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sixfeetgiantbunnyrabbit

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Everything posted by sixfeetgiantbunnyrabbit

  1. sixfeetgiantbunnyrabbit

    SO i tried out lingor island...wow

    just finished my first Lingor Island session and i have to say, i like it very much. That not being meant the setting itself but rather being thrown into a completely new enviroment where you´re totally lost at start. That´s just awesome. I´ve never looked up for a Lingor Island map or saw any videos on the web with people playing Lingor Island (i made that mistake with Chernarus) so i spawn at night! only equipped with my flashlight. Headed away from the coast, found some basic equipment including flares and chemlights, still no idea where the fuck i am. Finally found a map and started heading "inland". Witnessed a player fighting off a huge horde of zombies (too scared and to poorly equipped to help him) and ran into another player in some kind of factory building and had a painful encounter with one of his granades after he stated he´d be friendly. Dived for cover and survived, successfully outstealthing my predator. It took me a while to find my first gun since the firestation i explored didn´t drop any. I don´t know if the loot spawns are altered or if i just had bad luck. I liked not knowing where to get my equipment. After a few hours i finally found at least a Makarov. I´m not the experienced dayz player by any stretch but even i already know where to find equipment in Chernarus. With Lingor Island the experience starts anew. It´s nice to see some new buildings, new enviroment not yet knowing where the hotspots of the game are, even not knowing what a big city on Lingor Island looks like. With a lot of small villages someway connected you get the sense of zombies being everywhere. There are far less "safe places" like the woods and fields in Chernarus. And i like the sex tourist zombies with the sandals and panama hats :) I also find private servers more interesting in general right now since you have to stay on that particular server or you lose your character. Choose a server and just deal with any situation thrown at you: is there a clan holding important loot spots, deal with it. Find a way. Are overpowered snipers holding down an entire city, deal with it. Are there two rival clans at war, with you in the middle, deal with it. find a way to survive or even thrive in that enviroment. shoot your way out, talk your way out, play whole fractions against each other, etc. after all that´s basically what Fallout was all about.
  2. sixfeetgiantbunnyrabbit

    If they removed backpacks!

    to my own surprise i found two things i like in this Thread: no backpack for newly spawned players and Dora the Explorer, knight rider and spongebob school bags in residential loot areas. I'd have to fight my tears if i would pick up the military backback and had to leave my peanuts school bag behind.
  3. love it. i don´t know how such open concepts can be implemented into a game but if it would make it into the standalone i´d spend my time figuring out how to wire booby traps to christmas lightings, or how to transform a dog into a remote controlled spy drone. you´re welcome. but i think for more complex constructions it would be wise that players would need to find manuals in game in addition to the necessary materials so you can prevent Chernarus being flooded with futuristic high tech electronical devices, people learned to construct through various How-To-Dos on the internet.
  4. sixfeetgiantbunnyrabbit

    CURRENCY IDEA!!

    said it before in another thread a week ago: Fuel would make a decent "currency". Rocket said in an interview he´d like the standalone to feature more vehicles but with chernarus being low on fuel. So with driveable vehicles a luxury (faster travel, safer travel, quicker to loot spawns, simply more convenient), fuel would make sense being some sort of currency. But the standalone certainly won´t impose that on the players. It´s up to everyone of us how to handle trades.
  5. sixfeetgiantbunnyrabbit

    The Difficulty of DayZ

    I consider myself not being a total noob at dayz (i find my way around the big cities, successfully repaired a bus recently etc.) but i'm a noob when it comes to games in general since dayz is practically the first game in like 15 years i'm playing. So i'm not very skilled in shooting and propably not as comfortable with the controls like the majority of dayz players. But even i have to complain about the game being to easy as far as zombies and the enviroment goes. If you don't want to choose the life of a bandit the game is pretty easy. Players instead should constantly be on the hunt for supplies: food, water, ammo, dealing with infections, deseases, broken limbs that need time to cure, low blood, fuel, batteries, animal bites, various snake poisons, etc. Make the players feel uncomfortable constantly in need of something. And every find should be like finding a treasure especially weapons (besides of small guns maybe. like rocket said, my favorite weapon in the game is the Makarov too, because it's a "desperate man's weapon" as rocket put it). So loot spawns should be toned down dramatically. You should find more really common stuff instead like plates (at least to make some noise to distract zombies and players), knives, tool kits, shovels, different clothes, etc. If the surrounding enviroment including zombies becomes more of a threat the whole game changes massively. Players would team up just because they have to simply to survive this horror. Lone wolve players would really feel like accomplishing something just because they made it through another day. And bandits keep their satisfaction of killing players but with a more realistic approach when killing for food and supplies ... and occassionally just for fun when his basic needs are satisfied. that would be my perfect dayz experience. And the proposition of that lured me in making my gaming comeback after quitting several years ago during Lara Crofts adventures on the original Play Station. More DayZ, less Daisy!
  6. well, i got shot a few days back at the Elektro Powerplant and died. When i rejoined the game i got stuck unconscious with the hour glass not moving at all. I disconnected, found a new server, played a bit then realised the last server i was on was a non hive server. So when i try to log in on a hive server i´m still stuck infinite while unconscious and can only quit the game through the task manager. Well could someone please come kill me or revive me or whatever? i don´t know anymore if i have any good loot on me. Should be at least basic staff like the whole lone survivor tools and maybe a winchester with attached flashlight (really don´t know anymore). So well i´m just going to wait and see if there will come a fellow friendly survivor or a mean bandit bastard along. Either one would solve my problem. My location is the spawn point at Krutoy Cap on the coast between Elektro and Solnichniy (fuck yeah i spelled that correctly). Just tell me on which server you´re going to look for me.
  7. sixfeetgiantbunnyrabbit

