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  1. I read the entire OP, and I have to say that I -largely- agree. When I first started playing, the feeling of tension and nervousness, even fear, about killing another player was high. I strived to avoid contact and quickly made my way North away from most PvP-ers (at the time, this was back in April). However as time has gone on my perspective on this has changed quite quickly. I've found where all the best loot spawns and set up camp with a group of 7 other friends who I know from other games and things are now fairly forumulaic for us; we farm our desired loot spots, then go hunting any nearby players. There's really no emotion in the killing any more now that the initial novelty has worn off, we simply enjoy it as a game. Ultimately we -are- killing in self defense though, even if it is a pre-emptive defense; where is the sense in banding up with people who you don't know when you have significantly better gear than them? If I can manage quite fine on my own, or in a group of guys I already know, where is the incentive for me not to shoot that guy charging up the hill towards us with his makarov? However, much like the 'panic' mechanic, I don't think an artificial 'emotion' mechanic should be added. If I find myself genuinely in danger, such as being hunted (yesterday my group of 5 were hunted slowly one by one by a lone bandit who go 3 of us before running away) or being chased by zeds while running out of ammo, then I genuinely do feel a sense of panic. But with a bit of careful foresight, these situations are rare. And increasingly rarely do I care about who I kill. If they have better gear than me, then great, time for an upgrade. If they have worse gear than me, then it's just as well because if I don't shoot them then they will shoot me. You can't arbitrarily add some game mechanic to simulate human emotion without it coming off as cheesy or simply irritating, at least, not feasibly within the engine.
  2. AFAIK server instability and load times are linked to the local server you're trying to access- something which will presumably be remedied over time as more/faster servers are added and it becomes less of a clusterfuck to join the more stable ones.
  3. Neat idea. I'd be down for something like this.
  4. I can confirm this. I was out with a friend and I got sniped. I went to the You are Dead screen, aborted and reconnected expecting to respawn. Meanwhile my buddy took out the bandit, who DC'd seconds after being slotted. When I respawned (a few moments after the bandit logged) I came back again in the same position. However both my old body and the bandit body had since disappeared- the exact moment the bandit logged.
  5. Takes balls to apologize on the internet.
  6. Same problem! Date/Time: 12pm GMT What happened: Progress on server was NOT saved. Where you were: Walked from Balota to Stary Sobor What you were doing: Running through the woods killing zombies on the way *Current installed version: 1.5.8.4 *Server(s) you were on: Virginia 12, SE5
  7. Well, alcohol makes you *feel* warmer by pushing the blood to your extremities, even if your core body temperature is in fact decreasing. Perhaps it could provide a time-limited boost to your temperature, followed by a sharp drop unless you get to a fire (could be useful if you find yourself getting cold at night but know that you're close to your camp).
  8. I don't think there were many people that actually wanted the *numbers* of zombies lowered- it was the respawn rate that was the issue. There just wasn't much point in shooting at zombies because in all likelihood they would never stop spawning and eventually you'd simply run out of ammo. The number of zombies should be drastically increased so that unless you're very clever and use lots of distractions (ie tin cans, flares, smoke etc) then you can't just prone your way through a town and pick it clean, you actually need to fight if you want to get at the loot- but at the same time, it shouldn't be a neverending battle. Once you've killed half the town's zombies, it should stay that way for long enough for you to loot and GTFO.
  9. Haha that sounds pretty cool actually. Maybe some kind of addiction mechanic could be added in already, as a side effect of those who keep on getting into firefights? Like, take too much morphine in one day and you start losing blood until you take more of it. Or take too many painkillers and you can't run because you're too relaxed. Too much alcohol and all you can do is roll while prone. xD
  10. Sounds like you just joined a newly updated/restarted server so perhaps the zombies were only just being populated when you joined. If you try again now on a server that's been up with the new patch for a little while it might be fixed.
  11. The issue with wood here is, in my view, that if it were made realistic, and wood was able to be found in virtually any forest, then wood would be exceedingly easy to come by. By which point making a fire would be exactly the same process as it was in 1.5.7, except that you would need some fairly arbitrary extra storage space to hold wood as well. The temperature thing has promise but I don't think the wood idea can be implemented in a way that is both realistic *and* meaningful.
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