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Bororm
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Everything posted by Bororm
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i wanna start hoarding ! whats up with persistent storage?
Bororm replied to brumey's topic in General Discussion
Perhaps when modding opens up some one will make one with actual perma death, so there's still hope for ya! I think that might have even been done in mods of the mod already? I never looked into it but coulda sworn I heard rumors. -
I don't play this game to try to stay alive as long as possible, I die multiple times a day, that's fun for me. I play primarily for the pvp, and the risk reward aspect of the environment. I don't disagree that losing your stash would make things more risky/difficult, I just think it doesn't really fit with the game as it's very easy to die for any multitude of reasons, some completely out of your control. If my stash got deleted upon death, I simply wouldn't bother. That would become too much risk for too little reward for me. It would also pretty much negate the entire purpose of a stash for me personally. What am I really going to put in a tent that I'm going to need on the same life? The whole purpose to storage and bases in my own view is to give long term goals, that persist through death. I also don't like the thought of some guy going to loot my tent, me dying, and him sitting there as all my stuff just disappeared infront of his eyes. That seems unfair to him.
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i wanna start hoarding ! whats up with persistent storage?
Bororm replied to brumey's topic in General Discussion
You're free to express it for sure, so my apologies if you felt I was trying to censor you or something. I just don't see a lot of value in advocating things that aren't going to happen, so figured you were voicing your opinions in an effort of suggestion/hoping to make a change. If all you wanted to do was express some opinions then I guess there's no real reason for me personally to continue the conversation. -
Possibly more difficult for some people, not especially for myself. I don't find it hard to gear up, but I am not very picky about gear. I don't think it would be more intense. I find it more "intense" to worry all day whether my tent was found before I get to log on again and see if it's safe =P If we're talking about storage and not bodies, I believe there's a lot more fun coming out of the game with storage. It gives me a reason to loot a place multiple times per life instead of just once. It also gives me a reason to stick to one server. It gives me a reason to travel more of the map. A number of other things. I believe the benefits compared to the downsides are far greater. If we're talking about running back to our bodies, I just don't like all the weird implications that would derive from not being able to loot yourself. Not being able to interact with items in the world, simply because you died while carrying them would be just as odd from a realism standpoint as being able to loot your own body.
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So how much of a thrill do you cheaters get when playing DayZ?
Bororm replied to Grimey Rick's topic in General Discussion
I just ran into another teleporter tonight. Like, no mistaking it, clear as day. This is sad news if it's becoming more abundant =( -
That's unfortunate but honestly it's your own fault for not keeping up with development. Base building has been discussed since the outset, and again, we've got precedence in the mod as to a basis of what it will likely follow. Never once has it been mentioned that you would lose your base/stored items upon death. There is an easy fix for you though, just don't create a base/storage. Or if you do, never return to it once you die. You've just accomplished your task. You've no way of knowing how other players are coming upon their own loot, so fool yourself into believing they're doing likewise =P
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i wanna start hoarding ! whats up with persistent storage?
Bororm replied to brumey's topic in General Discussion
I know you're not asking for it, but one of your main points is that it's not realistic because upon respawning you shouldn't know where it was. Which short of wiping a person's memory, or making the map completely random every time anybody dies, is impossible. Comparisons to the mod are applicable because it provides a good basis to start from. I think it's less that people want to be able to run back to their loot, and more that it's just the way the game has always been so many (myself included) really don't see the issue. This game is billed as having perma-death but honestly it's a bit mislabeled, and never really has. You respawn, there's nothing permanent about it. Full looting enabled would be a better description. There will be less incentive to hop once loot actually respawns. I do not really like the interconnected server set up either though, but Rocket has said it's here to stay so oh well =/Hopefully they find a way around ghosting bases. -
i wanna start hoarding ! whats up with persistent storage?
