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Bororm

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Everything posted by Bororm

  1. Bororm

    What if we get rid of Zombies?

    Zombies are the most boring part of the game. They serve a purpose, but it's not one that couldn't be filled in other ways. I wouldn't really miss them.
  2. Bororm

    Hardcore and situational awareness

    It's more popular than it used to be imo. It's sorta hit and miss though. You can go a long time without seeing anyone, or it can be pretty active. I'd say your chances are high though, and my group usually picks high pop servers. I'd recommend picking something with a bit of room to grow rather than a completely full one though. If you're joining say, a half full 40 server, you've got more chance of people logging in at the airfield rather than a 40/40 one in which case either people will already be there if you're lucky, or if you're unlucky you're gonna have to wait for them to show up. I do think you have a somewhat higher chance of running into solo players on a lower pop server though. Like in the mod, when there's like less than 10 people on the server, you can bet where they're either headed or already are, the nwaf.
  3. Bororm

    New Idea: Soundmakers and IED's

    Do you have a source? Because booby traps are a thing they've talked about having quite a bit. In fact, there's a model for one in the files if I'm not mistaken? Here's a tweet by chris torchia from a while back
  4. Bororm

    Hardcore and situational awareness

    I've mentioned it before but the NWAF is the new coast in terms of pvp prowess compared to the mod where the opposite was true. The majority of people I encounter there are super oblivious. I think they expect to hardly encounter anyone or something, and are just there to stock up on easy military loot. There's exceptions of course, but overall that's the type of player I run into and it makes for easy kills.
  5. Bororm

    Weapon Preferences

    Yeah exactly. Why are there only automatics for the choices of primary weapon? I prefer the double barrel or else a mosin if I feel like sniping.
  6. Bororm

    Despawning dead bodies

    It's a little longer than 10 I think, like maybe 15. My friend had time to run back to the nwaf before his or the people we killed despawned, and that's typically some where in that time frame.
  7. Bororm

    Base building and secureing your stuff

    Another approach is what epoch toyed with (disclaimer: I have not played epoch in over a year, so this info is likely dated). Basically when I played it was pretty easy to break into any base, it was mainly a factor of time spent chopping. The difficulty was in loot being in safes/lock boxes. So basically that approach is that it's easy to get into the base, but the loot itself is hard to get into. I actually sorta like it, and think it could work well. Epoch made the mistake of safes being basically impenetrable short of extreme luck, they had a 4 digit combo, at the time I played there was no way to break into them besides guessing. Doable, but extremely time consuming, especially with a delay between attempts. However, any loot not in a safe was easy pickings, and vehicles that were stored inside bases were also freely destroyable (epoch used keys, though they did implement hotwire kits). One issue I do have with that approach however, is that I'd like to see DayZ include decorative items, and for bases to be quite customizable. Like hunting trophies, or even furniture, and paintings and stuff. Like what if you could skin a bear and make a rug, or mount a boar head as a trophy. Take those paintings you see around the map for your own home etc. In the case of bases being "easy" to break into, with the loot being hard to access then this approach would just lead to breaking in and griefing people's stuff fairly easily. None of those features are confirmed or even mentioned of course, but I do hope bases are more than just a place to stash loot. Ultima Online is my favorite game though, so maybe I'm biased =P Even the most hardcore pks would probably tell you they liked decorating their houses!
  8. Bororm

    Base building and secureing your stuff

    I think base building is an area where gameplay>realism. By it's nature, this is going to be the case. After all, it's not like you can climb through most windows of the existing houses etc, or just chop down a wall which you'd be able to do irl. Not to say realism is out the window, but it's just one of those things where a lot of concessions are going to have to be made.
  9. Really hope its not bugged, takes them forever to fix firearm bugs. Look at the shotgun, still not working properly going on like two months now =P
  10. Bororm

    Base building and secureing your stuff

    I didn't vote because I'd want it to be a bit of everything. I think there should be variable levels of defense, and the same for offense. Like a shitty wooden door with a simple lock can be broken into easily, but you can also get metal/reinforced whatever doors and more complicated locks etc that take something more. The main deal is that the time invested in offense should, imo, be somewhat higher than what the target invested in defense. An example being, you might invest a bunch of effort into finding/creating some explosive breaching charge to use against a reinforced door, but you have no guarantee there will even be anything worthwhile inside. It should be a gamble for the attackers, with the potential of an equivalent or greater payoff, where as the defenders should have a more reliable and accessible ability to defend. If that makes any sense. The result being that as an attacker you should be encouraged to pick and choose your targets to a degree (due to difficulty in acquiring the tools needed), but that no one is ever actually safe, and if people wanna be buttholes and just break into every base on the map they can, provided they invest the effort. Base building should leave room for a lot of time investment as to how secure you want it to be, but never completely safe. It's something that's incredibly difficult to balance and I don't expect it will ever be right. Duping and exploits will also always be a major factor, even if a c4 charge (just an example) is a rare thing, it'll just take some dupers to make a ton and ruin everyone's day.
  11. I hope they make it a lot more subtle. I really don't want clothing options to become even more boring/mandatory.
  12. Bororm

    Reason why People See so Many Hackers.

