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Bororm

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Everything posted by Bororm

  1. Pretty sure they've already said they are going to do a lot in terms of indicators for various status effects etc. Stomach growling, that sorta thing. Everything currently is place holder until they get that system in. So I think we'll see a lot more in that direction but it's just not a priority yet. Floating tags and stuff is exactly the opposite of what they should be doing though. If anything, we could probably use less UI.
  2. Bororm

    Who still uses Mosin (+LRS) for range kills?!

    Make sure you splint if you have a lot of sway, there's actually very little sway if your arm isn't fucked. Unfortunately, you can't really tell, so just splint all the time. It takes a lot of shots to kill anyone who is geared though, is the biggest issue with sniping right now imo. It is also pretty difficult to see impacts to adjust. Honestly, I think the devs are very biased against snipers for some reason. They have finished sniper rifles they don't want to implement yet, and they've said that the LRS was only put on the mosin because Rocket wanted it. I think Rocket was good in that he didn't particularly care about trying to "balance" player interactions/playstyles. I feel like the team now has developed a bias, especially from their language talking about "1337 snipex0rs" or whatever and fail to realize that sniping isn't as big of a deal as they think it is, and more importantly it isn't a behavior they should be trying so hard to dictate. The game is our story after all, and I don't see why if one person prefers sniping and one person prefers a 75 round drum akm, that either playstyle should be moderated.
  3. Bororm

    Why even persist?

    Yay, UO, the best mmo ever! The things you've listed here are sorta what they've already got planned. Items that aren't in storage containers (tents/packs) are going to decay after X amount of restarts. I don't think they've mentioned plans for a limit on tents, but that would actually be a nice idea and it would potentially help with the possible issue of server hopping. If you could only have a couple tents on your character, it would encourage you to stick to one server. One core difference between DayZ and UO though is that tents can easily be destroyed/stolen in DayZ. For that reason I don't think they necessarily need a refresh system, as it's highly unlikely your tent is going to last even a week on DayZ. Any ways, persistence is very important to the DayZ experience. Without long term goals it is just rounds of deathmatch. It's one of the features I'm looking forward to most! Good points and ideas though.
  4. So with vehicles on experimental, and only a matter of time before they hit stable I personally think it's a good time to reduce player run speed back down. It was increased early on and I believe it was Chris Torchia who said it was done by the devs as a favor to the playerbase due to the lack of vehicles (I'm sure some one can dig up the tweet, but this was definitely said). Personally, I feel it was a bit of a mistake, that players would get too accustomed to it and when it is reduced there will be quite a bit of complaints. However, here we are and I think it's time. The run speed is too fast in general, vehicles or not, and is an issue in pvp as well as the flow of the game in other regards. You can run from some spawns to the nwaf in 15 minutes or less, making it trivial to traverse the map. I went back to the mod recently and really the transition back down to a slower speed wasn't so bad. I do think people are going to cry at first, but I think after a week or so everyone will be used to it again and things will feel better overall. Any ways, thoughts? *edit* Here's the relevant tweets:
  5. Bororm

    Banning for inappropriate behaviour...

    Your friends have thin skin too then. They need to take responsibility for themselves not advocate for systems to dictate how other people should behave. They can go offline, they can mute people, they can choose to ignore it, they can laugh it off, whatever. There's a multitude of options they have, because at the end of the day these interactions are not forced on them. They need to realize they are willingly putting themselves in this position. Rules are actually by definition the opposite of freedom. You're saying "follow the rules to be protected, to enjoy the 'freedom' you're allowed." I say real life has enough rules. In a video game, I want ultimate freedom. I want to be able to do what I want, and consequently other people will do what they want and that won't always coincide. But I want that freedom and I'm willing to take responsibility for myself, to protect myself, instead of relying on a system to do it for me. With the knowledge that those other people have to do the same. If we can't have actual freedom in a video game, then where else are we ever going to get it? Why would you want to take that away, when it's completely voluntary to participate in?
  6. Bororm

    Banning for inappropriate behaviour...

