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Zetal
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Everything posted by Zetal
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Hatchet & crowbar "guns" needs much less ammo
Zetal replied to zython (DayZ)'s topic in DayZ Mod Suggestions
Aww, but it's sooo fuuun to go on Hatchet rampages! :D lol All kidding aside, I don't see this as an issue with the Hatchet. Point A: It's a specialized infected-killing tool, not a PvP tool. If you try and kill a player with a hatchet, you won't have a good time. Point B: The efficiency of the hatchet against infected isn't a result of the hatchet being overpowered, it's a result of the infected being underpowered. I think the infected should receive a buff. -
Let's play from beginning with every new big patch!
Zetal replied to Dedulka's topic in DayZ Mod Suggestions
Wasn't it Rocket himself that said not to get attached to gear, since this is an alpha? I have NVG's, an M24, and enough everything to last me forever. =\ So what? It took me less than a week. Oh noooo... This seems obvious, but yes, major patches should come with a reset. Patterns should be monitored, and data collected. It's a testing phase. -
250 meters is a very long distance. This seems to directly punish teamplay.
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The ONLY Realistic Way to Prevent Deathmatching: Make DayZ a Living Hell
Zetal replied to Time Glitch's topic in DayZ Mod Suggestions
You really think even a large group will waste their preciously earned 3 sniper bullets on beach newbies? Weird. =P -
Jeez, who asked for a buff on Hatchets? I can understand buffing the Crowbar (a melee weapon that isn't a 1-hit is worthless), but I can sprint through the center of Cherno and Electro without even getting hit if I use the Hatchet properly. It's got infinite ammo, and I don't need to worry about reloading. I've been tempted to record a rampage recently (my last one snagged me 5 dead players and 107 dead zombies before I died to a staircase) just out of sheer boredom. The game is too easy. Therefore~ Buff zeds, nerf everything useful. Make it so. =P
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Suggestion to replace current Zombie spawn mechanism
Zetal replied to teppo's topic in DayZ Mod Suggestions
Two potential issues I see: 1) Rocket has said that the 'zombies' are not undead, and therefore the zeds you're burning would never actually get back up, since they're dead, and not infected anymore. 2) The servers already handle a huge amount of information- keeping Zombies active even when players aren't nearby would only make things worse. -
Well, upon reading through the topic, I have two thoughts: 1) I'm kind of surprised- I actually like the majority of these ideas, even the Insanity one, which is harsh, but easily avoided by the kind of bandits the game should have. 2) Even if I hated all of these ideas completely, and I don't...I ADORE your suggestion format. Giving an easily readable list will likely make it so that people will actually read what you're suggesting. On a different note, if this topic reaches Critical Mass (over 3 pages) and you make changes to your ideas due to some flaws that I or you don't see, edit it into the main post. People don't read, for some reason.
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The problem there is that they would need two separate HIVE's in order to maintain balance, and that would splinter the playerbase more than it needs to be. If people can't handle a reasonable difficulty in an APOCALYPSE simulator, maybe this isn't the mod/game for them.
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The game already gets old really fast. I can survive. That's it. It's too easy.
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I missed this in my first post, but yea...definitely make it a living hell. Way too easy.
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I've been soloing for only a day on a character, and I've got everything I need to survive forever in the wilderness, and basically am never in any danger. A couple days earlier, I spawned in Cherno and started sprinting through the streets once I got an axe. It took me 30 minutes, 107 zombie kills, and 3 player kills, before I died.... from phasing through a staircase and breaking my bones. Lovely. This game is stupidly easy at the moment, except for the moments when the engine decides to eat my legs.
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I've played on both servers. It's evident which one is easier for avoiding Zombies. If you get killed by a player, it isn't because you could look over a wall or not- it's because you're playing the game wrong. No, the issue here is you can psychically view every zombie in any bloody city, and avoid them by miles. It ruins immersion. By the way, you might want to try reading the rest of my posts. I've been stating reasons against having both throughout the topic. You might be interested. Don't get so attached to a feature just because you think you need it. This is an alpha. You can play without 3rd person, just like everyone else can. On a more personal note... "+1 For Idiocy" ...only demonstrates your own. In the language of trolls, since it's clear you speak their tongue, "Learn 2 Read"
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'Test' version means alpha. Just for reference, if you have difficult with synonyms.