Bororm replied to brumey's topic in General Discussion
qww could you stop with the reasoning that you shouldn't know where the stuff is, because you died? That's never going to be possible, because we can't wipe people's real life memories. It already exists in the fact that I know where every town on the map is, what loot spawns where, and all that sort of thing. It is simply not a valid argument in any discussion about DayZ. You are also greatly underestimating the amount of effort it takes to fill said storage. We have precedence for this thing in the mod. It really wasn't an issue. -
I added more to my previous response. I am not being butthurt. I don't see it as an issue currently, you and some other people do. I am offering up valid concerns about your proposed suggestion, maybe you can further flesh out your idea due to my criticism. Or you can dismiss what I'm saying and try to insult me I guess? If anything I'm trying to help you.
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It's actually still a decent advantage because maybe not much of the stuff did get ruined. If it did get ruined, what's the detriment to being able to loot your own stuff? I've never seen primary weapons get ruined yet, some times they don't work due to a bug but as far as I know only sidearms become ruined currently. This means that any group is going to be able to maintain keeping all their primary weapons where as a solo player will not. That's an advantage, and not a small one. So if you can't interact with your gear, but some one else loots your body and you kill them, then what? You still can't loot that player and get your stuff back for 30 minutes? What if that gear switches hands numerous times in that 30 minutes, to the point you don't realize it's your own gear. Is there an indicator telling you it was your gear and that's why you can't loot it, or are people just going to get confused and think it's another bug not being able to grab the gun off some random guy they just killed? I'm just not seeing the point in this, it just creates a bunch of weird scenarios to try to stop something that isn't a real issue to begin with. If you don't like people running back to their gear, hide their bodies or destroy/toss their loot. If you don't want to be able to run back for your own gear, then just don't?
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What we currently do when we need to pull stuff off a friend's corpse because he isn't going to make it back in time is just toss it in a bush or out of the way. So unless the server restarts it's not going to be much of an issue. A group still has the advantage because they're going to be able to save the guy's loot, one way or another, where as a solo player has absolutely no option at all to do so. That's a loophole. Let's take your system again, what's to stop me from just giving my friend my gear and keeping his instead? A group is capable of keeping their friend's loot in play, where as a solo player is not.
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So how does it work, they can loot it but not drop the items? You simply can't interact with the items yourself for 30 minutes? How does this help, if you eventually get the gear any ways. This still does nothing but harm solo players, and give groups yet another advantage.
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This is also an extremely important aspect of it. I disagree with this, I often have engagements with my group where one of us dies, another of us kills the guy, then we'll typically either guard their body or pull their loot off for them. That's exactly how it will work. Which is an important aspect.
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It worked fine in the mod. What you need to realize is that tents don't fill themselves. Let's look at the current lifespan of your average player. Spawn in->Grab gear->Go pvp Tents add another step in the process if you so choose of Spawn->gear->fill tent->pvp Filling tents means you're going to refrequent those hot spots, which leads to more activity, and more action. Yes, you'll be able to skip the gearing up phase some times, but eventually you will run out of supplies and have to repeat the process any ways. Also, depending how much storage they actually have, there's still basic necessities you will always have to meet. In the mod typically you stored some guns/ammo and not a lot else, maybe backpacks or higher end nvgs that sort of thing. You'll still usually needed basic food/drink clothing necessities. The other thing is, at least in the mod, camps never lasted long. The bigger your camp, the easier it was going to be found. Hiding a tent meant putting it some where out of the way, which meant having to travel. (glitching tents aside) Overall I just think there's more positives than negatives to storage. It prolongs the activities you can do per life. Myself and most of my group will happily work on filling a tent, which means making those journeys back and forth, where as now we reach that dead end of nothing to do per life much quicker.