    You lose your freedom. Again, it's too much of a grey zone to outlaw words and you can't design a system smart enough to recognize intent. So you've just taken away the freedom of people to use those words in perfectly acceptable situations/manners. Beyond that, even people being assholes should have the freedom to do so as long as they aren't actually causing any physical harm to anyone else. If I make my own website or write my own book or whatever, I'm free to say whatever the fuck I want. On this forum certain terms aren't allowed, but that is because it's this particular forum's policy. The internet should be the ultimate bastion of free speech and freedom of information. If particular people want to police their own sections of it, fine. But blanket systems are not the answer. Considering the tag line of the game is "this is your story" and their entire premise for the project is providing a sandbox simulation of a post apocalypse where you can basically do whatever you want I don't see them implementing such an obtuse sort of system. They've provided the tools for players to police themselves with white listing/private shards/muting. You've already got everything you need. What you're saying is you want to take people's freedom because you have thin skin and are too lazy to take action yourself. Do it yourself. That's the point of the game, you're responsible for yourself.
  7. Bororm

    Banning for inappropriate behaviour...

    So find a white listed server to play on where they don't allow people to be racist. A blanket system built into the game can't properly police such a grey area as racism. There are plenty of people who use racial slurs in a non-racist manner, it's part of their every day speech. They shouldn't be punished because other people find it offensive. Some one could find any word offensive, do you want to be punished for saying "god damn" just because some religious folk might be offended? Police it yourself, start your own server and white list it and kick people for it, I'm pretty sure those tools are going to be in if they aren't already.
  8. Bororm

    Banning for inappropriate behaviour...

    You know what solves this problem better than banning? Mute/ignore functions. Don't ban/punish people for such a grey zone behavior. Words are words, intention is what makes them insulting/derogatory. I avoid using most homophobic/racial slurs out of courtesy myself, but it doesn't mean there's a ton of people who use them in a non-intentionally insulting manner. They shouldn't get a ban just for using a word, and you can't design a system with current technology that recognizes intent (hell people can't even recognize intent through text half the time). So ignore/mute, problem solved. Otherwise just kill them/leave the area/whatever. This game hardly forces you to talk to people.
  9. Bororm

    Clarification on "Base Building"

    I want base building and barricading, there's no reason we can't have both. I personally don't see how you can really secure a camp site with just some fences or whatever, like the devs have mentioned. At least not while still keeping things "realistic." Cut barb wire/fence, ransack tents, done. You aren't going to be able to hide anything as the mod has shown, the map is just too small for that, so the notion of securing a camp site without more permanent sorts of structures/construction doesn't make sense. A tent is a horrible way to store stuff, all it takes is any sharp object to open. So walls and basic wooden structures etc would at least feel more believable in securing your stuff. To the people saying they don't want it to be "minecraft" or "epoch" or whatever, no one's forcing you to make a base so what's the issue? Point of a sandbox is you should be free to do what you like, and adding more tools/options as long as they are believable is a good thing.
  10. Bororm

    Why am I so bad?

    I feel for ya OP, I used to be pretty decent at DayZ but after a point I felt like I was playing a completely different game than everyone else. The truth is, if you have your settings high, you kinda are. People love to throw their settings down to lowest and take out those shadows, extra foliage, etc and make seeing you when you think you're hidden a piece of cake. This was truer to an extent in the mod, but it's still applicable to the SA. Something to consider if you're playing with nice settings. Personally I'd rather have the game look good than be a dirt bag. =P There are a large amount of players who have to legitimately use those settings though.
  11. Bororm

    A new breed of bandits

    What's new about this? This seems like a typical dayz encounter. Not everyone who says they're friendly, is friendly, shocker. Also, they told you to leave and you came back and killed them. You're the "bandit" in this scenario.
  12. This is a quote I bring up with my buddies a lot about why I can't get into single player sand box games, or why I don't really care for multiplayer games with extremely limited (if any) pvp.
  13. Bororm

    best city to pvp in

    Elektro has a special place in my heart. I think it's the right size and layout to have a lot of fun pvp in. You run the risk of snipers off the hills, but since you basically have a clear idea of every location they'll be it's easy to avoid/counter them. I find the bigger cities to be pretty shit. I don't much care for pvping in berezino or cherno. Svet was actually decent, and you don't have to worry much about snipers at all. Actually, most of the new towns are pretty anti sniper in layout besides Novod. I'm not saying there aren't sniper points, but these new cities are laid out in a very tight way, with high buildings (svet being the best example) with squares. Considering the shotgun that might be good for you. Another thing to consider is how much traffic you want though. There's less spawns near elektro/cherno than up in the NE. Some times you don't want people constantly running back, or some times it's fun to have a clusterfuck. Sorry for not really giving a clear answer, but I'd say Elektro of Svet personally. As for the inevitable further COD comments, you people may as well be playing COD and thinking it's something else. DayZ is a game about many things, one prominent one is people killing each other. Get over it, because it's not going any where and questions like the OP's are as valid as asking a question about where the best place to find animals in game is or some other "survival" shit.
  14. Bororm