    New item suggestion - Megaphone (Standalone?)

    thought of that myself, so well ... i´m all for this idea. I want do drive around Cherno in my (yet to be found) car announcing over the megaphone my candidacy for mayor of Chernogorsk or broadcast my own moving radio channel. (And there would be some other, quite useful stuff, to do with the megaphone)
  8. sixfeetgiantbunnyrabbit

    Spoiled Food

    Good one! Simple, realistic and also enjoyable in game even maybe solving some minor issues in the gameplay. I always found it "arcade" that you can consume a whole cow in less than a minute to fully restore your health in an instant. That's like drinking a healing potion. Maybe this should at least include a time factor so you restore the health you consumed through massiv amounts of cow only let's say 100 blood every minute. But that's a different story. Good suggestion by the OP!
  9. Well i like the idea. i behave very differently in the games hotspots when i know there are only 4 players on that server compared to a crowded server. it not only adds to the suspense not knowing if you're propably going to be save in cherno it's also simply more realistic. The most exciting things in this game were things that COULD happen to you not necessarily things that actually happened. And this idea adds to that immersion a lot.
  10. sixfeetgiantbunnyrabbit

    Apocolypse Currency (ideas for trade items)

    If i get the OP right he is not trying to find a currencys name be it gold coins, shells, cigarettes or stardust to horde for players to buy huge appartments in cherno, retro chairs and new nikes in a virtual Shop but rather something we as players could misuse as a currency. And the answer is of course: fuel. I think it would really come down to this especially if it turns out as rocket stated in an interview that he would like the standalone to feature lots of repairable vehicles but less fuel. I'm trying to establish a shop right outside electro with fuel as a currency. Anyone willing to participate is more than welcome (PM me) because i just thought of my meaning of dayz life in that instance and first have to figure out how this could be accomplished. Guess i'd need runners (some sort of errand boys), gunners (bodyguards) and diggers (guys that loot the world). I don't want to get rich with this concept but it would be cool to re-establish some small parts of society. Which i hope i will fail because i love the game as a hardcore zombie apocalypse and not as The Sims. Well anyway i guess it would be fun to fail in the attempt :) (sorry for hijacking the thread for a moment. I got carried away).
  11. sixfeetgiantbunnyrabbit

    Limiting Hacking through Encouraging Hacking

    Maybe it´s an odd angle but let me explain: If you can´t get rid of hackers why not encourage them to hack the game but limit them to certain areas of the map (if possible in the standalone)? I think some hacks would greatly add to the immersion of the game if survivors would know about some “haunted” areas where nobody would want to go unless prepared to never be able to return, just like the myths surrounding green mountain. In a game of zombies you would only need to care about realism so far. Maybe even the developers could create some weird character hacks or even small scenarios and storylines from time to time in the “hacker zone”, whenever they get bored. There shouldn´t be any special reward to find in this haunted area, no special loot for surviving, the only reward should be an amazing experience and a scary and/or funny story to tell like the the Ronald McDonald axe murderer or the "It´s raining, it´s pouring" guy (linked below) or the ghillie suite bastard (linked below) for example. Some of the myths described in the green mountain thread also sound like hackers having lots of fun with us survivors, even if it´s just weird lights in trees and buildings or unexplainable visual or acoustic hallucinations and whatnot (maybe you could even implement a tool box with some basic hacks for wannabe hackers with no experience in this regard). I´d even go as far as to implement reward points you could give hackers for their hack to encourage original ideas. I´m not a fan of hackers killing everyone on the map with just one click (even though I never experienced that) but if you can lock them in their own sandbox in a sandbox-game maybe they can even add to the gameplay and leave the rest of the players playing their kind of game simply trying to survive the zombie apocalypse. some examples: part 1 you´ll find part 2, (3) and 4 on your own...
  12. sixfeetgiantbunnyrabbit

    The third DayZ Playerbase Survey | Final Results

    nice way to keep track of the player oppionion development. Apparently everybody killing everybody became an issue... done.
  13. sixfeetgiantbunnyrabbit

    Trigger system for bandits

    i actually like the idea of suspense created with this trigger though if a bandit is within 20m of range it´s propably too late anyway. I think it´s a better idea than the heartbeat-version if the music only starts to play with bandits with really low humanity, not with everyone who ever killed a player. it would implement a sense of danger ahead, something very difficult to manage in a virtual world (where other games use alarm signs on your screen to scream in your face that you were spotted)
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