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Read-Only Mode for Announcements & Changelogs
Dear Survivors, we'd like to inform you that this forum will transition to read-only mode. From now on, it will serve exclusively as a platform for official announcements and changelogs.
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Thank you for being a valued part of our community. We look forward to connecting with you on our other channels!
Stay safe out there,
Your DayZ Team
[email protected]
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Everything posted by [email protected]
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Some inspiration from S.T.A.L.K.E.R.
[email protected] replied to DiscoRobo (DayZ)'s topic in DayZ Mod Suggestions
Personally, and I don't think it belongs in this incarnation, but I'd want any retail game with either a subscription fee/guildwars style to try and explain away us respawning. I'd personally like a very basic surreal background where the concept of Valhalla is put to use in this undead land. Please never go overboard with the scientific-mythology and I'm not sure if 'anomalies' would fit (but it would give an exploration flavor to the game)... But yes. I like Dayz for what it is right now and don't think any flavor things should be attempted. Instead save those for the potential retail release. A really good book that reminded me of DayZ a little is Dhalgren. Basically "Freedom to do whatever". I also thought of a nice tag line for the retail game ^^; "My Freedom at your cost." -
The One, The Only: I HATE TEMP THREAD
[email protected] replied to rocket's topic in DayZ Mod General Discussion
The last couple of posts... make sure you have 1.5.8.2 That hotfix saved me from losing temp in daylight. Of course it was slow to regain... but I was saved. I like the new campsite mechanics and think that until a hachet (and spawning, downed trees) are incorporated, the current version works. Perhaps you can put wood spawners in the forest... but there is hardly any risk in that! Rocket, you've never made me a sad panda.... WORK HARDER! -
The One, The Only: I HATE TEMP THREAD
[email protected] replied to rocket's topic in DayZ Mod General Discussion
I like temp, but I never really bothered with night time anyways. Blankets, new 'clothes', those neat chemical hand warmers, fires, buildings... etc etc should all be implemented. But as it stands, the elements are harsh and many people freeze to death out side. -
Solution to the morality predicament
[email protected] replied to bgivenb's topic in DayZ Mod Suggestions
Oh god. -_- -
How to balance out the weapons: easy way
[email protected] replied to SteamTrout's topic in DayZ Mod Suggestions
The Winchester, hence forth dubbed Winnie, is by far the 'Noob' weapon of the game. It's negatives are few (poor range/no adjusting sights) and its pluses elevate it above even 'mil-grade' teir weaponry due to its abundance. What doesn't make sense to me is the Winnie's 15 rounds and how quiet it is. Everything else is fine, imo. The greatness of the Winnie places it above the M1017! -
Scorped rifles need to go or become ULTRA rare
[email protected] replied to Mutonizer's topic in DayZ Mod Suggestions
Hardly an issue when most servers have an imposed weather fog limit of 500-600 meters! Yeah I pythagorean'ed for those numbers. Now if the game went back to say... 3000 meter view distance.... I'd be a happy panda. I'd also certainly agree with you about making the CZ (with scope) rare barn loot and a unscoped CZ normal. As it stands its pretty balanced... and the Mil grade Sniper weapons are pretty swank and hard to find/supply for so... yeah balance in risk/reward. -
Newbies, beware the clan NwO
[email protected] replied to garry_wong's topic in New Player Discussion
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Not "hiding" a Corpse attracts zombies(New Zombie Spawns)
[email protected] replied to Zalaxy's topic in DayZ Mod Suggestions
I kinda like the idea. However, its already, at least as far as I want it to be, being implemented in 1.5.8. The runners are going to 'investigate' player deaths now. -
I know a good few people (myself included), who through organizations/general skill and knowledge of the game, can suffice really well in the PvP (moar like PvNub) environment to serve as spoilers to the game secure in the knowledge that once they die they just respawn and run inland for about ten minutes and find a farm with a Civilian model gun and go back to pwning. This effectively makes death pointless for these types. I'd like to see effort put into to curbing this sort of player types in a survival pvp game. Off the top of my head I can only think of some functional value to time spent alive (online, not just days spent alive) that would be erased upon death. But yes, when the game is played like a death match it loses its unique charm and niche.
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Pics or it didn't happen and you are just claiming responsibility for a string of murders broadcasted on live feed for propaganda purposes. Lol really obvious troll is troll.
