Forums Announcement
Read-Only Mode for Announcements & Changelogs
Dear Survivors, we'd like to inform you that this forum will transition to read-only mode. From now on, it will serve exclusively as a platform for official announcements and changelogs.
For all community discussions, debates, and engagement, we encourage you to join us on our social media platforms: Discord, Twitter/X, Facebook.
Thank you for being a valued part of our community. We look forward to connecting with you on our other channels!
Stay safe out there,
Your DayZ Team
-
Content Count
1494 -
Joined
-
Last visited
Everything posted by SalamanderAnder (DayZ)
-
Stories of the survivors
SalamanderAnder (DayZ) replied to thunderjaguar6's topic in DayZ Mod General Discussion
Thanks. He was definitely American, though. His English was impeccable. It was actually that encounter which was kind of like a wake-up call for me gameplay wise. I realized that all the times I had been quickly betrayed, shot on sight, died during combat, ect. was actually a result of my own failure to control the situation effectively. After that I started emulating his tactics - like using direct chat to control interactions; taking extreme initiative in combat situations; choosing my ground more carefully; scanning the environment constantly; those types of things. I survive a lot more now because of it. I'm almost certain he was military, and it makes sense. They learn Arabic phrases while deployed, and his pronunciation was quite good for someone who sounded so American. The more I think about it, the more I realize that the way he was acting in the game was driven out of serious training. -
DayZ Standalone - Co-op Mode
SalamanderAnder (DayZ) replied to fosr's topic in DayZ Mod General Discussion
Everyone! Poll: Should DayZ some day be an open world zombie game? lol -
NEW BUILDING: THE MUSEAM
SalamanderAnder (DayZ) replied to Wolfensteinsaurus's topic in DayZ Mod Suggestions
This part is absolutely correct. I've even seen small time museums in the rural areas of Texas where you would never expect them. I'm talking, inside a particularly historical home, for example. So it would be totally reasonable to find a museum, but I just don't see what you would get out of it in the way of loot. Maybe a first aid kit and an axe or a pistol in the closet or something, but that's all I can think of. -
Survivor Zombies NOT DEAD ONES
SalamanderAnder (DayZ) replied to CommanderX (DayZ)'s topic in DayZ Mod Suggestions
Damn, I forgot about Stargate. That's just how bad it was. -
That's not a haiku, This is a haiku to you. Just an example.
-
Just... no. It only makes sense to trade things of real, tangible value in this situation; items that directly contribute to your survival.
-
[SA] Dodging-Button/Animation
SalamanderAnder (DayZ) replied to joe_mcentire's topic in DayZ Mod Suggestions
Yes. I want this. I want to be able to jump and dive sideways, backward (knocking you on your ass but possibly saving you), and forward (as a tackle). Imagine rushing your captor and tackling him to the ground... Also, do we know if fist fighting has been confirmed? Imagine just double tapping a or d to side dodge your opponent and stick him in the jaw. Haha. That would be fucking brilliant. -
DayZ driving should be link this...
SalamanderAnder (DayZ) replied to MOS182's topic in DayZ Mod Suggestions
Honestly, I'd just be happy to not get stuck on the smallest little rock I might happen to run over. -
Remove that obsolete blood system.
SalamanderAnder (DayZ) replied to LancerG2's topic in DayZ Mod Suggestions
http://dayzmod.com/forum/index.php?/topic/144263-dayz-developer-blog-3rd-august-2013/ I think your blood is still quite relevant to your overall well being... But I believe this provides sufficient evidence that the Standalone is using an advanced injury system. (and a realistic bleeding system too, apparently) I'm very excited about it. -
Life flashing before eyes when dead?
