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TheSwede
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Everything posted by TheSwede
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God forbid the standalone DOESN'T get a new map... The odds are pretty strong against keeping Chernarus in standalone, as Rocket has no rights to the IP; he would have to make a new map no matter what, unless he spent gobs of money for that garbage map.
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Cheerfully-annoying way to reduce banditry and improve co-op
TheSwede replied to Qev's topic in DayZ Mod Suggestions
Agreed. I have a server I enjoy playing on regularly, too. It's bad enough I can't play as often as I want when their server goes down, patches are forced out, etc. But to add a temp-ban just for death? Absurd. Sounds like an interesting idea, but it wouldn't help in the situations where your buddies are there to scav the good stuff off your body for you... -
In my opinion, I think that all items should have a (however slight) chance to spawn anywhere. As it is, the military-loot areas (barracks, military camp, fire station, ATC tower, chopper crashes) are the best place to finding the good loot, and they generally always turn into camp-fests. I'm not saying this is a bad thing, I just think it'd be nice to have a (very rare) chance to get lucky in an outhouse or garage. It'd give Campy McCampy-Pants less of a reason to spend hours sitting at the airfield waiting for some unlucky buster to get lost in his crosshairs. I suggest this knowing both sides of the coin: It's tearfully boring when camping, seeing no one for hours on end just waiting, and at the same time it's disappointing knowing that I have to luck out ONLY at those military-loot areas to find the top gear. Just my thoughts.
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Suggestion: Make silenced weapons more realistic
TheSwede replied to na85's topic in DayZ Mod Suggestions
Man... can you imagine how awesome DayZ, MW(x) and BF(x) would be if they made the weapon reports realistic? Wearing hearing protection on the battlefield sn't very wise, and guns are very loud... Maybe whenever you fire your own (non-suppressed) weapon, it makes that ringing-in-your-ears sound similar to when you get flashbanged, muffles other noises, and then fades back in quickly after. Sustained fire would cause the ringing to persist a little while longer. Sorry for the slight detour from the topic on hand.. but that's something I've wanted in a realistic shooter for a while, ever since getting wasted and shooting a .22 revolver at glass bottles full of gasoline in my buddy's back yard... Shit was loud. -
Haters gonna hate. Given all the time in the world, knowledge of the sights, a comfortable and stable firing position, anyone with half a brain would be able to shoot that well. Who are you to say that this man isn't former military, LEO, sport shooter, or just plain avid fan of firearms?
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Suggestion: Make silenced weapons more realistic
TheSwede replied to na85's topic in DayZ Mod Suggestions
In-game it is a bit inaccurate, but a suppressed weapon firing subsonic ammunition is indeed fairly "quiet" compared to normal ammunition and a non-suppressed weapon. Problem then is that subsonic ammunition usually is too underpowered to properly cycle the weapon, so you have to manually charge the weapon each time after firing. But yes, in DayZ they could possibly increase the volume and also increase the "footprint" of the sound being created, making it much harder to pinpoint the source. -
Agreed. I'd love to see fixed choppers taken out too. To counter the fact all the chopper kiddies out there would cry bloody murder, just increase all other vehicle spawns.
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If both server and clients were completely synchronized to patch simultaneously, there would be no issue. As for SixLauncher being a resource hog... Yeah, it does suck, but I've been closing out of it after I've logged in on my regular server. Also, there's no reason to complain about being "forced" to patch an alpha/beta. It's an alpha, and we're testing whatever patches they release for the game. We aren't here to play whatever version we feel is most comfortable to our play style. That being said, yes, I agree that a lot of the patches that are released can potentially lock people out for being however glitchy and untested in the first place, but again... It's an alpha. Just my thoughts. No disrespect.
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Completely agree. If OP wants to know if there's a bandit waiting to shoot him in the face, maybe he should open his eyes and scan treelines/buildings/rooftops more often, instead of blindly running around thinking he's safe. Bandits gonna bandit, just gotta accept that fact.
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I've noticed a general improvement in the quality of posts and manners of posters lately... Also, I think this is a good idea. Maybe it doesn't completely refill your water meter, maybe just half way? Another fix would be to change the speed in which your food/water meters decay so that you aren't drinking 72 liters of water per day (Canteens hold about .5 liters, water meter decays every 20 minutes, 3 liters per hour, 24 hours per day, 72 liters of water per day) -OR- make food/drinks have "charges," get about 3 full drinks out of 1 canteen, 1 full drink out of a can of soda, 3 full meals out of a chunk of meat, 1 out of a can of food... etc.
