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jubeidok

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Everything posted by jubeidok

  1. jubeidok

    Can you treat the axes with a little more respect?

    Ah, so many pretenders out there. You can act as tough and able as you want, but no, you cannot repeatedly swing an ax while on the run. It defies the laws of physics. Now I'm sure there are men strong enough to do it with minor effectiveness, but the last I checked the survivors aren't built like strongmen that can tow a rig. An ax is not like a katana blade, where you can swing it side to side quickly and effectively. Keep in mind that I am not asking for a stamina system, as like others have pointed out, we can run forever so we should also be able to swing away for ever. It only makes sense. What I am saying however, is there there is no time between swings, no follow through on misses, no resetting to your forehand. Think of it as when you are chopping wood, You swing down, you heave it back up and reset for another swing. It takes time, it's not instant like it is in the game. You can swing away at something with the ax just as rapidly as you can with the machete. I feel that is wrong and requires some adjustment.
  2. jubeidok

    Can you treat the axes with a little more respect?

    Well, that's kind of the point. It shouldn't be effective at all unless you surprised them, closed the distance without them knowing and scored a clean hit. In that case, yes, I would agree with you that should be it for that player. But if you happen to turn and react quick enough and cause them to swing at air, there should be no ensuing Benny Hill type chase. Bang!
  3. jubeidok

    Make most melee weapons have some use

    Ya, so when the burning city hacks come in we can put those fire extinguishers to good use!
  4. jubeidok

    Can you treat the axes with a little more respect?

    Having different types of swings would be cool, a little more complex, but cool. Ever play Dead Island? The melee system in that was really cool, but I don't see this game getting that deep with melee, but we can hope. Ya, switching what end you're attacking with on the fireman's ax could be controlled with the spacebar, instead of raise and lower. The spike end being better for penetrating thicker clothing and vests or something like that.
  5. jubeidok

    Can you treat the axes with a little more respect?

    Ya, I hope what they have in there now is really just placeholder. Because it looks and feels very primitive.
  6. I wont say it at the risk of offending some, but it's a 3 letter word that starts with G.
  7. jubeidok

    Why loot is not full random?

    You can still have that divide while making most of the base gear/weapons completely random by allowing things such as ammo, larger magazines or attachments to be main focus of an airfield run and still have the higher percent chance that you are going to find high grade military weapons/gear there. Because that I can believe, that not all ammo was spent, that people weren't so concerned about making sure they grabbed all the primo attachments for their weapons during mass panic. The fact is, a really good survivor probably isn't going to risk his life running into a military installment for something that isn't absolutely vital to his survival, but it doesn't mean that that same player shouldn't have that off chance of lucking out and finding a shiny little treat waiting for them behind that sofa. At the same time, it also shouldn't mean that a desperate or impatient survivor shouldn't have that opposite choice and still have the chance of equal rewards. In the end, I'm pretty sure that most people that are on board with all out randomization of where loot of any kind can spawn, are also on board with that system being weighted to allow for greater chances of a find in the areas that make logical sense.
  8. jubeidok

    not a single night server..

    Ya, because this game has been infested with pussies. Pussies that can't handle loss. Pussies that can't handle risk. Pussies that can't handle the unknown. Pussies everywhere. I wish my apartment was like this game, full of pussy.
  9. jubeidok

    Why loot is not full random?

    You're acting like when the outbreak occurred, all the inhabitants of Chernarus just walked out, threw their hands in the air and and let themselves be infected, leaving everything in a nice and orderly fashion making it easy for you to find. People will have herded/gathered at certain locations. One of them will have gotten infected, then another, then another. Mass panic will follow. Some will get out, some will die. Some loot will stay behind, some will find itself elsewhere. Anything can happen at any time, chaos theory.
  10. jubeidok

    Layers on clothes

    I could go either way, for looks, individuality or functionality. One thing for certain, I never like the fact that putting a hoodie on forces you to remove ur shirt.
  11. jubeidok

    Why loot is not full random?

    My question to responses like this is, why not?
  12. jubeidok

    Why loot is not full random?

    My thoughts on the matter... http://forums.dayzgame.com/index.php?/topic/169892-loot-spawning-is-too-formulaic/ And another good discussion around the same theme... http://forums.dayzgame.com/index.php?/topic/171751-premium-loot-a-balanced-proposal-to-gearing-up/
  13. jubeidok

    It's Alpha

    "Yes Lisa, it's a maaagical little animal"
  14. jubeidok

    Fists are overpowered

    Agree with most of this stuff. There is just so much wrong with how it was implemented, very primitive feeling. If you are going to have the ability to punch in the game, it should have never happened without the ability to block, You need both sides of the coin. Accuracy of where you land a punch is also a major factor in determining if a KO can occur. You're not going to KO someone with a punch to the nose. You may break the nose with enough force or at the right angle, but you may also just cause a stinging effect and the eyes to water up. There should also prob be knockdowns to go along with KO's. What if I make him hit my forehead, does he break his hand? You may think punching someone in the back of the head is a good idea, but once again there needs to be a chance of hurting your hand. It's hard back there. Another thing to think about; I have a gun, he gets close with hands down, raises and punches. As soon as I see the hands start to come up or as soon as he gets close enough, why can't I butt him in the face? There should be alternatives to simply shooting the player without having to change what I have in my hands. Now, all that can get pretty complex, so the obvious and simply solution would be to have a melee attack from behind cause the KO, but anything within view can be withstood. Or maybe that is already how it works? IDK, I've only been KO'd by some silent mofo from behind, once.
  15. jubeidok

