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Fraggle (DayZ)

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Everything posted by Fraggle (DayZ)

  1. Fraggle (DayZ)

    Class Warfare (A Case For Classes)

    Following on from that, in the SA an experienced medic will know all of the symptoms and how to treat the many (hopefully) different viruses/infections. It's looking like the disease mechanic could be fairly complex when introduced so a good medic will really have to know his/her stuff as well as be able to secure a steady supply of the many different meds which in itself could be a challenge. Again, all of that would rely on the skill/knowledge of the player.
  2. Fraggle (DayZ)

    DayZ Double Developer Blog 14th May 2013

    *manhugz* I think the point at which the devs will have to really up their communication skills and deliver on promises is when the alpha is released and they're dealing with paying customers that are not just emotionally invested in the game but have spent their cold-hard cash. I'm following the development of quite a few promising games in the alpha/beta stages at the moment (KSP, Prison Architect, Don't Starve and so on...) and some do this better than others. There's one game that has a really good system for delivering information to the player without requiring them to follow blogs or multiple forums. When you launch the game you first get a small menu/newsfeed screen (before the actual game launches fully). On that initial screen is some info about the latest update/patch and the expected date of the next patch along with any other relevent news that is useful to the player regarding recent bugs/fixes etc. You then click "launch game" on that menu and you're in. It's not a ton of info, but it's really handy and keeps all of the players in touch with the important news. A launch menu like this for DayZSA could solve a lot of issue and keep players in touch every time they launch the game.
  3. Fraggle (DayZ)

    Class Warfare (A Case For Classes)

    That's a good point. Considering the SA may use the Heli flight models from TOH (a heli sim game by BIS) this may be the case even more so in the future. In TOH there's a short start-up routine for the heli's, it only takes 20 seconds or so once you've done it a few times but if it were introduced to the SA there's no way a noob could just jump into a heli first time and fly off into the sunset. Add to that wind/turbulance etc and you have something that requires skill to master, not a pretend in-game skill, but real genuine skill from the player.
  4. Fraggle (DayZ)

    DayZ Double Developer Blog 14th May 2013

    Agreed. Sorry for using your post to make a larger point, that isn't what I intended and TBH I agree with most of what you say. People are hungry for info and that's a good thing thing because it means they care about the game and are waiting for the devs to deliver. TBH I think the one major mistake Rocket has made so far is telling us there will be weekly blogs and then completely failing to follow up on that without really explaining why. It's given people the impression that they're un-organised and led others to doubt other things he says which is a shame.
  5. Fraggle (DayZ)

    SE #500 Possible hacker

    There's a known bug in Arma where heli crashing has that effect. I would guess that's what you saw.
  6. I agree, that's why adding variation could be the way forward. The fact is whenever ANY changes have been made to the mod (even by Rocket) there's always some that don't like it, it will always be that way, people don't like change. The fact is the mod has to evolve. @King Tubbs - Do you not think if Rocket had carried on developing the mod he wouldn't have added variation to the zeds at some point? Of course he would. I can't stand this "but Rocket wouldn't have done it this way" etc. Let's not forget every single change Rocket made was met with criticism and also there was a VERY long gap between some updates/patches, including the ones that repeatedly broke the mod.
  7. The ideas I've seen regarding "special" zeds that were strongly rejected by the community involved "exploding zeds" and "Spitters" etc. much like Left for Dead. This looks to me just like more variation of the basic zed so that every zed now won't be exactly the same and may present more of a challenge. People have been asking for zeds to be more of a threat for months.
  8. You wait `til Rocket hears about this. He specifically said he wants zeds to have pressed clothes.
  9. Fraggle (DayZ)

    DayZ Double Developer Blog 14th May 2013

    ^He's alive!
  10. Fraggle (DayZ)

    More Vehicles!

    Yup same. More vehicles but more work needed to get them running and less fuel too.
  11. Fraggle (DayZ)

    Discussion on gun sights? Sounds good to me!

    ^^Gews, I was waiting for you to turn up with one of your uber guides.
  12. Fraggle (DayZ)

    New patch coming soon to dayz

    Well that's cool but it's never been said they won't feature in the final release. They won't feature in the initial release because all guns are being remodelled/textured for DayZ as well as other weapons being developed that we have never seen in the mod as well as a mele system. Features/comtent will be added to the SA over time as it is developed so at this point we don't know if 50 cals will be a part of it or not. Are you getting the mod mixed up with the SA?
  13. Fraggle (DayZ)

    Discussion on gun sights? Sounds good to me!

