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Bororm

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Everything posted by Bororm

  1. Bororm

    Weapons - Where Should They Go Next?

    They need to fix pellets. Also, they need to rework how reloading works so you can add ammo without having to eject the current ones where it applies.
  2. There's people who like it, advocate a third option, don't try to change something a ton of people like/have no issue with. The end.
  3. Bororm

    Permadeath losing it's edge

    Honestly it would probably annoy people more than anything, and it'd result in a lot of people just spamming through it and names like "adfkasdjkfas" but I almost think they should try making you have to create your character on every death. Then at least it would be "permadeath" for that character.
  4. Bororm

    Permadeath losing it's edge

    Firstly, this game doesn't have perma death and Rocket shouldn't have called it that, you respawn like any other fps =P However, I do understand what you're saying and I've felt the same way for a long time now, going back to the mod. We're just too used to the game, and there's nothing that takes a significant amount of time to do. If you're like me, you've also adapted enough that any weapon is a "good" weapon. You might have your favorites, but you're perfectly capable of killing other players with basically any of the guns and so acquiring the "top" end ones becomes uninteresting. I've personally never cared much for the military gear any ways, I like mosins and shotguns, but it only takes me a couple quick loot runs to come up with a scoped mosin if I want to snipe or a shotgun and tons of ammo. Even if I was into using AKMs, it's a 10-15 minute run to the NWAF to deck one out with full mags. Or even quicker you can grab one out of the junkyard outside Cernaya Polana. The same goes for clothes. So gear isn't an incentive to survive. So what's the penalty for dying if not gear? Getting bad spawn locations. This applies more if you play in a group and care about getting back to where you died. But 90% of the spawns are up in the north east corner of the map. My group spends its time around either the neaf, or some of the new cities. It's pretty much a 5 minute run from the vast majority of spawns to get back to where we are on any given day. Sure, you'll get a bad one once and a while and suicide but it's pretty fast and effortless. This even applies to the NWAF. Get a Dubrovka spawn, or even some of the others and you're back at the NWAF before your body even despawns. So there's no real penalty for dying, and there's no real incentive to keep living. What can they do about it to make you care about your character? I think the subtle skills they talked about would help. If my character eventually got better at things I might be more inclined to care. The problem there is that since they're going to be subtle, and not grant a huge advantage, they'll likely become something not worth caring about either. Who cares if my character is slightly faster at bandaging or whatever (just examples) if its only like a second faster, is that enough to make me not want to risk my life? Why not just respawn. Same with building up immunity to diseases. It'll help, but is it really going to stop you from taking a risk when you could pretty much die at any time any ways? Maybe they should just make these things an actual big advantage, then you would be inclined to care. It's an angle they could try. I think another thing they can do though is give you things to do which creates incentive to live. For instance, even though there's a big subset of people who thinks storage and bases are contrary to survival/death, I think the opposite is true. It gives me a reason to want to keep looting, it gives me incentive to go out and search for an item I haven't tried to get before. And it gives me something I want to survive to protect. Especially in the case of bases, I'm going to want to spend as much time as possible being alive to protect it. This goes for vehicles as well. You don't want to lose your helicopter, or even your car. But even on a smaller scale this applies. If I want to go fishing, right now it's a bit of an investment to get all the stuff together, once I do I don't want to die. Now let's combine that with bases/stash and say I went and caught a bunch of fish, and let's pretend the fish actually are useful for something in the future and I want to get them back to my stash/base. Now I have a reason to want to get there, and on my way I might be less inclined to engage in that fight with a random stranger. TL;DR: I just woke up from a nap so this is pretty rambly and I apologize, but basically once you play DayZ enough you don't care because everything is easy. What we need is more stuff to do and that will result in wanting to live longer. Whether it's vehicles/bases/crafting/skills. Incentive to travel as well, and rarer items.
  5. The only animation I'd really like to see added/changed is that firing from the hip actually become firing from the hip, with some added penalties to recoil/sway. I think it would be better for gameplay, not only in encouraging you to actually ADS, but also reflecting what other players are doing more accurately.
  6. It was both really, you wouldn't have been only unconscious if you hadn't had the helmet on. You would have been dead, since you were shot in the head. But I'm nitpicking, and I agree with you about armor in general. This is already the case, with wearing more stuff giving more protection. Right now, any vest and even a holster, is effectively body armor. Hell I think even piling shit like glasses/masks on your face mitigates some damage. It isn't that bad, it's just that it currently makes no sense. If you had a similar system except you actually had to wear armor I think it would feel ok. I mean I complain about having to shoot people 3x with a mosin right now, but that's because they aren't wearing armor. If a player were actually wearing a vest, then that would be perfectly reasonable to me.
  7. Your helmet did save you in that scenario =P I sniped a guy not too long ago in the head who had a helmet, all that happened was he fell over and immediately stood back up. It definitely saved him, until he stupidly hung around and I shot him a couple more times. Which was ridiculous, since I had to chest shot him twice after a head shot to actually kill him. I think the main thing is that players don't become more bullet spongy than they are now, because as it stands they can be quite so. I'd say body armor should basically offer about the protection you see now from a "kitted" character, it should just take more effort to be there rather than grabbing any old 3 layers of clothing.
  8. I don't think we need to run any faster, there's too much sprinting as it is. You should have to put your gun away if you wanna catch up to some one with out one, for gameplay purposes. I do agree some of the animations are lame though. I don't mind the pistol one personally, but the raised rifle run is really dumb. Oh and ArmA3 has way worse animations in general =P
  9. Protection from clothes against bullets should go. Body armor should just absorb an extra round or two depending on type. For instance the press vest should block 1 of any smaller round, I think mosin rounds should still penetrate though. Plates should block 2 of almost every round, but only 1 mosin round. Something like that, where it gives protection but not much, but where no armor is no armor because right now it's ridiculous. Let the plate carrier have replaceable plates, but the "vest" part of it can also become ruined. The plates should be fairly rare. If you're lucky you've got a spare, but you don't want people with bags full of them. And I think the ruined plates should still exist (not disappear), so after a fight you can tell by looking where he was that oh, I did hit him he just swapped out a plate that's why he took so many shots.
  10. Bororm