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Anyone who makes another post supporting the continuing punishment of humanitarian play will be frowned upon, and given a sternly worded letter. Playing as a bandit is ez mode.
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The ONLY Realistic Way to Prevent Deathmatching: Make DayZ a Living Hell
Zetal replied to Time Glitch's topic in DayZ Mod Suggestions
Read the rest of the topic. The OP altered some of his changes to take care of your valid (albeit rude) complaint. -
Maybe instead of being locked out of the game, you only get locked out of a server for a day?
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Stats are unacceptable to me, and a large majority of the community. Simply put, limiting actions based on arbitrary numbers just isn't fit for what DayZ is. This is a survival sim, not an arcade shooter.
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This is a test version. That much is obvious. I'd like you to answer me, though...how much of the test results can be considered legitimate, when there are these sorts of issues? Server hopping ruins a potentially useful testing environment, and hacking seriously disrupts the loot probability. Testing cannot continue in a reliable manner until the major issues are fixed.
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I should note also, that making players items despawn ruins banditry as well. But still, removing any item that a player could have had ruins someones day- even just making items tagged vanish seriously affects teammates, since they could have been relying on that food being in storage still, or a particular item a player was carrying. There is no easy solution to this problem- and it is a problem.
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This is really only an effective solution for people that play solo. However, it's unrealistic for people who are part of a group. Player A and B play together. Both store their things in Player A's tent. Suddenly, inexplicably, all of Player B's stuff is gone, because Player A died? Sense. No, I understand the premise you have, and the idea, but it needs a different functional mechanic.This is extremely harsh, but a day long (or however long it might take to cycle through unsaved equipment) server ban might actually be prudent. I'm not sure.
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@Womb and vaalea And? I'd say this would be a good thing. A day after a wipe, and someone has NVG, military grade snipers, trucks, heli's... Sounds like a free ticket to banville. Population: hackers. Mission accomplished. Edit: Because you made me point this out, the Hackers are now safer. Jerks.
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I don't much know about whether an Engine change is the best choice here, but I do know that the current engine is...well, I try to avoid blunt language when I can, but it's atrocious. I have what would typically be considered a semi-high-end gaming PC, and I can blast through pretty much any game on high settings with at least 50 FPS. Arma 2 gives me around 30, with medium settings, and according to systems requirements lab (http://www.systemrequirementslab.com/cyri/) I can't run Arma 3 at all, due to my video cards VRAM. For those curious, here are my specs: Phenom II X4 965 Processor 8 GB ram Radeon HD 6800 Series Display etc. and yet I get cruddy gameplay like this, even in standard ArmA? Something needs to be changed, Rocket... =\ (FPS taken from Singleplayer -> Scenarios -> Benchmark 02)
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The ONLY Realistic Way to Prevent Deathmatching: Make DayZ a Living Hell
Zetal replied to Time Glitch's topic in DayZ Mod Suggestions
Nice to have you with us, Xist3nce. =) I promise I won't shoot-on-sight if I see your name. xD (For clarity, I'm the guy who's been ranting about people not reading for 3 pages...and then you show up. Thank you for reading! <3) -
The OP is correct, though. I understand people worked hard for the stuff they have, but like it or not, the state the mod is in isn't for having fun. You can have fun when it's released. This is a full blown testing environment- let's keep it clean. I'm gonna be upset about losing my stuff, and I'm actually neutral with regards to the 'reset', but at the same time, if Rocket deems that a reset is necessary...well, I WILL suck it up. It's just pixels. I can get them again easily. (idk what you guys are taking weeks to gather... I have NVG, M24, a campsite...took me a few days from when I started playing... do you have heli's or something? sheesh! lol)
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Splash Screen Tutorial for New Players
Zetal replied to Rising (DayZ)'s topic in DayZ Mod Suggestions
I disagree with this idea, to be honest. Suggesting that new players will be completely lost is a bit silly. I've never played an ArmA game before, ever. I still haven't. I spawned in DayZ, and figured it out. For the weirder controls, yea, I'd check the Options -> Controls, but introducing them through a splash screen just..doesn't sit right with me for some reason. I can't provide a good reason, so I guess the idea still stands, but I don't like it.