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Everything posted by Hatchet_Man
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Snipers aren't a problem. People should stop moaning.
Hatchet_Man replied to andrewmont's topic in DayZ Mod General Discussion
No one's crying. I know how to avoid snipers. I'm talking about noobs vs bored veterans. Yes, they will learn if they get killed enough times. Yes, they will rage. Yes, they will post the same stupid comments on here. I go back to my earlier point about the purpose of a long range sniper rifle in a zombie apocalypse. The reality is one thing. Game mechanics are another. It seems most players are just addicted to the high end weapons, so will complain for the sake of it. Why not increase the challenge by making confrontations more short-to-medium range? How about it? Some of you do this instinctively already. -
Snipers aren't a problem. People should stop moaning.
Hatchet_Man replied to andrewmont's topic in DayZ Mod General Discussion
Not joking. It's a 13km x 13km map, yes. And the way you say it sounds like my comment is unfounded. But how much of the map do you use at one time? When you're scouting / scavenging / exploring? Very little. Maybe you are only looking about 100m around you. Maybe more if you are actively looking for someone who shot at you from afar. My point all along is that most of the best stories from players, i.e. the ones that get uploaded on YouTube are the backyard gunfights or hatchet wars with desperate players. How many times have we seen footage of high end snipers sniping players only to see masses of negative feedback in the comments? I'm just the messenger here. The video evidence speaks for itself. I like a good shoot out. Don't get me wrong. It's intense. It's dramatic. Conflict is cool. But the long range random shootings have had their day. Time for more brutal interaction I say. Or maybe the snipers are just too afraid to get in close and personal? -
Snipers aren't a problem. People should stop moaning.
Hatchet_Man replied to andrewmont's topic in DayZ Mod General Discussion
As you say, and as it's been said by Rocket and many others, it's about making your own story. Sniping randomly from rooftops is not a great story. Stealthing your way through a bandit infested city while being "sniped at" is a far better story imo. I guess you can't have one without the other, but the gameplay has to be more balanced. Maybe the solution is to make long range weapons more difficult to use, or inaccurate at long range. Defeats the purpose of calling it a long range weapon, but it allows the player at the receiving end to "have a story to tell". That's my point. Give them the thrill of being shot at, maybe injured, and allow them a chance to bandage and get the hell outta here and back to Kamenka or wherever. But these instakill weapons are just gonna cause debates as long as they are in the game. It just smacks too much of ARMA2 really. At least in that game you know you have missions where you start the game loaded up and expect snipers, but you have a team with you. DayZ is so far from that, that it should be considered apart from ARMA2 now. Time to let our baby go and be what it's meant to be I say. -
Snipers aren't a problem. People should stop moaning.
Hatchet_Man replied to andrewmont's topic in DayZ Mod General Discussion
Wise words Chabowski. I think it boils down to the fact that players despise other players who have not EARNED the gear they possess. If I get shot in the ass with a Winchester or Makarov, then fair play. The other guy probably snuck up on me, and I should've been more observant. It's these "Level 50" bored sniper Johnnies with obvious dupes, killing for no reason that causes player rage. If you limit the high end gear, it makes players try harder. No one ever got anywhere from not trying, Apart from a zombie apocalypse survival simulator it seems... :-\ -
Snipers aren't a problem. People should stop moaning.
Hatchet_Man replied to andrewmont's topic in DayZ Mod General Discussion
I would expect lots of danger, yes. In terms of gameplay and adrenaline rush, I'm suggesting a model where long range uber-killing is removed or limited, and a more short-to-medium-range combat initiative is used. I'm not even concerned with fairness. The world is unfair. Get over it peeps. I'm talking about game mechanics that allow a player to feel the threat of danger without it ending their gameplay after two minutes. I learned the hard way (5 months) that snipers are gonna snipe. Griefers are gonna grief. Hackers are gonna hack. My comments are weighted somewhat towards the standalone I suppose. I just want to see a more balanced game -- still with a very real danger of death for careless behavior. And you don't need a long range sniper rifle for hunting or scouting. Killing, yes. But not the former two. As it stands, the current high end weapons just leave it open for massive amounts of unbalanced griefing. A Winchester is a one-shot zombie kill weapon. Why do we need AS50's and M107's etc? -
Snipers aren't a problem. People should stop moaning.
Hatchet_Man replied to andrewmont's topic in DayZ Mod General Discussion
And the question still needs to be answered: In a zombie apocalypse, what is a long range sniper rifle for? -
Snipers aren't a problem. People should stop moaning.
Hatchet_Man replied to andrewmont's topic in DayZ Mod General Discussion
This is where the real crux of the problem lies. "Their killing fields". It suggests we've given ownership to bad boys. I accept that snipers will claim "sniper hill" as their vantage point. Noobs won't know what hit them though. The game is all about immersion, or should be. Where is the immersion when you're dead after 2 minutes of sneaking into a city looking for beans? -
Snipers aren't a problem. People should stop moaning.
