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Ungotter
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Everything posted by Ungotter
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That was literally one of the most annoying things I have watched. He is going completely over the top, seriously who really reacted like that? The guy is a complete fool on the comments too: "COD kids at DayZ. Too bad more and more will come after time.. It's like an outbreak." > "Thank you for the view :), make it 2 views as you had to read the comment!" Please, tell me what is clever about this. God I want to hurt people like him
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Crawling, for me and I assume many other players, is an important stealth element due to the broken AI of ArmA. Zombies can see through walls, spot you on a very high roof and then proceed to chase you (Perhaps running through some walls and doors in the process). Crawling is therefore required and relied upon but it still keeps the tension because I know for a fact I can't do anything else or I'm screwed. These zombies are fairly dim-witted and shouldn't respond to movement so easily and crawling through tall grass or moving slowly past them on the floor shouldn't stick them on alert. The Winchester is something I may agree on, but again for the time I feel like it is suitable. I say this because of the pointed out issue that once a zombie starts to chase you the only way to stop them is with a bullet. Personally, despite going through cities I am very unlucky in terms of loot only turning up car parts, food and flares. Ammunition for me is scarce and so are weapons; leaving me with the Makrov with little stopping power bar the head (useful when zombies are darting from place to place). We're all bound to alert a zombie, mostly by the current glitches present and once that happens, especially for myself and new players, we're screwed and that's game over for us. We can't escape, only shoot, and once you can't shoot anymore then you're out of options but to die.
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This is exactly what I was looking for. This games totally breaks the immersion sometimes. Today I was laid down crawling past zombies, bleeding and I managed to get past them, crawl to the other side of a wall and while I was bandaging myself up they saw me through the wall. I was then chased with no bullets (I was on a roof 1000000miles in the air and a zombie saw me; everything else in the area was also alerted and I literally only had one exit) and I ran for about 10 minutes, along the coast and so forth and then I thought "WHAT IF I SWIM?" Then it also turns out zombies can swim too; Just as fast as I can and can stand on the water to attack me. This was absurd; once a zombie chases you that's it. I spent 2 hours, YES TWO. Looking for ammunition or a new gun and found nothing except car parts and that's beyond anything I could help. You can't say "THAT'S HOW THE GAME PLAYS, GET USED TO THE REALISM BOY" because I shouldn't have a gun in the first place then or know how to operate it. The AI really needs a rework, everything suggested here is great!
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I had this problem too. The makarov is pretty good against zombies, one or two shots to the face of a zombie and they drop but I have taken literally 4 clips shooting someone right in front of me to kill them, is this a server sync issue or a difference in makarov stopping power vs humans and zombies configured by the devs? Also, whoever said about the stopping power of a makarov IRL is besides the point. I assume if I got shot in the chest once or twice from a makarov I'd be having some problems.
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Safe but benign spawn-island, and choosing where on the coastline you want to go.
Ungotter replied to nvoetfiv's topic in DayZ Mod Suggestions
This a million times over. I honestly saw some group-up ideas that didn't seem all that plausible but this is good; I like this a whole lot. Just a starting island to meet up, change your settings if you need to sounds awesome. You've addressed the problem of bandits camping spawns too, this is good. Honestly as it stands this game is far too frustrating to team up with friends, I spent 3 days in a row trying to team up with my friend only for our spawns to be as vague as "Factory" or things that actually are not put on maps of Chernarus. On the third day we finally met up, we were killed by bandits and zombies we could not see in the pitch black in the days before. Now, we finally meet up and all is well until we were looting a building and then glitched zombies poured in as in they literally were just jumping around and around unable for us to shoot them and my friend dies. That was 10 minutes after we met and the process had to begin again. Honestly one of the few ideas in suggestions I like; stick with it! -
Hm, indeed I hate the idea that every car in Day Z is just a broken heap; it doesn't seem like a very likely outcome realistically. I'm all for some rickety, slow cars you can fit a few fellows in for a journey just to save you some walking time or store some things in, I think that keeps a really gritty feel to the game. The idea of only requiring car keys I don't enjoy too much. If anything that makes obtaining vehicles, which are very important and useful tools, far too easy to obtain. For logically, if I found a car it should only make sense the body with the key is in a local areas so there isn't much effort or much danger that you require now to get a heap up and running. Perhaps for the better cars, armoured ones or what have you, you can have the ability to patch up and get going as you do now. However, allowing for not so common slow and rickety cars/trucks as I mentioned which require fuel and/or tires to get going would be a nice addition to make the game a little more interesting. On your topic of skills, I'm not too sure how it would work. What adds experience point? playtime, player kills, zombie kills? The ability to skill a tree doesn't seem very much into the feel of this mod if I'm honest, sounds more like those who can grind through tasks enough get an easier time playing. Bandits would get player kills and zombie kills and as such obtain better gear from that and therefore be more likely to survive longer. This allows them to skill up in various trees while players who do not wish to player kill then already lose out on one skill tree. It doesn't feel like it would end up as much of a fair system and seems to encourage meta-gaming which this mod seems to want to be a departure from. Clearly also lockpicking seems a better option. While I can have my medical kit do more I don't intend on getting hit. While I can do more damage, a few shots are usually enough. While I can survive on less food, I can just stock up on food as easily. If lockpicking gives me access to items nobody else can have then its obvious the majority would take this option? On the issue of enterable buildings, I agree. Hospitals, police stations and just basic buildings I can walk in to chill out or spend the night in would be a big help. Police stations and hospitals would of course be rare because let's face it there aren't a million of either in every town. Likely also the target of raids, which encourages some action and risk into the game.
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Sounds like a good solution to me, I did figure that grouping up becomes difficult when you can't see anyone's name. In reality you could clearly distinguish people's faces, there needs to be some means of this in the mod too.
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Patch 1.5.7 and this being an Alpha and fucking zombie spawns
Ungotter replied to rocket's topic in Mod Announcements & Info
Rocket, may I first address your attitude towards the patch's recent negative feedback. While indeed you have pointed out this is alpha and explained why the zed count is how it is you said "lets see how it goes" and requested feedback. While I understand and empathise with your problem of people going "ZED COUNT TOO HIGH, TOO DIFFICULT" constantly your complaint is that they're repeating themselves a lot. Then again what are the rest of them doing? "I LOVE THE ZED COUNT, IT'S MUCH MORE ENJOYABLE" but I don't really see you batting an eyelid at that? Clearly if these people are complaining about the zed count, then it is something you should consider altering at a later date if you were to take on board the idea of a higher zed count. While I haven't played the mod myself yet, I watched various bits of gameplay and I do agree that a higher zed count is probably required. While I saw more rural areas with a good zombie count for what it is I noticed that the towns looked empty and I assume that has been fixed by this higher zed count. If you are to put it into your mod at a later date if this accident gets a majority of good feedback perhaps considering altering the respawn timer, where they spawn, how often larger waves come about and such. Perhaps a consistantly larger zed count to stay in the towns/city but every few hours (even make it random to which city this occurs in if possible) to have an even larger wave spawn that then travels around the city, out, and moves towards another. Frankly if I was sat in a city with my friend looking for supplies and an enourmas wave came about I would be as tense as...well nevermind. The point is though that your mod already has a fear factor; keep it and work on it and this larger zed count sounds like a good start but the negative criticisms also suggest if it was to be implemented it needs tweaking.