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Sounds kinda fun... As long as it were player controlled, with the original set of track on Chernarus, limitless fuel and a very low top speed. Also, people complaining about "oh no, I could get run over by a train..." Trains can't go out of their way to run you over.. you have to be a total idiot to not see/hear a train coming at you, or spend enough time walking exclusively along the tracks to be caught unawares by a train.
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I think Rocket's intention was for it to be as close to 100% reality in regards to surviving a zombie apocalypse. He wants this game to stand out from all of the other fast-paced zombie games (L4D, Black Ops Zombies, etc) and make a (for now) unique zombie apocalypse survival experience.
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I'd have to say damage against zombies should stay about the same, since they're zombies/infected/whatever, but damage against players should stay the same, if not higher (I haven't found myself an MP5 to play with yet though, so I can't speak with experience on that, nor many other guns). Being shot is no picnic, and considering DayZ is supposed to have that whole "realistic" thing going for it, i sure as hell wouldn't still be standing after taking two to the chest with a .45, nor 10 to 30 to the chest with a 9mm. Maybe in the standalone when Rocket has to make a new map and/or rebuild on a new engine, he can add police stations and kevlar vests to add some more protection.
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Respawn or starting conditions
TheSwede replied to [email protected]'s topic in DayZ Mod Suggestions
I have to disagree. The first 30 minutes after a fresh spawn is the most exciting part to me. Maybe because I play on lower-populated servers (read: 20-30 players average) and sprinting through Cherno and Elektro isn't completely guaranteed to end in with several bullets lodged in my baby-fresh butt... Spawning with a pistol and food could potentially cause another large surge of murders on the coastline as it did right before Rocket made fresh spawns have no starting gear, and would also take away a primary reason why you need to scavenge after a fresh spawn: to find supplies. But, I do agree that the current system is a bit boring, since you can just amass a train of zombies, sprint through a two-entranced building and get away Scott-free on the other side. -
Myself and my friends have also experienced this, in both Camo and Ghillie clothing. The bug apparently affects you looting items, but not placing items into a loot pile (you can give, but you can't take). It really sucks, but the best way to deal with it at the moment (until it's fixed) is to keep your civilian clothes on you. Kill the animal, switch to civvies, gut, loot, then switch back to Ghillie/Camo. If you don't have your old clothes any more, then I'd recommend either spending as little time as possible in game to prevent starving to death, or try to stash your gear somewhere safe, respawn ( :( ) and go pick it all back up, minus the Ghillie.
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Sounds like a good idea. There've been several threads popping up about stacking foods / multiple-use foods, and MRE's would be one of the better ones. I figure 3 charges at 400 blood each? or maybe to make MRE's the 'best' source of food, drop Cooked Meat down to 500, and MRE's 600 each charge (total of 1800 blood)? Or also make Cooked Meat stacked/charged (whatever you want to call it) and make it three charges, 400 each (total of 1200) or so.
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Want to host a DayZ Server? Read in here.
TheSwede replied to Antipop (DayZ)'s topic in Mod Servers & Private Hives
My roommate owns a card/tabletop gaming (and other generally "nerdy" stuff) store in town and he and the co-owners have been looking into expanding to running game servers for hosting servers for Minecraft, MW3, BF3, etc. for customers. While not a co-owner of the store myself, I'd like to help them start by getting permissions for a DayZ server, as I'm not sure what the waiting period is like. We don't have a server box set up yet, but we would absolutely spend the money for an extremely stable rig, in addition to signing up for a T1 connection for the store. Long story short, how long does it take to get permission to run a server, and do I physically need the server box set up and ready to run it before I can gain permission? Thank you for your time, and keep up the great work on the mod! -
I agree with Thorgold. DayZ is designed to be a survival simulator, not a MMORPG or Shooter. There is no "end" to the constant struggle of survival. If you're feeling bored with running around with a fully-geared clan, try going Spartan for a change. Ditch the clan, ditch the gear, rough it for a while. Also, DayZ is still in alpha, so just sitting in your well-fortified castle and flying around in your helicopter isn't helping debug the issues that a freshly spawned character will face. BUT, yes: being well-equipped is obviously a part of the game, and it is an aspect that should be played, so we thank you for having gone through the trouble of acquiring, maintaining, and testing the top-end gear and equipment.