Hatchet_Man replied to andrewmont's topic in DayZ Mod General Discussion
OP: I agree with the logic about snipers being a danger in big cities. But the problem that most players feel strongly about is that the game becomes highly unbalanced when a fresh spawn has little choice than to loot Cherno for basic supplies, while some Ghillie'd up bandit with a 50 cal is sitting atop a building sniping anything that moves, with no intention of looting their bodies. All it does is make the player respawn on a different server, with less players. Truthfully, being sniped doesn't bother me half as much as it used to. I'm over it now. It's the perception that many of the so-called snipers are hackers who script in a full set of "goodies" that enrages people. Whether that's true or not. The real question that needs to be answered is: In a zombie apocalypse, what is a long range sniper rifle for? -
any change to get from -100000 to 0 humanity ?
Hatchet_Man replied to maxron123's topic in DayZ Mod General Discussion
Your humanity will increase slowly all the way up to +2500 if you don't kill other players each game session. The Wiki says 30 points per minute, but I'm not sure that's right. I've resisted player killing the whole time (since April) and only ever killed a guy once by accident. I was trying to give him a blood transfusion, but one of us moved and the menu disappeared for a split second and I shot him in the face. Sorry wounded survivor dude. :( Once you reach 5000 humanity, you attain hero status. But it's currently bugged. The display value resets to zero, but behind the scenes it increases by 150 every 20 minutes or so. There's also another glitch where if you wear different clothing, your humanity will increase each session, even though the display value is incorrect. As of the current patch, there's no real way to see your actual humanity value. It's a combination of all your past good and evil deeds, affected by a confusing display value that seems to reset to zero when you swap clothing or become a hero. I suggest you bandage / morphine / give painkillers / blood transfusions to as many survivors as possible to speed up the process. Being a hero doesn't mean being a goody-goody. It just means you finally understand the game. :) -
The most terrifying thing Rocket could add......
Hatchet_Man replied to [email protected]'s topic in DayZ Mod General Discussion
This is what happens to priest zombies in my world... -
Good Australian Servers/Opinions
Hatchet_Man replied to DipCheese (DayZ)'s topic in New Player Discussion
DayZ Commander is much more user friendly than Six Launcher, but the day/night feature is somewhat inaccurate, as explained in their FAQ. I wouldn't say that there's any particular AUS/NZ server that's more prone to hackers. I've played on most of them, and at one point or another I've experienced/witnessed hackers doing what they do. The different types of servers, i.e. Recruit, Regular, Veteran, Expert, don't have consistent settings either. Their respective admins set what they like, and display that in their server descriptions. The real problem with hacking and security probably won't be fully addressed until the standalone comes out. Good luck out there. -
Consolidated Weapons/Equipment suggestions
Hatchet_Man replied to rocket's topic in Mod Announcements & Info
Remove long range weaponry. The real stories in DayZ occur when two or more players interact at close range. The tension and adrenaline runs both ways when that happens. This is a zombie apocalypse, and no longer ARMA2. As for weapon suggestions: How about a scythe? An old fashioned farming tool found in barns and sheds. Seems to fit an end-of-the-world Russian zombie setting. -
POLL: Graphic Glitches & 1.7.2.5
Hatchet_Man replied to cleveden8's topic in DayZ Mod General Discussion
This only became a problem once I started killing Z's. Was stealthy all the way from Elektro to the NWAF, but once the body count started racking up, the glitches were instantly apparent. Only difference was in the past they tended to be black and grey. Now they are pink and white. My in-game graphics settings are low/medium. -
Because sometimes it's about the little things. Ideas that would suit solo play or small groups. Stapling or Stitching Wounds When below 6000 blood, more extreme measures for wound-binding could be developed. Perhaps the more you bleed out, the more that regular bandaging only slows bleeding rather than curing it. The answer? Staple Gun. - Inventory Slots: 1 - Stacks of: 5 (~ 30 staples) - Effect(s) on Player: Cures Bleeding, Causes Pain - Duration: Instant - Location(s): Industrial, Medical, Residential/Civilian - Rarity: Common/Moderate So it's a two-step phase of stapling your wounds and then taking painkillers. But let's face it, if you're down that low, you're probably already shaking. Mouse wheel over your buddy to "Staple Wounds" if you have no bandages, or even if you do have bandages. Hnn-hn-hn. Wait...did you hear something? Naw, it was probably a squirrel. Surgical Sutures (Needle & thread). As above, but maybe this kit comes with an anti-septic pad that prevents infection, unlike staples. I read somewhere that Rocket's brother is a virologist, so I surmise there's a whole lot of opportunity to develop the infection/disease thing further. Sharpening