    Dayum, well I never knew that. See, you learn something every day.
  14. Agreed. It'll be interesting to see if in the SA over time something similar happens or if people just continue with the traditional bartering system. I could see meds becoming currency at some point.
  15. Fraggle (DayZ)

    WE NEED CAVES

    Yup, I want miles of caves like the Goonies. Any game that makes me get out a pen and paper to make maps is an instant winner for me.
  16. Fraggle (DayZ)

    Poll: Vanilla?

    Lol, sadly experience tells me that's actually what most people do. In all the different DayZ communities I've been involved with whenever we've held a pole people always vote for vanilla and/or hardcore and then the server sits there for months with five regular players while the customised servers stay busy. Sad but true.
  17. Fraggle (DayZ)

    WE NEED CAVES

    Yup, caves FTW. I shall not stop nagging until we have a cave network in Chernarus to get lost in. YOU HEAR ME DEVS!?! I WILL NOT REST UNTIL WE HAVE CAVES, LOT'S OF THEM!
  18. Thanks for filling us in.
  19. Fraggle (DayZ)

    Need some dayz friends

    @Filas02 - I don't know who nominated you to speak for the whole community but next time keep it to yourself. Next time you'll get a warning. @nwbtu - Welcome to the forum, ignore douches like the guy above and enjoy the forum.
  20. Fraggle (DayZ)

    DMR WEAPON GUIDE!

    Come with me as we journey to the Gallery. *Moved*
  21. Who knows in the crazy world of fictional infection? Crazy I tells ya.
  22. Well don't get hung up on the wording. Rocket also said he'd like to see Zeds at different stages of the infection, so one could be quite newly infected and agile whilst one further along the infection cycle could be a shambling mess with bits falling off.
  23. Fraggle (DayZ)

    Need Medical Assistance in the Mod? Find a medic here!

    Same here. Well I was Captain Frag for a while but I've used Fraggle for about 20 years too. So your the reason I always have to choose "Fraggler" or Fraggle17273674364"" on other sites then? Damn you! I thought I was original! Anyhoo, I hope they managed to patch you up ok, have fun, if I see you on a server I'll say hello.
  24. Fraggle (DayZ)

    DayZ Double Developer Blog 14th May 2013

    TBH if you read the devblogs in full we already know a lot more about DayZ SA than we do for most games at this stage of development. I don't blindly defend the SA but I do think some should reserve their criticisms until they've actually played it. Some seem to be trying to find holes in the SA or discredit Rocket/BIS when we really have nothing to judge them on yet (well we have Arma I guess but I'm referring to DayZ). Also, some are using AAA standards to judge what they see. DayZ is being developed by a small team and won't be selling for AAA prices. Of course there's a chance the SA could be a steaming turd and we could all have been wasting our time here but at this point we just have no way of knowing and not enough info (rightly so IMO) to start jumping to conclusions. In the future when people actually have something tangible to judge then the Devs will have to suck it up and address it, until then everything is speculation and should be treated as such. Criticism should be encouraged as that is what will make the devs push harder and result in us having a better game to play. The only time I get frustrated is when people report things as facts and then criticise them when really they're just speculating. Speculation's cool to, without it we wouldn't have a forum but when people with (arguably) large followings start making videos they should make it clear that they are just guessing at what the future holds and are not basing any of thier information on any actual facts.
  25. Fraggle (DayZ)

    Discussion on gun sights? Sounds good to me!

    Well most sights are pretty straight forward, for example for the CCO red dot (close-combat-optic) or Kobra just place the dot over the target and shoot, be aware though that after a certain distance you have to start accounting for bullet-drop (gravity affecting the bullet) so you'll need to adjust for that by raising your sights a bit. If you find yourself a new gun go and find yourself a quiet spot in the woods and shoot at some trees or practice on zeds to get a feel for the range and scope on your gun. If you have a gun that allows zeroing then it means you can adjust the zeroing to allow for bullet-drop over distance. If your target is at 500ft then you can zero the gun to 500. This means that the bullet-drop is now accounted for by the scope/ironsight and you can place it directly over your target. Also don't forget that some automatic weapons allow you to choose between single shot, burst fire or full-auto. In almost all circumstances the first two are the way forward, they'll keep your shots more accurate and help you conserve ammo, sometimes though full-auto can be useful for suppressing people/groups or just panicking in close-quarters (spray and pray). The sniper scopes are a whole different ball-game. They're more complex to use but essentially the sights are designed to let you (the shooter) judge the amount of bullet-drop according to the range you are firing at. Check these vids for a better explanation. The guy in the first vid is using a shooting range mod/map which can be useful for practice too. There's lots of vids on YT that explain certain guns in great detail so it's always worth having a look.
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