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StickyNote
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Everything posted by StickyNote
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But that's what it's pretty much become. We're just calling it as we see it. How about we call it a murder simulator instead
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v1.7.2 Aggros zombies much more then usual?
StickyNote replied to resausk's topic in DayZ Mod General Discussion
Oh I've got it mostly figured out now, though it is still rather inconsistant and silly at times. yes LoS is in it, but it's hardly reliable, thus in most situations it's just a better idea to run into buildings instead. The sight and sound indicators are no longer reliable and now serve but a basic approximation and to be used as a general guide. Either way, it's now more effective and efficient to not bother with sneaking and simply dart from building to building to look for loot which is a large problem for this mod. -
This really does feel like arma 2 deathmatch edition with zombie obstacles to me. Zombies currently aren't fun to fight or sneak around now, and both those options are the poorer options to take at the moment regarding zombies regardless. Thus all the excitement has gone towards PVP, and literally every single person I've come across yesterday bar one or two, has fired on me at sight, and thus I've started to do the same. If the focus was given back to ZOMBIES and the combat became oriented towards ZOMBIES and survival against ZOMBIES instead of each other, this mod would be so much better. People right now can PVP easily and not worry about zombies. Why? Zombies are easy to juke. They do little damage. Their pathfinding skills are poor. It doesn't take much to survive against them, so once you have all your survival stuff you can just pvp to your hearts content. Also this whole "punishing bandits" opposition is weird to me, as anything that makes it harder to be a bandit gets hate for "punishing bandits." If you view the game as a whole, you'll notice that, by not making it more difficult and realisic to be a bandit, you're punishing plain survivors, or people trying to coop instead, and more directly at that.
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v1.7.2 Aggros zombies much more then usual?
StickyNote replied to resausk's topic in DayZ Mod General Discussion
I've noticed that fighting zombies just isn't fun. Even if you've got some sweet gear, you're not going to fight the zombies unless you really need to. You simply save your gear for PVP. I think it's partly due to their ridiculous running speed and their tendency to erratically zigzag and circle you until they reach you. Thus, even with great weapons, you don't feel too compelled to engage them. Just do your best to lose them somewhere since they can't touch you running at full speed anyways. They'll just stay on your heels indefinitely until their AI's pathfinding screws up and you lose them. With the increased aggro in the latest patch, I've pretty much stopped sneaking entirely. I just juke them till I reach the building I desire to loot, then run out the other door. Sneaking has become worthless. Personally I think zombies would be more challanging and fun to engage instead of just annoying, if they're given back their poor detection abilities, and hobbled at moderate speed instead of sprint at 25 mph. The catch to that is that they alert others, head straight for you, and hitting you would result in you slowing down to a walk. This greatly supports both sneaking, and engaging in combat when detected, and adds more survival elements than simply running through a building or out of town when detected. -
I was also wondering about the blood regeneration since the body naturally regenerates blood, but I don't think you should be able to just sit in a corner and regenerate all your blood. Having players only regenerate to a certain level, or having players regenerate constantly, but at an extremely slow pace is iffy. Regenerating to a certain level suggests players bodies are incapable of fully repairing themselves, and constant regen advocates camping. In order to advocate play while regenerating, and avoid abuse, I suggest blood that regenerates roughly 1k over the course of two hours. However once you regenerate that 1k, your regeneration is done for the day. If you want to regenerate another 1k blood, come back tomorrow. Thus solves the problem of just sitting in a corner regenerating, and the regeneration won't occur at a tedious pace.
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Legit copy, updated, etc. The video posted earlier highlights some of the problems. Obtaining aggro from quite a distance, getting aggro while crawling with no sound and the zombie facing the other way. With those 10 feet walls I can lose them sometimes if i round enough corners, but I usually stay away from the cities, so what I work with is fences and small buildings where they can constantly keep a visual of you on. Also notice how he has to lose one by bugging it out having it phase through a fence, or lure them into buildings. I almost never fire my weapons unless it's out in the countryside. I only use the hatchet when I have no better weapons. I'm fully aware of how useful the hatchet is but I have an m16 with silenced mags.
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I haven't gotten hit by a zombie while running, but the pint remains that they're a bit ridiculous to shake. Running around a building is insufficient. You must go inside them, or get them stuck on things in order to create distance. Thus it feels like the only ways to shake them are to exploit their poor pathing AI or kill them. This is bad because this supports not having to sneak. Why sneak if you're going to randomly get caught, when you can attract all of them, and get them stuck in walk mode where you can pick them off easily? Saves time AND bumps up your zombie kill count.
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Let's not punish bandits - let's reward teamwork
StickyNote replied to Maedis's topic in DayZ Mod Suggestions
I'm still not sure what all this opposition towards not punishing bandits is about. What constitutes punishment? Any sort of change that makes banditry more difficult? Yet when changes are made that make playing cooperatively or survivally more difficult, people don't act in outrage that those players are being punished. I personally don't believe bandits should be punished; in the sense that for murdering a person, or murdering an x amount of people, they aquire some negative effect. However I do believe in making banditry less rewarding and more difficult. People are being driven to banditry, myself included, because we keep getting murdered by bandits. Thus the only way to survive is to kill other bandits and loot them. But too often you end up in a firefight with some other legitimate survivors. Eventually, when the influx of new players dies down, the mod will devolve into pure deathmatch with zombie obsticles, and a few survivors camping out in the woods with banditry so rampant. -
Yes, yes, and yes with caution as always. Today's trials with sneaking around during the day resulted in the same results. Inconsistant aggros and not being able to lose them despite running around buildings full speed nor crouch run. In fact, they were right on my heels when I'm running around a building full speed now. No way for me to lose them that way.