    Item Tetris is it worth it ?

    I basically already do this, as the lower end of your pack takes longer to get to usually, in terms of having to scroll/mouse movement. I keep my loose ammo that I'm going to be reloading, closest to my gun in my inventory, so usually in my shirt pocket. I keep my scope if I'm not using it in my next available pockets closest to the gun. I keep the stuff I'm least likely to use at the bottom of my inventory, so the bottom slots of my backpack. Maybe that's just me though. As to the main topic at hand, I like it the way it is. It works well, it limits what you can carry and makes you think about what you take. A single item per slot is really boring.
  11. Bororm

    Dev Stream 13/09/2014 Discussion

    Oh yeah, don't get me wrong I think the streams are a good thing and a nice addition. I just didn't find any of the questions/answers particularly interesting this time around. And yeah, some one posted that video on the forum not too long ago. Besides the pistol suicide from the official trailer, I hadn't seen the other animations before either. Kinda interesting! Hopefully we can suicide with a screwdriver at some point =P
  12. Bororm

    Dev Stream 13/09/2014 Discussion

    The animations actually exist for sharp 1h objects already. Also pooping, but I think they've scrapped that idea. https://www.youtube.com/watch?v=yG1QI1FJxzE I didn't find the stream very informative. Little tidbits that have been covered but nothing terribly interesting.
  13. Bororm

    bridge spawn thingie

    Cool, thanks man. Sounds like they're doing exactly what I was suggesting.
  14. Bororm

    The 'war on snipers'

    q.S Sachiel explains it, but it's a bug.
  15. Bororm

    2-3 months creating one unique building -SenChi

    You guys are taking his comment to the extreme, he's likely referring to more complex buildings like the prison they've been working on, or the shipwreck, or the apartments etc. He's not saying every single building takes 2-3 months, he's saying it can take that long, there's a difference. Also, most of the buildings/locations are based off RL ones, so it probably involves trips to gain reference material, if you follow these environmental artists at all they're always talking about the day trips they're taking. 2-3 months is pretty long I think, but the tweet is in no way saying it's the norm, again, it's saying it can take that long. This forum is horrible for jumping to extremes and hanging off every single word the devs say. Remember when everyone got bent out of shape because Chris Torchia said they weren't adding new types of ammo? Then they added new types of ammo? Chill out, they're people, give them a break they don't expect everything to be so analyzed.
  16. Bororm