    Cannibalism Discussion

    It's cannibalism in a video game, it is a trivial thing. Just like "murder" in this game is a trivial thing. And in real life, while not "trivial" it's not like it's something that just never happens. It happens, it's happened a lot throughout history. The notion that everyone, from a single incident, who eats another human being ends up laughing/crying uncontrollably is idiotic. I get that they want to represent some really off case real life scenario, but I just think the perimeters should be a lot different if they want it to mirror any semblance of reality. Something they strive for in every aspect of the game. I mean, this is almost the same as burnt meat making you sick in the game. You don't just get prion disease from eating a tiny bit of just anybody, you don't get sick from eating burnt meat. I don't doubt these things will change, but I haven't heard any official word even about prion disease or why it was included to begin with. If anyone has helpful quotes from the devs that would be appreciated. This is my issue with the mechanic as it stands. "Don't like it? don't do it" does not make for a good sandbox experience. What if I want to roleplay any variety of cannibal that isn't going to cry or laugh about it? It hampers roleplay, and it hampers gameplay to put in a mechanic that has severe punishment for something in an extremely unrealistic manner. I think the opposite should be true. If you want to roleplay a character who got prion disease, then that should be in your hands as the player. Want to run around laughing/crying into your mic while you eat people? Have at it. I'd venture to say that would be an even better experience than canned sounds coming from my character. "This is your story" remember? That's their entire goal of the game summarized. They're walking a fine line by making my character exhibit emotions. In this case it's caused by a disease that does occur in real life, with similar symptoms so I don't think they've quite crossed it but they're hovering a foot over. What I'm saying is that the disease in real life is not nearly as common as being represented in game or even necessarily obtained in the same manner (certain parts like eating the brain are more prone to give you prion disease than just chowing down on a leg), and a better solution would be prolonged cannibalism can lead to it. But hey, if you guys want to just insult me and not actually discuss the topic and believe it's perfect as is that's cool too.
  15. Bororm

    Cannibalism Discussion

    Think it should only happen after a long time of eating a lot of human meat, because otherwise it's stupid. The game shouldn't dictate my character's behavior to such a degree over such a trivial thing. There's way more cases of cannibalism where people don't become shivering laughing/crying messes than do.
  16. Bororm

    How many hits?

    Split the can of food?? Murder>Sharing IRL to you? seriously? He didn't simply ask that question, he gave a story so he clearly wanted some sort of reaction to it.
  17. Bororm