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Bandit/Survivor Morphing to be removed
[email protected] replied to rocket's topic in Mod Announcements & Info
Such win, Rocket. I'll fight tooth and nail to keep my humanity... but not at the loss of my life. I can't wait to find out what Humanity will be useful for. -
He's talking about hip-firing. ArmA II actually takes into account the gun's 'muzzle' when firing from the hip unlike most games where it comes from the 'center of the player screen'. I find the sight to be accurate but that the bolt travels up at close to medium ranges. The only thing I want for the cross bow is more ammo some how or a more reliable way to recover bolts (more easily seen quill/not glitching and lost). Having it take the 'secondary' slot is interesting but I can see why thats not a great idea.
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The only map I could imagine coming close to what you want is Zargabad... but for many reasons that should never happen.
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I want to know if the gun is really that quiet though. That is my big issue with it right now. And 15 shots chambered? Just curious.
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What about for the 'support' actions like vehicle repair, healing, and gutting? I just want another reason for people to fear their own demise than a return to the bean wars and the loss of kit/bragging numbers.
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The Buddy System [Friend spawning mechanism]
[email protected] replied to zackb101's topic in DayZ Mod Suggestions
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No. Simply no. Death is the absolute punishment and the great equalizer. No one should ever, ever, spawn with a group of people near.
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debug monitor, improving crossbow, remove panic sounds.
[email protected] replied to ChapYurin's topic in DayZ Mod Suggestions
I envision a day where the debug monitor would be removed and it will be up to you to figure out and guestimate everything. -
Most shocking thing you've seen.
[email protected] replied to JinxX's topic in DayZ Mod General Discussion
Being shot while running to a barn where I had seen a Lee I wanted. Hit in the leg, bleeding out, going for cover under inaccurate fires... bleeding out in a barn... bandaging myself... and meeting Callahan who stayed with me for a while when I was going in and out of consciousness with a zombie horde coming in as well. After about an hour of hiding in the barn, as gratitude I give him my last clip of Makarov ammo with a few shots left, and tell him I probably wont make it out (broken bones) and he should go on his own. Its amazing to see such nice people in such a terribly brutal game. -
Extensive in-depth idea for rewarding good-guy players
[email protected] replied to cat (DayZ)'s topic in DayZ Mod Suggestions
You can trust me... but can I trust you? I'm beginning to rethink the whole 'nice guy' stance in this game. Yeah its rough but not rough enough to be dicks to everyone... but still I have my space and you? You stay waaay over there and we're good okay? If you come too close? Well you might just die... I'm no saint to anyone but my own group... and Callahan. He saved my life. Rewarding good players with in game mechanics is against this mods purpose. The Doctors without Borders aren't asking for anything when they go to Africa and work for basically free in a dangerous environment. Why should this game do that? Good deeds will be reward if their is the player desire to reward it; again Callahan is not in my group but I will go out of my way to save/help him since he saved me when I was in real bad shape. -
I do think the game comes with its own skill set that isn't so clearly defined. This being said, functions like 'gutting', 'healing', 'repairing', and 'constructing' alone should be based around something. Figure if all those skills are lost on death and suddenly you've made your life 100% more important. Everyone can still do these functions out of the gate... its just with experience you get better at it. This of course would require tweaks to the current systems in game; repairs should take minutes with each 'item' applied (PR:ArmA has car repair). Gutting an animal with a high skill will give you a max of 200% more meat with it maxed out. Healing when maxed out, will cut bandaging time and give more blood per transfusion. It could be something so simple as: BaseHealing*('multiplier # between 0.5,2')=Healing And then a check is made for each healing effort-> # of heals/(arbitrary difficulty number)=mulitplier
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Make rain automatically fill water bottle.
[email protected] replied to night_chrono's topic in DayZ Mod Suggestions
No please. Perhaps we can have a 'rain catcher' item that will fill up when it rains... but there should be no magical rain filling your canteen. -
The top goal for me is to master the crossbow and I for one love its nuances. The only things that I can maybe think as good additions: -Some description as to how the sights work, it seems to arc up a bit before falling down. -The stacking of bolts via any means. -Perhaps the weapon takes the pistol slot. I don't know how I feel about this entirely... but I'm fine with people having the cross bow and any other rifle they want as the cross bow is so situational. -The Quiver could be a bit brighter or something to stick out a little better. I want to add that I NEVER lose my bolts as long as I can find them. Its a bit fidgety to pick them up but I've gotten to the point where is easy.