    bridge spawn thingie

    I agree there will always be cheats but it is a huge problem right now, even if you haven't seen a hacker/cheater. Go on any full server in the major hot spots and you're likely to run into multiple. You may have never run into cheaters in WoW, neither did I, but it doesn't mean they weren't there. A big difference there is they had active GMs which you could page and have the issue dealt with directly. Duping was supposedly a big problem in WoW actually. Account stealing was also an issue, but that's a bit of a different beast. For the most part, an MMO like WoW prevents a lot of cheating you see in something like cs:go due to its server/client architecture. DayZ is using a somewhat similar architecture, at least closer to an mmo than it is to something like CS. The majority of the time hacks are brought up, the devs say it's a matter of closing "doors" that were left over in the transition. Basically most of the hacks presumably can be fixed for good. That's why I think it's valuable to be more on top of the latest hacks because if it's as they say, it's more a matter of stamping them out now and not having them come back. Will new ones always pop up? Absolutely. That doesn't mean they shouldn't focus on fixing the current ones. They've even said themselves, that Battleeye and anti cheats are not a solution, it's fixing the loop holes to begin with that they need to be aiming for. Also, I'm saying they should hire people to focus on this, so it wouldn't take away from development in other aspects, just like working on new items etc is an artist job, not a programmer job. They seem to take an attitude similar to yours, that since you haven't seen hackers it's not that big of a deal. That's the disconnect I'm talking about. I'm not attacking your playstyle or theirs at all, but there's multiple ways to play DayZ, and there's a large group of players (I'd argue mostly veteran players) who approach the game very differently. In that they actively play to pvp, they actively seek out these hot spots, and as a result they continually come into contact with these negative player behaviors. Whether it be outright hacking or just exploiting. So hire some one who's job it is to basically play as one of these shady characters, who stays on top of the latest exploits etc, so they aren't sitting around trying to reproduce an exploit that a bunch of people already know how to do. It's not hard, I bet people would even volunteer for it, and not need to be paid. You might say that's what we're all here for, except I see it often that bugs/exploits etc get reported and essentially ignored just due to the sheer volume of issues. They need direct contact with a group of people to stay on top of this stuff.
  17. Bororm

    The 'war on snipers'

    The sway isn't even an issue, I'm pretty convinced everyone complaining about it are people who aren't using splints/morphine. Again, if you've been hit at all use a splint, it'll fix your sway.
  18. Bororm

    Hey. What weapon do you choose.

    I like sniping but the double barrel will always be my special friend. It's just so underestimated that it's extremely satisfying blasting people with decked out assault rifles etc. It's also really fun dealing with the limited ammo capacity, reloading a bunch in the middle of fights is exciting.
  19. Bororm

    Advice?

    Try going up the stairs backwards, or crouching at the foot of them and going forward etc. If you can manage to get onto the stairs you can often walk up them, even with a broken leg. Also, try rolling up the ramp. They should really put vaulting with broken legs back in for stuff like that.
  20. But it's not poor testing. It's probably actually more efficient to just play the game since there's no real tools to do controlled tests. Revealing bugs through simply playing, then trying to reproduce them. Why do you think more bugs actually pop up when these patches hit stable than experimental? It's the sheer number of random events going on that ends up revealing these issues the majority of the time. I think most people would agree that bugs/glitches/exploits related to pvp are also potentially the most annoying, as they are the ones used in malice.
  21. What are you actually testing by running around in peace looting stuff then? It's the same deal. Don't pretend you're running around logging every single thing you do. Personally I'd rather know that the new helmet apparently stops bullets completely before it hits stable, or that the new rifle is bugged and 1 shot killing players, or that there's a bug with the stun baton in pvp or whatever. You know how people figure out the majority of bugs? Simply by playing the game. You're meant to be testing all aspects of the game. Guess what a big part of the game is? Killing each other. Should you not shoot zombies on experimental? Should you not craft on experimental? Should you not loot on experimental? These are all aspects of the game guys. You can't disconnect one, especially one as important as pvp, if you want valid testing. You're there to test everything or else they wouldn't include certain things. Who are you to dictate what should/should not be tested? Everything should be tested. Show me where the devs have ever said that the purpose of exp is not to shoot each other and test in peace. You know what's also a testing environment? Stable branch.The only difference between experimental and stable is that stable is a smaller population and gets updated more frequently. The main purpose is a smaller stress test before releasing each patch to the major population. In the given example of shooting some one drinking a soda, what if there was a new bug introduced where shooting some one drinking a soda resulted in a weird glitch? That sort of thing is not unheard of, weird shit gets introduced all the time, are you going to go to your friend and have him test every conceivable animation while you shoot him? You could but that's a ridiculous amount of effort. Why not have people play the game normally, they encounter bugs, then they reproduce them. That's part of stress testing. This is a case of you and others having the misconception of what experimental is "meant" to be, then complaining when your preconceived rules that no one agreed to are violated.
  22. Bororm

    Beware of TKTSO Bug (maybe).

    Avoid camo any ways, it's boring and everyone wears it =P
  23. There's a variety of new weapons added nearly every patch, I'd say shooting/hitting other people with them which is pretty much their primary purpose is considered testing. Not to mention that gear has properties, so its worthwhile knowing that if you shoot some one in the head with one of the new helmets or the chest with a new jacket how much protection it offers etc. PVP is part of the game folks, it's highly intertwined with nearly every aspect of the game. Shooting each other is testing.
  24. How are there still people complaining about pvp and kos in DayZ? Do you guys play minecraft and complain you can build stuff?
  25. I think insults about CoD are super creative :rolleyes:
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