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unclegus

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Everything posted by unclegus

  1. Nevermind, "anonymous" :rolleyes:
  2. I get asked for a login/password when I try to download the zip file from that website. Any clues?
  3. ^^^^^ what that says. It lets you know when the dude you're shooting at is dead. Should be more of a "approach the corpse carefully; is he just playing dead?" scenario. Put another bullet in him, etc.
  4. There's nothing left to do. Once you "crack it" and get yourself a decent weapon, a hatchet, matches, a water bottle and a hunting knife, there is no challenge to surviving. You can just hang out in the hills, shoot (or even ax) an animal every now and then and you're laughing. The whole challenge/"achievement" or this game so far (yes, I know it's Beta and it's practically just a glorified Proof Of Concept at this stage) is survival, but once you've achieved that, there's nothing left to do. There are a couple of ways to address this I think. Firstly, there should be a shared zombie kill count, so you can see who has killed the most zombies. This would at least give an incentive to take further risks in order to get recognition of it, but even this isn't enough because it is voluntary; I can still just camp out in the hills and be safe. The coolest part of this game is that when you spawn, the risk is enforced on you. Sure, you can choose to avoid zombies if you want, but you will starve to death. Once you've overcome that restriction, there is no necessity to risk encountering zombies/other players. I think the best way to keep this game thrilling is to forcibly increase the challenges faced by survivors as their survival time increases. One idea I had would be to start having zombies spawn near survivors that have been alive for X amount of in-game time. This brings a whole set of challenges, like not having zombies suddenly appear in someone's line of sight, etc. but it would mean that even in the hills, there is some risk. This would at least keep survival interesting. Another idea would be to have different "difficulty" areas, i.e harder zombies to kill, but there would again need to be some incentive (forced or otherwise) to go there. Better gear perhaps? But why would you need better gear when you already have everything to survive? More credit from killing more/harder zombies, perhaps. But again, why? Now, I don't want this game to turn into another MMO, but it does need just a little something more. Maybe there should be a way to "escape" (kill a boss zombie or something) and a person who escapes gets a score based on zombie kills and the gear they take with them. Just some ideas that I think are worth discussing. TL;DR Once you get the right gear, survival is no longer challenging. There need to be more challenges.
  5. This is not a new suggestion.
  6. unclegus

    Increasing challenge over time

    So what happens when they have returned to normailty? They run around talking to other players and trading Magic Cards? Nah, the risks need to increase over time, not decrease.
  7. unclegus

    Battleye initialization failed - Fix?

    YEAH BOI. Fixed it. Beans given.
  8. unclegus

    Battleye initialization failed - Fix?

    Hmmm, strangely enough I am now getting kicked by BattlEye for "idling too long in the lobby." Once was before I had even joined the lobby, and just now after playing INGAME for about fifteen minutes. Curse you, BattlEye.
  9. unclegus

    Battleye initialization failed - Fix?

    Nothing mentioned by anybody in any thread has worked for me so far. I was posting earlier from my work computer. The last time I played DayZ at work, I got some kind of session time out error message and got kicked. My workmate across the room got the same error at the same time, but we were on the same server, so it's had to say where the error originated. I am now at home and I have run the Six launcher, which updated itself, then the Beta expansion and I can log in to DayZ servers no worries. So I'm wondering if the error I had at work had something to do with anything. Tomorrow I will try the good old turn it off and on again on my work PC to see what that addresses. After that, I guess I won't be playing DayZ in my lunch breaks for the foreseeable future :/
  10. unclegus

    kill on site solution

    The problem is that this is the internet, not real life, so of course people are going to shoot you on sight. It only takes one person to be like this to destroy trust for everyone else. This is just human nature revealed but with far fewer consequences.
  11. unclegus

    Currency System

    Currency is not a good idea for this mod. Currency is a medium of exchange without inherent value, but it has an agreed or "enforced" value from some form of government. In theory, you can take your currency to that authority agency and trade it in for what it represents. In the earliest days of real currency, it was in the form of notes that represented an actual amount of gold that could be redeemed. But this whole system just does not fly in an apocalypse. Civilisation has been destroyed. You want to give me some bits of paper for my gun? Get real. Assuming that there is some significant change that stops people shooting other people on sight, the more natural system would be for players to barter.
  12. unclegus

    Starting Weapon!!

    When I first managed to (finally) get the game + mod running and actually successfully joined a server, I expected to have a handgun after watching some videos on YouTube. I had nothing. I walked a couple hundred metres and got wasted by two zombies. I was rather disillusioned. For quite a while I thought it would be improved if you started with a weapon of some kind, but now, having died and respawned so many times, I have learned a few tricks and now I am of the opposite conviction. NO WEAPONS. Like has been said, Hatchets are easy to find and zombies are actually easy to avoid/lose. The only situation where not having a spawning weapon is truly dumb is when you are cornered, like there is only one exit to the building you are in and the zombie is standing in it. The answer to that? Don't run into dead ends without a weapon.
  13. unclegus

    Playable zombies

    Yes, it has been suggested before, and no, it's not a good idea. Not for this game.
  14. unclegus

    Get Rid of heart beat

    You get close enough to people to see their expressions? Your gun must be broken.
  15. unclegus

    Increasing challenge over time

    Dude that's like, the opposite of what I'm saying.
  16. unclegus

    Battleye initialization failed

    No, there should still be an option there, but I think it's hidden nicely. There's a drop down or "other options" or something. You might have to go through a couple of clicks, but you can download "unsafe" files.
  17. unclegus

    Battleye initialization failed

    Nope. Didn't change anything for me.
  18. This isn't really a suggestion, but more of an "imagine if this were possible!" kind of idea. Randomised terrain. Or at least, randomised buildings/loot spawn points. Personally, I find it a bit bullshit that you can spawn, alt-tab and look at an online map and know exactly where you are and where to go to find loot. Of course, randomised terrain/buildings would be server-specific, so swapping between servers would be problematic. But imagine if every time you spawned, you genuinely had no idea where you were or where to go.
  19. unclegus

    Consequences of player killing - a new direction!

    I like the idea of hallucinations for murderers, but it really comes back to the question of whether player killing is actually a "bad" thing. In a normal society, yes. In the context of a zombie apocalypse game? If it's "bad" then the hallucinations would build up to a point where they become intrusive and interfere with your life, if "good" then they would just add an element of atmosphere that would actually reward the player.
  20. unclegus

    Infect me with your love

    I say no. Zombies should be AI only. Zombies are meant to be inherently stupid, so human-controlled zombies would kill the game. Plus I think it would be hellishly boring. Encountering other players is fairly scarce.
  21. Getting the same error. I have tried running the silent BattlEye updater and that didn't fix anything. Dumb.
  22. unclegus

    Simple Solution to Banditry

    I think the main "problem" with banditry is that there is no common incentive for the survivors. It's not like there is an objective to meet, like in L4D/Zombie Panic! etc., but this is the nature of the game; it's open-ended. If there was some kind of objective, one which necessitated working in a team to achieve, it would result in at least some co-operation between small teams. It would mean that when you're roaming around on your own and you encounter another dude on his own, you might just offer to team up to achieve X instead of just opening up. Maybe even if this is just to get hold of some of the better loot. Having said that, I haven't been playing that long, so maybe this is already how it is for things like vehicles? But then, once you have them, what next? I guess survival itself is a common objective, but not one that necessitates co-operation.
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