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If you are 'good' at something... professions & teamwork
TheSwede replied to L0G!N (DayZ)'s topic in DayZ Mod Suggestions
Brew78 had a pretty good thread going simultaneously with this, and... not to toot my own horn, I like the ideas I came up with on that thread :P http://dayzmod.com/f...ike-a-magazine/ I feel that trying to add "professions" or "classes" is an attempt to railroad this survival simulator into some sort of RPG. I'm not saying your ideas are like suggesting turning the game into World of Warcraft or Battlefield 3 or anything like that, but I believe the players should have 100% control over what they do in the game. -
Multiple use of Painkillers - make it like a magazine
TheSwede replied to Brew78's topic in DayZ Mod Suggestions
This sounds like a good idea. Maybe create another Inventory Partition (similar to the secondary ammo/bandage slot and the utility equipment section) for medical supplies, seeing as in an apocalypse situation, you wouldn't want to have to rummage through a bunch of junk to find a bandage / epi pen / etc) Obviously still allow for bandages and other stuff to be placed in your bag and main inventory, but make a dedicated area for it ("real life" explanation would be like a butt-pack / fanny pack stuffed with medical supplies). I do like the idea of stacking / charging items as well. Maybe make painkillers stackable / chargeable up to a quantity of 3, bandages stack to 3 or 4, epi pens / morphine 1 or 2 each (since they'd be more rare and more specific). For food and drink, cans of food and soda only have 1 charge each, where-as cooked meat and water bottles have 2 or 3 charges each? And as much as I hate to use the word "balance..." To make it more realistic, reduce the existing number of main inventory slots by... (x = ?), retool the amount of space taken up by carrying different weapons in your inventory, etc... maybe... 6 slots main inventory space (representing pockets on your trousers, vest, etc) 6 slots for main AND sidearm ammunition, shared (representing PALS webbing-attached ammo pouches) 6 slots for medical supplies (representing the aforementioned butt pack / fanny pack) 6 or 8 slots for the utility stuff (toolbox, flashlight, etc) since that's more or less not an issue. maybe reduce the number of slots for realism (either take the toolbox and hatchet, or the flashlight and matches, or GPS and E-Tool, whatever combo you find prudent for what you want to do) and then just either slightly increase the number of slots in the starting patrol pack, or all packs across the board, or make upgrades slightly more common, or decrease the number of slots an extra weapon takes up in your pack. (honestly, you'd be able to fit more than just 2 pistols in a patrol pack) That's just my two cents. Great suggestions, peeps. p.s. This is not your everyday shooter, Caviano. It's a survival simulator, and simulators are usually designed to simulate real life. Real life is never balanced. -
I would definitely like to see a change in the frequency of military-grade equipment, depending on the intended 'backstory' to who your character is (i.e. just some Joe Schmoe civilian fighting to survive, or scattered military personnel fighting to survive). Your everyday civilian wouldn't know the proper procedures to load, maintain, or properly control a M240 or M249. Your everyday military member wouldn't know how to start, maintain, or even fly a helicopter. But that's just a thought. Realistically though, I'd like to see more emphasis on pistols, rifles, shotguns, maybe even more melee weapons. Make optics something that you'd have to find and attach to a (obviously appropriate) weapon, so that that rare AS50 or M107 that you do find may have had it's optics busted off, adding just one more step to justify it's top-notch killing power. (I'd also like to see the Winchester converted back to a .45 carbine, but add a new lever-action shotgun, and make all shotgun rounds interchangeable...) I believe that the issue with so-called "overpowered" weapons is as good as it will get at this time. and that removing weapons would be a step in the wrong direction. The reason the AS50 and the M107 exist in the game is because they exist in real life. "Why would you need the M107?" Why not? It's not designed to be used as a one-shot, one-kill rifle, it's designed to disable vehicles. Whatever someone chooses to do with it, though, is their choice. If they went through hell and back to get an M107, they sure as hell would want to use it however they choose. Consider this: A pocket of survivors set up an overwatch on top of a building and lie in ambush for a bandit vehicle to come rolling down the highway. Poor little vehicle is met by two well-placed shots by the M107 to disable it, while one or two others with scoped rifles pin down/eliminate the bandits. Reason for disabling the vehicle and not just blasting the driver? So that some sneaky bandit can't make a 'quick' escape in the vehicle, or take it on a suicide run into your camp. Once the bandits are dead, you send your little clean-up crew to 1) scavenge the bodies for supplies, 2) repair the truck, 3) bring it back to your camp. OR, if you want to be a bandit, then just swap instances of survivor and bandit. Now you have a scenario where a group of organized bandits ambush a survivor truck and steal their stuff. However you want to look at it, these "overpowered" weapons are just weapons. They don't make you invincible, they don't win the game for you, they don't ruin the game for everyone that doesn't have them.