don't un-nerf the damage changed by Arma II patch
CarloNord replied to Obsolescence's topic in DayZ Mod Suggestions
Wait, they changed the damage? Is that why it took me four damn shots with the revolver to kill one zombie? Is that why it took me four shots with an AK74 Kobra to kill one zombie?? Is that why it took me an entire mag with a makarov to kill one damn zombie?????? However, this may make people more careful and or group up, along with snipers having a harder time. This has also given shotguns same/less value, depending on how you think about it. In one way, having 8 kills with an M1014 to having a possible 30 with an assault rifle is obviously going to favor the rifle, however the ability to one shot with the shotguns easily may not even change it, or might even increase it's value. -
DayZ map expansion. go big and go home
CarloNord replied to kwhy (DayZ)'s topic in DayZ Mod Suggestions
Or... Maybe, just maybe, that silo has missiles in it, but not nukes, and the missiles are capable of leveling 5-25% of the map. Once a missile has been used, there's no way to use it again, it's a finite supply of like 10 missiles. -
Blood Monitors, Air Monitors, Vials & Epidemics
CarloNord replied to twix (DayZ)'s topic in DayZ Mod Suggestions
No. it's too much. Not different strains and all that, maybe if you caught an infection from a corpse and needed an epi-pen and you're good, i'd be fine, but this is too much. -
I like the idea of adding a hazard, as long as it isn't terrifying like a mutant that was once suggested, or Slenderman, or spiders, or Miley Cyrus' voice in the wind, or Justin Assweiner. You know, maybe like 1 to 5 zombies per every 500-1000 meters?
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More in depth immersion ideas and other stuff.
CarloNord replied to Hax (DayZ)'s topic in DayZ Mod Suggestions
1. I like it. 2. No one would use them, unless they were leaving a message or were making a series with a story on a private server. 3. Sure. 4. No. -
No.
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It's not a light, it's a reflector. Also, tell me, why do you complain about a lack of light, when you yourself do the same? I dare you, walk into a city at night with no moon, and light a flare or flashlight, you'll attract attention from everyone within 1km. So it's a bad idea (although, I never see anyone in cities, not even the airfield, only a few times, most recent being a big ass camping op, filling all the buildings in cherno and electro with wire.)
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DayZ map expansion. go big and go home
CarloNord replied to kwhy (DayZ)'s topic in DayZ Mod Suggestions
How about we expand the current map about 3-4X it's current size? That seems like a bit of hassle just to travel. -
NOPE.
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Disable wirefence (till graphic glitches removed)
CarloNord replied to theRapist's topic in DayZ Mod Suggestions
These things need to go, not even because of the graphic glitches, I was just in a server where we had guys patrolling electro and cherno in fully decked out gear, setting up fences in the firehouse, supermarket, office building, church, and a bunch of the industrial buildings, it was terrible, no respawning person/noob could get a foothold. I got killed and tryed to get some gear, it looked like they hadn't got the supermarket covered yet, but no, they were just camping it with a LMG and shotguns.