    Random crying noises

    I'm sure it's just the sound bug from some one else like all the other sound bugs in this game. I really wish they'd crack down on that bug, and sounds in general, and do a patch dedicated just to that. I don't like to complain about development since it's still fairly early, but a year in and they can't solve the global sound glitches is a bit ridiculous at this point. Stuff like gun shots not being heard by people right next to you etc too, which is especially detrimental to gameplay. As for prion disease, I think it's pretty stupid personally. I don't really care for my character showing emotions on his own, since he's meant to be an extension of myself and I should have full control over that sort of thing. I understand that there's a real life precedence in this case, that prion disease is a thing and it causes crying/laughter, but it's also an extremely rare thing that to my understanding is primarily acquired through eating actual human brains or large quantities of flesh rather than some periodic canabalism, and also in a very particular part of the globe. There's way more examples in history of people eating each other either out of necessity or not, where they don't have little emotional bouts all the time afterwards.
  18. So far pretty much everyone in this thread has said they'll just forgo the chest piece and only use the wrap and head piece. That's the issue imo from a purely gameplay standpoint.
  19. That's what I'm thinking and maybe some slight dexterity penalties on the gun movement from the wrap.
  20. I'm not saying it because "people will snipe me" but because I think gameplay becomes dull if one item has all benefits and no drawbacks. Which the hood seems like it could potentially have. I just hope they're mindful of it, because if 90% of people end up running around in ghillie hoods it's going to just be dull. I think it's already incredibly boring that 90% of people are running around in full military gear because it 1) has the most inventory 2) best camo 3) best protection both for combat and weather. That's realistic, that's what this gear is designed for, but it makes for dull gameplay. There's multiple ways to adjust that, one is making these items simply more rare like you suggest with the netting which is probably fine. I don't think netting would really be that rare though, so maybe they should just add extra steps to crafting it. I'm sure there's a real life reason why we don't throw ghillie hoods on all our troops. I mean it's too early to tell, so we'll see if it's even an issue.
  21. I kinda think the hood and gun wrap could use a bit of a negative effect. They seem to have no drawbacks and offer a lot of camo. For the most part, when you're prone sniping, only the front of you (face/gun) is exposed any ways, so there doesn't seem like a whole lot of need for the full suit. I do like that you can't wear a pack with the full suit, I just fear that people will never bother because the hood/gun wrap will be good enough and in that regard that everyone will be wearing/using them. Just like it's pretty standard that everyone just uses camo/military gear because there's no drawbacks and only benefits. I don't think the game should be perfectly balanced as things in real life aren't, but I just don't want to see certain things being completely better than everything else which this seems like it has the potential to become.
  22. Because we've only got this map for quite the foreseeable future, and the map isn't going to get bigger. The issue you're stating is that it's boring to travel the map, and has less to do with the time it takes to do so. The obvious solution there is to make the map more interesting between destinations. Helicopter crashes are nice for this. Vehicle spawns, even more so than the vehicles themselves, are nice for this as well. I went out of my way in the mod to towns I normally wouldn't visit (shakhovka is a great example) in the hopes of finding a spawn there. So even without a vehicle, you were encouraged to travel more simply to find one. Making different towns varied in other regards is a good idea as well. Perhaps specific coastal towns could have a higher chance of fishing gear, perhaps some smaller in land towns could have a higher chance of a specific type of hunting rifle etc. Any ways, the point again being that travelling is "boring" (personally don't think so, but can understand) because it's mainly empty. If your run speed was snail pace (no one's advocating that) but there was interesting stuff happening constantly it would still be exciting. "Takes too long to get any where" just means there needs to be more places to get to imo.
  23. Yeah, I'll make it clear that regardless of vehicles the run speed should be decreased. The reason it was increased was due to lack of vehicles, which is why I think it's relevant to the discussion of toning it back down. However, this should not be based around access to vehicles. Some players, even with vehicles implemented and especially when they are made to be rare, will not always have a vehicle. So everyone needs to get used to a slower run speed regardless. This is why I think it was a very poor decision by the devs to begin with to increase it. It's a lot more difficult to take something away from people than to give it to them, and a lot of people aren't going to like it when it changes. I'm not opposed to waiting until vehicles are actually in, like Griefslicer suggest. My personal opinion is to just get it over with though.
  24. I'm used to the speed they gave us, but it is extremely fast. They increased the speed as a consolation because of the lack of vehicles, the SA did not launch at the current speed it was increased a bit after launch. It was still faster when it launched than it was in the mod, and I think that was a more appropriate speed than what we have now any ways. Why wait when it has to be done eventually and we are close to vehicles on stable? The mod run speed was 18 km/h I believe. Keep in mind, the map is the same dimensions as the mod. It felt appropriate. As I mentioned though I think SA run speed was even faster than that when it launched, but not as fast as it is now. Even that speed would be more appropriate. I think an encumberance system would be good as well. I hope no stamina bar is implemented though. You should run a consistent speed, just dependent on weight. I've played arma mods with limited stamina, and it just gets really annoying to have to slow down all the time. Much more annoying than just running at a constant slower speed. Here's the relevant tweets:
  25. Bororm

    Next Vehicle

    Please tell me the rideable llama thing is a throwback to UO because <3 I do think in terms of development purposes, either horses/boats/helicopters/planes should be next. As any one of those will behave much differently than a wheeled vehicle. I don't see a whole lot of purpose to introducing another car at the moment, and to a lesser extent a bike/motorcycle/quad. These are all things I want in of course, but as they have demonstrated they like to try to do the most complex version of something first to establish a baseline for things to follow. I'd be fine with air vehicles coming last, as they offer the most end game of transportation, but I do think it would be valuable to start with something like mounts or boats next.
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