    Losing my gear doesn't concern me, it's just super annoying to fight/deal with them.
  13. They can only simulate it so much, I think it worked fine. As mentioned, you use smaller melee weapons in doors and have to be aware of your surroundings, just like if you were doing a full swing of an axe IRL. Can you use an axe in different ways irl? of course, but there's limitations on time/effort and they're not going to sit there and animate every variation. The result is variety of weapons being important. And I say this as some one who's friend killed him on a back swing. Next time we'll both be more careful, and we had a good laugh.
  14. Not sure if that's what you were commenting on, but my last question was in regards to the victim, as in how does the victim know it was the same hacker? Although I guess seeing the same name on the player tab is probably good enough, assuming it's not a common one. The ESP point is valid either way.
  15. I think they better implement a way to fold up clothes in your pack or something, or else you're going to end up with everyone in rain coats, or whatever the best anti-rain shirt becomes (wouldn't be surprised if once again, military gear is the best stuff in every single aspect). It's bad enough as is that everyone ends up looking the same, if some clothing gives even more of a clear advantage everyone's gonna be using it. They ought to add ponchos or something. Hell, I'd even like an umbrella that you actually have to hold, that would be hilarious and fun. I'd rather do that than be forced into wearing some clothes I don't like. Farming is cool, but I'm more interested in persistence working properly first. I'd see farming is more something to do once you have a base, rather than on its own, at least for me personally. It's gotta be implemented at some time, so that's cool and I'm not knocken it, but I'm not terribly excited for it just yet. I think the stuff about leather clothes and especially dying was most interesting to me. It'll depend how the stuff looks if I use it or not, but I like the concept of dying your own clothes, especially as some one who's favorite game is UO. Personally I'd like to see being able to color any clothes, but I'll take what I can get! Aside from that it's not to have more incentive to hunt, the backpacks were great additions for that, and expanding crafting from resources you actually have to gather is awesome.
  16. You don't need to be a hacker to follow some one to another server. I don't remember exactly how to do it, but you just find their name and track them on some of those server tracking sites. I mean maybe there's hacks to make it easier/quicker too, but it's not necessary. Some one posted a little guide about it a long while back as a way to get revenge on combat loggers when that was a big thing happening. Also, unless the guy is talking to you, how do you even know it was the same dude?
  17. I was once. The guy kept swinging what seemed to be an axe at my friends and I. Eventually after having no success he popped out with his m4 instead, and was visible then but clearly teleporting. I'm not entirely sure what the deal is, if they're actually invisible or if they're just tping a ton/desync/who knows, but I'd say it certainly seemed like they were invisible.
  18. What are people's thoughts on firing from the "hip" in DayZ (and a lesser extent arma in general)? It's been my experience that it's much easier to spray guns and be even more accurate by not aiming down sights in close range engagements and even some longer ones. This is even more true in third person (do not turn this into a third vs first person debate) I find as in general you can turn/move your character much quicker and control recoil much better. Even in first person however, the difference is clear in recoil control as well as having a much less obstructed view of your target. I notice in other people's videos a lot they fire from the hip. I actually still usually prefer ads(aim down sights), but I generally don't use assault rifles or automatics, when I do I find myself starting out using the sights and then quickly switching over in close range fights. High capacity mags confound this issue as you're able to go full auto for quite some time with little drawback. Obviously there's still a lot of occasions where aiming down sights is preferable, and it provides more accurate fire when shooting more deliberately, but in general I find full auto guns to work best hip firing. This is also something I've noticed in arma in general. Personally I think a new animation should be added for "firing from the hip" with a larger recoil penalty, but I'm curious if people even think it's an issue and what their experience is. I personally feel it makes for dull close quarters engagements that devolve into a too "accurate" spray fest. Do you generally aim down sights or find yourself hip firing? For those who play third person, do you find yourself shooting in third person quite often?
  19. Bororm

    People's thoughts on hip firing?

    I encourage everyone to try it with an ak101 to experience exactly what I'm talking about, you can pretty much full auto the thing without a care in the world, keeping all shots on roughly a man sized area up to a decent distance.
  20. Bororm

    Ability to label gear with pen

    I like the idea of labeling things. BTW, don't get attached to those packs in packs though. Pretty sure backpacks/vests/etc besides the actual containers like protector cases/ammo crates/med kits aren't supposed to be able to be stored in each other like that. They removed it at one point, and it was only recently reimplemented, I could be wrong but I think it's a bug.
  21. Bororm

    Two story building in severograd...

    Yeah I died in the ATC the same way the other day, and have had it happen to myself and my friends in random buildings. I think it's a bit less to do with particular buildings, and just a general bug. The one consistent factor in my experience is all the buildings have stairs and it happens up them, it's probably some sort of desync issue.
  22. Bororm

    Two story building in severograd...

    If it's consistent, report it on the feedback tracker: http://feedback.dayzgame.com/bug_report_page.php
  23. Bororm

    People's thoughts on hip firing?

    It was one of the major complaints against dmrs/.50 cals, that you were perfectly functional close range as well because of the ease of just hip firing the things. I didn't particularly like dmrs, and didn't use .50 cals often as I couldn't find them regularly but there were a lot of occasions where I was using either a cz550 or m24 and ended up popping guys close up that way. I played on servers without the crosshair, but I got really comfortable with where the point of aim was.
  24. Bororm

    How the end game should look.

    The result is still changing tactics rather than curving behavior.
  25. Bororm

    How the end game should look.

    So instead I'll just rush a guy with my axe, if he shoots me he's the one who gets fucked, if I die who cares. Or just snipe, and the same deal, if he returns fire from town, he's fucked, while I'm safe 800m away. Maybe I'll just shoot him in the leg and let the resulting horde fuck him over while I run in circles laughing. I mean the issue with that line of reasoning is in your quote "just to kill a guy?," people who play to pvp don't think that way, their reason for playing is to kill a guy. So I'm going to kill a guy regardless, I'm not going to stop and suddenly think I should be his friend instead just because there's more zombies around. If anything, I'm going to use that to my advantage.
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