    Play dead

    If they added this they would also have to allow dead people to play alive. It's only fair. =P Also a great way to add some tension to any dead body looting situation, especially if the zeds ever evolve out of useless retards mode. You might only have two rounds left and there might be 15 zeds about so you might have to get close without spending those rounds and hope that mofo is truly dead.
  16. jubeidok

    respawn with all equipment after desynchronized death

    Or....u can not be a whinny lil bitch and just deal with it.
  17. jubeidok

    Premium loot -- A balanced proposal to "gearing up"

    I too would like to see something like this. You're scoping out a town, spot a military zombie wandering about that forces you to do a double take. Low and behold, you saw what you think you saw, a high powered assault rifle still slung over it's shoulder. To me that would be a pretty cool find and even cooler if I was only armed with a screw driver at the time, the town infested with zeds.
  18. jubeidok

    <<<< Zombie Improvements. >>>>

    My biggest issue with zombies other than the current lack of numbers, is that they are still flailing boxers. Zombies, infected or whatever you want to call them should be grabbing, tackling, biting and eating. Melee should be a last resort, not a the go to method for taking out zeds while remaining undetected to other zeds and other players. If if was so easy to melee your way to victory, you think Chernarus would have fell? It is currently just far too easy to sit in the middle of the street, aggro a zed, calmly wait for it to get close, side step it's attack and then crack it in the head with your ax. Far too easy. It was in the mod and it's even easier in the Standalone due to the zeds slow and lengthy attack animations. I'm all for head shots being the only instant takedown method against the zeds, body shots requiring quite a bit more hits and legs shots slowing them down or forcing them into a prone crawl depending on the caliber used. So as an example I'll use the Makarov, shooting at the legs with a Mak would cause the zed to stumble for a few steps, thus slowing it down, but using a 5.56mm round would be able to disable the leg and force the zed into a prone crawl. The zed should walk through Mak shots to the body, but the head shot would still do the trick. 3-4 shots to the body with something like a 5.56mm round could knock the zombie over, but would be able to get back up and continue pursuit unless you broke line of site while it was down. If we end up getting a .50 cal, I'd be OK with those being a 1 shot kill for torso and head, but no limb shots should ever cause a kill on a zed. I'm not on board with one of their main detection methods being sight or they would constantly be aggroed by their own kind. I can't honestly picture a zed being able to tell the difference between a zed or a living human being from 100 yards out. I think sight should be their weakest detection method, limited to maybe 20ft and a 45 degree arc in the direction they are looking. This way you don't force players into proning everywhere they go, which I always thought was unrealistic to begin with as it would actually be the noisiest method of travel. Which brings me to sound, I believe they should be heavily sensitive to sound, listening for more unnatural sounds within the environment; gun shots, doors, engines, voice, the opening of cans and such. Basically anything outside of footsteps as once again they would constantly be aggroing each other. I could get on board with running though, so that a running human could aggro them or a running zed that would most likely be running after a human would also aggro them. The other detection method I think they need is smell. You basically wouldn't want to be anywhere in a 10ft radius of a zed or it will smell you, with the exception of being separated by a wall. They should be highly sensitive to the smell of blood and death. Looting dead bodies would be a lot more of a chore and getting cut and bleeding would mean a lot more to the player as well. This could lead to new survival items as well, such as soaps, deodorants and detergents. The more you stink, the greater chance of aggroing a zed. Also causing players to have to find new clothes or get them washed if they had been blood soaked by yours or someone else's blood. As for the speed of zombies, I could go either way depending on their strength and attack methods. If they remain weak and easy to defeat with melee then I would say make them faster runners. If they are strong and can kill once getting their hands on you, I would say make them as fast as humans. If they go the route of head shots only, then I would say make them the classic walkers that goes along with that classic kill method and you would need massive numbers to keep them fearful.
  19. jubeidok

    Premium loot -- A balanced proposal to "gearing up"

    I don't know what you think you're proving with that statement other than you go to a specific building to find a specific item. Which is in turn, the point being made.
  20. jubeidok

    The new heli crash?

    I think random spawns of mil tents/relief centers could also work as the crash sites did. So at server startup they might spawn the tents at Starry or the tents at the soccer field in Berizino or the soccer field up in the northwest. That way there could be some military encampments that are not static, adding a little bit of a surprise factor for every time you make the trip to one of these locations.
  21. jubeidok

    Doors

    Nope, you're not alone. I would also like to see the ability to slam a door shut to make noise on purpose. The devs should take a look at Raven Shield for an example of a great opening/closing door feature.
  22. jubeidok

    Locked doors and crowbars.

    I like the idea of locked doors as long as it makes sense. I don't want to be locked out of a house that I could simply smash and climb through a window or reach in and unlock the door. You also gotta keep in mind that axes cut through wood. So as long as certain rules are followed, it could work without making the game any more tedious or frustrating.
  23. jubeidok

    Base Building - What would you like to see?

    If they ever do allow to build stuff, it better make a ton of noise and draw a lot of attention.
  24. jubeidok

    Backpack spawns

    But what if the military dude with the military backpack died down by the river after fleeing the base?
  25. jubeidok

    Realisitc inventory space proposal:

    Perhaps it's because instead of cramming that box into your pockets, you somehow fastened it to your belt line. It's heavy, so even though there is still room in your pockets, you dare not pack them at the risk of losing your pants. Not trying to be a smart ass here, just an attempt to show how things can be potentially explained using a little imagination. What I don't get, is why a standard flashlight takes up 1 slot, but a screw driver that is even smaller takes up 2 vertical slots.
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