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robax (DayZ)

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Everything posted by robax (DayZ)

  1. robax (DayZ)

    What is your Character's D&D alignment?

    Probably not D&D, but I'm a saint!
  2. The whole idea of running back to your own corpse is silly anyway. Gear should vanish within 5 minutes after death.
  3. robax (DayZ)

    To the hackers,

    I was on that server too just then. It's pathetic. It's also why any game that lets people be total dickheads claiming that makes it realistic, is a complete fail. There's nothing realistic about it at all. In real life weenies like that wouldn't even try it on.
  4. For these suggestions, I'm assuming this is meant to be a zombie armageddon experience... ala Romero etc. Note also that none of this specifically hinders PVP.. I'm just making suggestions on how to move the balance in favour of working together. On balance, surviving the zombies should be the primary day to day problem. Surviving other players should be the secondary, but still present, problem. Above all, one should not be able to simply ignore the zombies.. certainly not for very long The zombie thing is all about being pursued by slower moving but relentless hordes of disgusting unshowered freaks Players should be under threat by zombies nearly all the time, in some form or other. I don't think zombies should necessarily run as fast as humans. They could instead be on the prowl everywhere, all the time, in larger numbers.. they need to be a constant and uncontrollable risk... always looking for humans to munch. They could be attracted by gunfire, light and sight from much further away (smell/wind direction?), but not then simply trigger an instant Benny Hill chase through the hills. Some zombies would go after you, others might not. The ones that go after you should cause trouble for you by making you adjust your plans in order to deal with them. The whole point of not killing people in real life is really lost in this game as it stands now. There's simply no benefit in not killing people, whereas in real life there is a clear benefit in grouping together - i.e. to get bigger and better things done... didn't anyone watch Sesame street?! Players should benefit from banding together in order to survive the zombie onslaught. There could be a benefit in fortifying buildings to hold back the hordes - Creating a base for a larger community would be beneficial. It should then be necessary to maintain the fortifed structures to continue to survive each day. People would need to work together to go out and get resources, food, water, wood, metal etc Perhaps bigger onslaughts would happen at night.. how about if there weren't a billion road flares in the game.. imagine the fun and mayhem in the darkness! The game needs to have mechanisms whereby carrying out bigger tasks requires people to work together to achieve certain results. You might for example need 3 people to carry logs, 2 people to deploy barbed wire fencing.. and more than one person to head out and hunt for food - One might need to carry the hunting gear, and the other would need to protect during the slaughter. Maybe it would be possible to move gather up one's heavy fortifications in a truck and move them to another place. Perhaps it should not be possible to bandage oneself so easily all alone.. if certain tasks required additional players to help, just like in real life, then there'd be a shift towards group work. Also, regarding the issue of leaving a game in order to avoid death or get around a sticky situation, it might work if there was a compulsory 5 minute period after aborting where the player in fact continues to exist on the server. Aborting would be like requesting leave. Once requested, one could either go ahead and leave, or one could continue to play out the 5 minutes. Obviously one would need to find a safe place before leaving, or carry on playing through the sticky situation until the game completes the abort. If you get infected and can't get yourself fixed in time, you should obviously become a zombie... assuming you decide to stay dead for a while and don't restart. As a human-player zombie, you'd be able to mix with the bot zombies and wander around with them. Players sneaking through town wouldn't realise when a particular zombie is really a human. If the human zombie manages to attack and kill a human, then maybe he gets that player's kit and gets to live again. It should require some skill and stealth to successfully attack a human. Perhaps one would be slower than a human, but be able to move quietly and have a very powerful bite. One might for example hide around corners in popular locations waiting for an unwary survivor to stroll in. I'll leave it there for now and see if anything appeals to the devs. Regards Rob
  5. The benefit of developing this on the Arma engine is they get the huge realistic map for free. On any other engine they'd have to create the whole place from scratch, or put up with having it look like a cartoon.
  6. After wasting many hours on the previous patches last night, I quickly tried this new one just now and it worked straight off. So that's good news! Rob
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