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Your DayZ Team
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Everything posted by bbilbo1
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IMPOSSIBLE to get rid of zombies, way too fast !
bbilbo1 replied to mrbean's topic in DayZ Mod Suggestions
It sounds to me that you're just running around randomly and expecting the zombies to just slow down or give up. At the moment, that's not going to happen. Suggestions: Run into a house with TWO Exits: When zombies cross the threshold into a building they become shamblers. at this point, you should leave the building through exit #2. Then crouch to avoid detection and lose them. Hills are your friends: zombies can only walk up steep hills. When you encounter a hill that forces you to slow down, run diagonally back and fourth up the hill, and make a distance. Also, if you are being chased downhill, zombies will freak out, trip and fall over dead sometimes. It's awesome. Hope this helps. -
Why Does Everyone Complain About Being Killed
bbilbo1 replied to seemingepic's topic in DayZ Mod General Discussion
I think the common line of thinking for the majority is: we're fine with dying. A lot if necessary. we're fine with perma-death, we like the survival elements! Contrary to popular belief, we're actually fine with the game having PvP elements. But at the moment, PvP is eclipsing every other feature and the general scope of the game. It's so disproportionate, it's the point where you say. "You know, If the main thing players wanted to do is ignore zombies, and kill other players, you'd think they'd go play a multiplayer deathmatch shooter." Of course, that's just my opinion, I could be wrong. -
Wow... This right here.... This is a perfect analogy for what's wrong in this game right now.
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Unless we get flags/effects for murder, this game will just be Deathmatch.
bbilbo1 replied to PinkTaco24's topic in DayZ Mod General Discussion
People who say "We kill everyone in DayZ, because In a real apocalypse event, that's how it would happen." are wrong. Objectively Wrong. Players are killing for fun because they have an audience, with total anonymity, and no consequences for their actions. I'm willing to wager that if we played this same game in a giant internet cafe and all the players had their ID listed, gameplay would be very different than it is now. Not to mention is cases of extreme threat, danger, and survival, in real life, humanity has pulled through based on the nature of brotherhood and morality. The antisocial presence was always and will always be the minority. Also, in my personal speculation, it's summer and a lot of fail parents let their kids be asshats online because 1) their cluless/dont care and 2) they don't think internet interactions count as social situations. Parents don't teach their kids concepts like sportsmanship, playing for the love of the game, not the love of the win, winning/losing gracefully, and generally how not to be a dick. -
Did you happen to notice a little red or possibly orange Chain icon on your screen when you were playing? If so, that meant your client wasn't properly communicating with the server and therefore didn't remember what you did. So when you logged back on, it recalled the last known good data that was stored on the server.
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"I used to be a friendly, like you... then I took a crossbow bolt in the head." But seriously.... Only the weak players succumb to the "I'll just be a mindless murderer like everyone else" temptation. Being a friendly player is harder because doing the right thing is often the harder choice to make. And let's face it: It's easier to take the path of least resistance.
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I think a stacking respawn timer would be a good tweak. After respawning, there's a cooldown that grows every time you use it. -First respawn is instant. -30 seconds must pass before you are allowed to use next respawn -1 minute must pass before you are allowed to use respawn again -3 minutes must pass before you are allowed to use respawn again -5 minutes must pass before you are allowed to use respawn again -Then it stays capped at 5 minutesThis cooldown time resets after 30 minutes of play without using respawn I think this tweak is subtle, but gives a good deterrent to respawn spammers, without being too invasive of gameplay.
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Life expectancy now 47 minutes? What's up?
bbilbo1 replied to ZedsDeadBaby's topic in DayZ Mod General Discussion
I think the immediate need to quietly scavenge for a weapon has padded out the average Life Expectancy. I mean, crawling on the ground everywhere takes a while, combined with bad RNG makes the gameplay slower. -
inventory - crosbow arrow + backpak bug
bbilbo1 replied to Woogie1981's topic in DayZ Mod Suggestions
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Bandit/Survivor Skins- WE NEED THEM BACK
bbilbo1 replied to The Headshrinker's topic in DayZ Mod Suggestions
You took one line of my post and took it completely out of context. And quite frankly, you're wrong. I have researched quite a bit in this game. In fact, I've done a lot of homework before I even bought the game. Yes, I'm fully aware that pvp was always part of the game. But seriously it's no mystery that since the bandit/survivor skin change, the amount communication has decreased, and the amount of PVP has increased to the point where it's actually eclipsing the entire scope of the game. And I seriously doubt that this was Rocket's intent, as indicated by the removal of players' guns on spawn. In case you missed it, here's my point, in full: PvP should be a factor in what is (at it's core) a zombie apocalypse sim. But PvP should not be the primary feature overshadowing everything else. Otherwise, we'll just be playing another death-match shooter game. -
Bandit/Survivor Skins- WE NEED THEM BACK
bbilbo1 replied to The Headshrinker's topic in DayZ Mod Suggestions
I do agree that something needs to be noted and tweaked because, the simple fact is, this game is slowly degrading. "Hey look! a fun, unique, multiplayer zombie survival simulator game!" "You know what would be fun??? If we turned this game into pretty much every other death-match shooter out there." "Yay! Shoot ALL THE PEOPLE!" -
First, a disclaimer: -Alpha is Alpha, etc. -I understand the reason for the most recent patch to remove the starting gun. I agree with it, too. Starting a new player off with resources such as ammo, was too easily taken advantage of by other players. -I also understand that learning to move quietly and undetected is a very useful skill for a player to realize. With that out of the way, I just wanted to put this out there, I think given that we have the theme of Zombie apocalypse, there should be more melee weapons in the game: -Baseball bat -Pipe -Machete -2x4 -Hammer All we have currently is the hatchet, which is okay, and the crowbar which doesn't even work, from what I hear. It's one thing to make new players start with no guns, but it's a bit silly to say that in the search for a proper weapon, you wouldn't pick up a random blunt instrument to at least try to defend yourself with? Really? Think about it. Thoughts?