SalamanderAnder (DayZ) replied to AP_Norris's topic in DayZ Mod Suggestions
To put it quite plainly, Halo does not handle anywhere near as much data as DayZ. Unfortunately I feel like this type of idea would be very low priority right now in terms of development, but that doesn't necessarily mean it's a bad one. It's just impractical currently as it seems to be purely aesthetic in nature, i.e. provides very little in the way of gameplay. -
Suggestion for how infection could work
SalamanderAnder (DayZ) replied to Longs's topic in DayZ Mod Suggestions
I think a small infection chance from bullet and melee injuries should definitely be added. -
Melee is now Pointless
SalamanderAnder (DayZ) replied to disorder's topic in DayZ Mod General Discussion
You don't think that human hands can cause lacerations and flesh wounds? Also, what about your eyes, nose, and mouth? They are often completely exposed, and blood would be everywhere. Do you think that in an environment with no shelter, little rest, no sanitation, lots of wreckage, and tons of high risk situations, that you would never get even the most minor of cuts along the way? Preposterous. Not to mention that simply having contaminated blood or fluids on your hands could easily result in you giving yourself an infection later when you forget to wash your hands and go for that tin of beans, sans-fork. The infections system makes complete sense from a "realism" standpoint. Why do you think doctors have to sanitize every single tool they use on a patient? Why do you think they constantly wear gloves, even if it's just to put a tongue depressor in your mouth? We know that one of the biggest killers in the American Civil War was common infection, because at that point doctors had very little knowledge of germ-theory and infection control. Also, you can tell which zombies are more likely to give you an infection. They are all covered in blood and stuff. Just watch out for them. -
DayZ Standalone Discussion
SalamanderAnder (DayZ) replied to griffinz's topic in DayZ Mod General Discussion
"There is NO release date set. Dayz passes an alpha review... dayz released. Simple." - Dean Hall -
Standalone suggestion with duct tape
SalamanderAnder (DayZ) replied to rooniedoo's topic in DayZ Mod Suggestions
Just one of the many great uses of duct tape. I like it. But they should be able to pull the tape off once they wriggle free from their constraints, which is also possible. -
Useless But Rare Weapons
SalamanderAnder (DayZ) replied to Devon206 (DayZ)'s topic in DayZ Mod Suggestions
I think what AP_Norris is talking about privately owned weapons. In fact, he never mentioned Museums. Museum guns are almost always inert, and they have no ammo, like you said. However, a private owner of any gun could easily maintain an old weapon and keep it in working condition. Theoretically, a gun could last for hundreds of years as long as it was maintained and not constantly in use. I've shot a ppsh, mosin nagant, various ww2 era pistols, ect. They're often times kept by veterans of those wars and passed on into their families. So those guns do still exist out there in the market. They should be kind of rare, but I would love to see them. I would totally keep a luger if I found one. -
idea for more realism car repair system
SalamanderAnder (DayZ) replied to wild_man's topic in DayZ Mod Suggestions
Actually, rocket already said that this is how they want vehicles to work in the SA. It's a good idea, I'm just pointing out that this is already "in the pipeline" as it were. -
Uhhhg this suggestion again? It punishes gameplay tactics. I can't get behind it.
-
PLEASE ROCKET OIL RIGS!!!
SalamanderAnder (DayZ) replied to Legoroxby's topic in DayZ Mod Suggestions
This is a great idea. This + more naval vessels would be fucking awesome. -
I'm on a boat.
SalamanderAnder (DayZ) replied to SalamanderAnder (DayZ)'s topic in DayZ Mod Suggestions
A tanker wouldn't have to refuel. It would already have fuel. That's why it's a tanker. -
DayZ Developer Blog 3rd August 2013
SalamanderAnder (DayZ) replied to rocket's topic in Mod Announcements & Info
It does when their first few posts are completely idiotic. You never get a second chance to make a first impression. Especially considering that he was speaking as though it was on behalf of the community. But If someone has no posts, how can they possibly know the community? My point is, he hasn't been part of the community long enough to speak on the behalf of anyone except himself. -
DayZ Developer Blog 3rd August 2013
SalamanderAnder (DayZ) replied to rocket's topic in Mod Announcements & Info
Oh look, it's the guy with 16 posts come to share his infinite wisdom. -
DayZ Developer Blog 3rd August 2013
SalamanderAnder (DayZ) replied to rocket's topic in Mod Announcements & Info
Haha, Dean replied to my YT comment. I feel special now -
DayZ Developer Blog 3rd August 2013
SalamanderAnder (DayZ) replied to rocket's topic in Mod Announcements & Info
I think what we're saying is that it's a good thing that zombies can be dodged, but nobody seems to bring it up, because they'd rather just complain like a bunch of ninnies. ATM there's actually no way to avoid a zombie attack except by running around town like Benny Hill. I think this opens up a lot of capabilities. If you can side step a zombie coming at you, you can quickly stab it or shoot it in the back before it can even turn around. Makes zombie combat more dynamic. -
DayZ Developer Blog 3rd August 2013
SalamanderAnder (DayZ) replied to rocket's topic in Mod Announcements & Info
Haters gonna hate. -
DayZ Developer Blog 3rd August 2013
SalamanderAnder (DayZ) replied to rocket's topic in Mod Announcements & Info
This looks great. Why is it that a good 40% of this community only cares about superficial animation crap? That's the kind of stuff you iron out in late development. They're still dealing with real issues which require a massive amount of programming, debugging, testing, implementing, ect. It takes time. I'm glad to see that you're figuring out ways of fixing desync. I trust that the server will be able to stream all that persistent information on-the-fly to the client with maximum fidelity. Have you tested the new streaming system with vehicles yet? Is it possible that inside a vehicle, your player's "update range" could automatically increase to accommodate for your increased speed? Hopefully that could mitigate issues like running into barriers/objects that suddenly *pop* into being right in front of your vehicle, which happens in the mod from time to time. Also, any chances we could maybe get some screens or a small video of some of that bleeding action? I get that it doesn't work in MP yet, but just a demo of the functionality itself might be nice to see. P.S. rocket, I actually like the zombie attacks. They don't look bad at all. I also like how the jumping attack opens up a small window for the zombie to miss you, if you dodge them just right. I think people who complain about it just want slow, easy zombies that they don't have to worry about so they can go around killing other players 90% of the time.