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You're absolutely right, I just feel like it's one of those "simple" sort of changes they could make now to make the experience more interesting, and then tweak later. However, I understand this is totally not their development style for the alpha, they like to implement systems and don't really care for balancing, that comes later. I do think that there's a large group of current players though that love them an m4, and there's enough people that would make that effort to go get one. I'm not one of them, I like my shotgun or mosin, but most kitted out crews I run into are almost always using either m4s or scoped mosins. I think the novelty of the AKM being new would also draw people to go out west to find it. While I wouldn't personally go there for the guns, I'd go to fight the guys who do. I slightly disagree that there's no advantage using either as well. All the guns are lethal and it's highly dependent on the player, but there's something to be said for having an m4 with 60 round mags or the incoming akm with 75. A mosin is better for sniping of course, but shorter range the assault rifles do have the upper hand objectively. That said I did kill a dude rocking an infinite ammo mag m4 with a 1911. We'll just have to wait till content gets added I guess, as you say. I do hope eventually they go for something along those lines, I really don't want to be finding anti material rifles or LMGs in schools =P
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Yeah, I don't think there's anything wrong with adding in the crashes yet either. It's a bit of a sidetrack for this thread I guess but I went ahead and made a reddit post about the topic. I never post on reddit and learned that formatting sucks on there, and my post turned into a bit of a wall of text. http://www.reddit.com/r/dayz/comments/265gzh/make_new_weapons_exclusivemore_prevalent_to/
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Oh man heli crashes! I missed those, that ought to get a few more people around the map. The only problem is, that unless they've got exclusive loot, there still won't be enough incentive for the majority of people to go looking for them. I really hope they start putting some of the new weapons exclusive to different parts of the map, at least for now to get people moving around again.
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Killed an infinite m4 ammo asshole with one once.
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I'd say a slight increase in weapon sway from movement would be good. I felt like the mod had more penalty for sprinting all over the god damn place in that regard. The mod also really fucked with your aim when you got hurt, and you had to pop pain killers, something people no longer have to do. Even with a broken arm your aim doesn't sway all that bad. However, playing the mod a long time I watched player behavior evolve over the past couple years. It started out that people were extremely cautious, cover and concealment were a huge deal and that slowly gave way to more running and gunning as people began to realize they could tweak their graphics so everyone sticks out like a sore thumb and as people just got better at the game in general. Now people happily spray a lot of rounds, hard cover beats all concealment, and no one stays still for very long. There's a fine line to tread, but I agree that things are bit more actiony in the SA as well. Saying our characters are super agile athletes is sorta ridiculous though, besides being able to run forever, my guy is a clumsy mother fucker. He can hardly vault properly, and barely jump, and some times has a difficult time even getting through doors. Not to mention he can't climb. Don't personally feel like the movement itself is so bad, but would like to see more penalties for moving a lot.
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So how much of a thrill do you cheaters get when playing DayZ?
Bororm replied to Grimey Rick's topic in General Discussion
Ran into my first legit hacker the other night. I mean, maybe I've encountered some before but this time I was recording and saw pretty much hard evidence of him simply teleporting in behind me. That combined with the fact I was in a pretty out of the way place, fairly concealed, I'm sure this time it was the real deal. Unfortunate for sure, but overall I mostly just encounter the dupers and wall glitchers, which are being addressed. Hopefully these other things are are as well, but at least it's not on the scale of the mod so far. -
I hope they put slugs back in/make them work. They sucked in the mod, but I really wanna see how they are in the SA. Would also be cool to see some nonlethal rounds for the shotgun too. Open up some more options for pvp.
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Well that's awesome news and guess I was totally wrong =P
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They've said there's issues with creating a pump shotgun currently because of the way loading ammo works. I think the problem is that you currently can't add more ammo to a gun, that already has ammo in it which would be troublesome for a pump shotgun. I mean I don't really see why they couldn't do it the shitty way that the mosin and such work, where you have to eject the current rounds first then reload it, but maybe they want to redo the system instead. In general I think the way mags/ammo are handled is pretty crappy. It's especially clear with the crossbows, how the quiver essentially acts as a mag. I'm not entirely sure, but I'd reckon this isn't a pump shotgun for that reason.
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Interestingly enough I'm almost 100% certain Rocket said he'd love to have it in that vein, making the comparison. Dunno how feasible that is with the engine though.
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I wish everyone shared your attitude. The majority of the complaints I see stem from ignorance, either misunderstandings of systems or not putting in the effort to see if the issues they are complaining about have been addressed/discussed. I mean how many of the same topics do we see every day, complaining about the same stuff. It's tiresome, I try to provide links or at least point out things that have been addressed by Rocket and the devs, but after so many times I just get frustrated with it. What good does complaining about the same topic every day really do? It's great that you decided to start searching for information, and trying to learn more about the game and have taken a more open minded approach. I wish more would do the same.