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Let's not punish bandits - let's reward teamwork
StickyNote replied to Maedis's topic in DayZ Mod Suggestions
That's not punishing as no negative effects are bestowed upon bandits for murder. This equipment wasn't theirs to begin with as they didn't find it, and they were never in posession of it. It's just discouraging murdering purely for loot as most people do. Either that or because they view dayz as arma2 deathmatch edition. -
Let's not punish bandits - let's reward teamwork
StickyNote replied to Maedis's topic in DayZ Mod Suggestions
I've noticed that if you're aiming for survival, there's not all to much of a point go back into the cities once you've collected your survival gear. That's pretty much the only time you'd benefit from a group too. After you've got your gear, you can just head for the innawoods and occasionally pop into towns just to see what's up. Once decked out on gear, there's little reason to return to towns except for PVP or you urgently need medical supplies. But this is where all the people who enjoy exploring, cooping, looting, or just starting out are. In addition, there's very little for a bandit to feel sorry about when they kill someone. They might feel guilty that a person's lost his playtime, or lost his gear, but they know the person they killed can easily respawn. And while banditry is an integral part of this game, so is working together. And by not balancing out banditry, you are punishing those who want to cooperate. Thus I propose this. Add zombies in the woods. Make it so that killing players will result in a high percent chance that weapons and high tech loot will be damaged or destroyed. Thus banditry is not punished, but made less for stealing, and more for necessity. I also propose the idea of creating "squads" or "groups" ingame. People spawn by default with a white shirt, and can engage in creating or joining a "group" when right next to another player. Doing so might add a different colored shirt that can be worn in the particular server you're in. This would support group play, group on group rivalrys, and quicker identification between people in your group. This might even evolve into server communities. As an added bonus to add more gameplay dynamics, people might be able to loot these shirts off people to infiltrate groups and steal from them or mug them. -
I'll be the first one to admit this but Zombies are fucking annoying.
StickyNote replied to GoodNewsEveryone's topic in DayZ Mod Suggestions
I too find them annoying. I dont find them challenging either. IMO they have odd and inconsistant abilities of detection which annoy me greatly as well as the infinite chase range. The update seems to have made them much more inconsistant, sometimes catching agro being completely still across a field, and sometimes I can crouchwalk right by them no problem. Even at night, sometimes I'm crouch running, and the icons say I have one sound and one visibility, they'll still catch me from down the street. Then I have to either run into a building to lose or slaughter them, or run out of town and slaughter them. Trying to use walls and fences is too inconsistant during the day, and usually doesn't work. Seems to work most of the time at night though. -
This doesn't work for me during the day unless i'm running THROUGH the barn. Due to their insane running speeds, they can keep up with me running around a barn when I crouchrun, and if I stand up and run, they'll hear me through the walls. Unless at night, this method is no bueno
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I remember dragging a conscious player once for a short while after he woke up from being knocked out. I'm sure this can be implemented easily. The broken leg feature, though nice to have, is currently awkward and not all too realistic. Breaking your leg in the wilderness results in many players simply killing themselves as it's just better to do so most of the time. Players lose the drive to survive most of the time after breaking their leg because they can simply create a new character. Instead, I think that you should be able to cobble together a simple splint, with minimal to no supplies. Just have it take a long time to do, so players have to fight off whatever's attacking them, and crawl to a safe place to do it. For like 3 minutes or something. Then they can at most crouchrun at a decreased speed. Slow enough that zombies can still hit them easily, but fast enough that players won't feel that the best course of action is suicide. Also make the players constantly in pain, shock, and make lots of grunting noises. Have these effects until the player finds their morphine.
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Not really digging the zombie AI right now. They're spotting me from across fields even when I'm not moving, and that combined with their insane running speed, it's become way too easy to attract a hoard of zombies. They've become way too much of a nuisance than a challenge. The only ways to get them off of you during the day time is to get them stuck in the water, kill them, dump them on someone else, or run through a building. At night, I can at least exploit their broken pathfinding by vaulting over stuff and and then minimize visibility while I run away. During the day, their increased vision means vaulting over stuff won't shake them off anymore. Now it's become considerably better just to sprint to the nearest building and get them stuck there or kill them all, than to actually sneak around them.
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What is the respawn process exactly? I haven't died enough times to try more ways yet, but I'm sure there's a faster way than creating a new profile yes? I don't like having to redo my controls every time. I remember one of the things I tried resulted in waiting forever on a screen that said something along the lines of "waiting for new player" Also why were the bandit skins removed? There's still a bandit kill counter but I cannot differentiate between bandits and nonbandit players.