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Everything posted by [email protected]

  1. The Winchester is based on a lever action black power rifle, not a shotgun. The ammo type would be changed if it was possible but it's more effort than is warrented.
  2. Same. Moving everything to the Gear selection seems to have broken all kinds of stuff.
  3. Barbed wire needs to be removable from the entire bale, not just the post themselves. Tank traps don't suffer from this horrendous issue, where you can't access any of the posts because they are located inside the actual building's walls.
  4. This feature was not wanted at all as well as being flawed in design and execution. Having to push 3 hotfixes in as many days because of errors related to it as well as it being nigh incurable because the drop rate for antibiotics still being .22% is moronic. More time could have spent on fixing the already present problems that people were clamoring to be addressed.
  5. Anybody wishing for a full revert to 1.5.7 at this point? Between infection/temp issues,the horrendous fps drop and character corruption that 1.5.8.3 is experiencing it seems to be looking more and more attractive.
  6. KC1/2 are gone because the host isn't paying for it anymore.
  7. Saw a tank trap this weekend. Somewhat useless since it's actually way easier to remove thanks to the non-shit hitbox.
  8. You know, with the huge report of guns inside cities you'd think zombies wouldn't be able to pinpoint your location exactly thanks to echoes.
  9. If it's too much of an issue serverside to use the old system, can we not just set up hotkeys for this so we don't have to go through the gear and hope it works? Or can custom hotkeys not be made for this type of stuff?
  10. There's been a mess of threads about how the gear selection isn't working correctly (may or may not be the result of outdated servers). You already have hotkeys for binoculars/night vision, and going into the gear selection forces you into the crouched animation if I remember right. Which would make you a larger target.
  11. The only spawnpoint that needs to be removed is Otmel. Shit is horrendous.
  12. That number of mags isn't even that hard to accumulate if an ammo box spawns.
  13. I find it hilarious that you still need matches to light things when you have road flares, which burn at 760 C (1400F). The temperature addition was not really wanted in comparison to, say, fixing helicopter loot tables, adjusting zombie respawn rate, the horrendous zig-zagging effect combined with extremely fast running speeds, barbed wire being nigh impossible to remove, etc etc etc. Scope/function creep is a terrible thing to see this early in the project.
  14. The only thing that bugged me about zombie spawns was that they'd sometimes spawn again after exiting a house. I mean' date=' I just cleared out this town, why is there another horde here five minutes later? [/quote'] This, definitely. I don't think anybody had too much of an issue with the increase zombie spawns in and of themselves, it's the fact that they would continuously respawn while you're clearing out a town that pisses people off.
  15. Were the buildings placed by the mod or native to Arma 2's Chernarus? If it is the former then several more barracks could be placed at the constantly vacant North-East Airfield.
  16. Seriously, spawning us in Otmel is absolutely moronic if you're going to keep resetting spawn locations.
  17. The new zombie numbers are probably what was needed (the old ones were far too low) but there's several issues at play here. 1) Timers- Loot timers and zombie spawn timers should not be going hand in hand. If you clear a town you shouldn't have zombies spawning directly in front of you as you're exiting. 2) Weapons- The Enfield, much maligned as a terrible shitheap of a weapon, is now King. You fire a single shot, and every zombie comes careening towards you, making town clearing take far less time than otherwise. It's now about gathering all the zombies towards you to mow down when you are prepared rather than just running away and picking them off as they chase you. 3) AI- The current AI based on Arma 2 is atrocious. I'm not sure what, if anything, can be done about it though. As it stands you have zombies running full tilt serpentine at you, making mowing them down at anything more than 10 feet an exercise in frustration. Couple that with latency/lag (chances are you're not going to be playing on a server in your own country/continent with the way servers are overloaded) and you're talking about survivors dying solely because the AI decided to zig-zag at the last second. 4) Animations and health-Similarly, if you're increasing the zombie count twofold, threefold or fourfold, you'd need to lower the unconciousness timer. I've been hit at 8600 health only to finally get out of it at 200 health. Survivors can get stuck in the getting out of prone animation and then hit back into unconciousness at an alarming rate. Either the chance to get knocked out is too high or the limitation of when you can get knocked out is not low enough. 5) Zombie Glitches, bugs, and annoyances- We've all seen them. Zombies can't run inside buildings, unless the floor type happens to be grass (happens in barns and houses at times). They clip through walls, windows, and doors at an alarming rate. Want to get on a ladder while a zombie is at the bottom or the top or on it with you? Hope you love being hit. Swimming isn't an option, since zombies can apparently follow you into the ocean (and perform a full Jesus Walks on Water act to attack you). TL;DR- The zombie AI needs to be worked on (if possible), the areas at which zombies can traverse needs to be turned down (please, can we not have them climbing giant tower ladders to get at us), clipping bugs need to be fixed, and the ratio of running to crawling/monkey zombies needs to be changed. As it stands the current zombie numbers are great in theory, but hampered by a relentless enemy that runs at the same speed you do, sees farther than you through obstacles, and quite often spawns on top of you.
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