of Hatchets (Whooaa Mama!) - Grinding Wheel + Scrap Metal + Toolbox = Axe Grinder - Sharper Hatchets deliver ~40-50 critical hits before losing their edge again - Foot-pedal powered - Damage is x1.5 (or x2) for duration - I love my hatchet - Please don't take my hatchet Additional Food Sources - Cans of dog food give ~100-150 blood - Smoke grenade under a beehive to pacify the bees, then swipe their honey for +100 blood Someone mentioned growing vegetables, and I like this, but why can't vegetables also spawn in back gardens and fields near smaller towns? If you had a Cooking Pot, you could combine them to make a stew. Cooking Pot + Fire + Raw Meat + Water + Potato + Carrot + whatever* = Stew - Cures hunger and thirst - Gives ~1500-2000 blood - * these could be leeks or beets or pumpkin or even wild herbs - Would need a more developed crafting system - Women with hatchets will dig you Fertilizer Bomb Bags of fertilizer could spawn in farms and residential sheds. Whiskey Bottle + Fertilizer + Fuel + wick* = Fertilizer Bomb - Thermal effect - Concussive effect - Similar to grenade, but homemade - Alternatives might be bleach or chlorine or some other household product - * this could be cloth or even a road flare Ok, I hear some jabbering round back. High time my hatchet met with some temporal lobes. Y'all take care now. Hnn-hn-hn... :beans:
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Hey peeps. We all know the immersion in DayZ is largely achieved through paranoia. And since the concept of underground bases has been discussed for future development, here's my idea that borrows from that. Hidden Basements - Found in certain residential buildings - Access via trap door - Single entry point means time is a factor, increases paranoia - Climb down ladder - Total darkness. Must use flashlight, NVGs, etc. - Rare loot spawns - Other players may close trap door, paranoia x1000 - Can hatchet/crowbar/shoot your way out, maybe attract hostiles This would be scary as hell playing solo. Not so much in larger groups, but then the idea of group play is to eliminate risk. Maybe there's a chance that infected have spawned down there? A narrow hallway and a claustrophobic room, plus a chance that someone (or something) is already there. Now that's paranoia.
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For when you're in a tight spot, i.e. out of ammo and being chased while bleeding. Thrown weapons are designed for solo play or small groups, and are useless/trivial for well armed tactical play. The main purpose is to stun or slow the enemy once the shit hits the fan. Not sure if these images will display properly here. Will edit if they appear too small. Railroad Spikes - Range: 5m - Stacks of: 5-10 - Effect(s) on Player: Chance of Pain / Bleeding - Effect(s) on Zombies: Slows to crawling speed for 30sec - Location(s): Railroads, Station Platforms - Rarity: Moderate/Common - Variation(s): Tool Bits - Location(s): Construction, Farms - Rarity: Moderate/Common Tool bits are steel or carbide cutting tips used in lathes and other workshop machinery. Their shape and size-to-weight ratio could mean they do more damage than railroad spikes. Other Thrown Weapons - Jar of Nails (Assorted nails, screws, and rusty drill bits). This + Molotov = :) - Horse Shoes - Sledge Hammer Head (minus handle) - Impact Driver - Each could have varying effects depending on size and weight - Maybe an "auto-pickup to quick slot" feature when you run over them? For standalone edition I mean. And now, the best til last. This next idea is purely for giggle factor, and might make for some interesting YouTube videos. Radial Saw Blade - Range: 5-10m - Stacks of: 2 - Effect(s) on Player: Shock, Pain, Bleeding - Effect(s) on Zombies: Instant Kill - Location(s): Construction, Farms - Rarity: Rare Of course, you can always run into a barn or other interior location with multiple exits, or zigzag up a steep hill, or lose LOS a number of ways. But sometimes (particularly when you're bleeding out) it's not an option and you just want to quickly turn and throw something solid so you can heal and hightail it outta there.
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Silent Thrown Weapons that Slow Enemies
Hatchet_Man replied to Hatchet_Man's topic in DayZ Mod Suggestions
I hear what you're saying, and I too would not want DayZ to become an arcade style game. But if it's already possible to kill zombies with empty cans (there are videos showing this) then it seems logical that something heavier would also injure or slow them. The bottom line is that if you're being chased by bandits, then good luck, you're on your own. But being chased by zombies (since there's roughly a 10:1 ratio of zombies/players per server) means statistically you're going to encounter them more often than players, and quickly turning and throwing something to slow them for a short while could make all the difference, and also ramp up the adrenaline while doing so. -
Silent Thrown Weapons that Slow Enemies
Hatchet_Man replied to Hatchet_Man's topic in DayZ Mod Suggestions
It wouldn't sever heads. But would still apply some form of "abstract" damage/effect on players and zombies. -
Exactly. I don't know why some folks are so opposed to crafting or re-building. It makes sense if everything around you is broken or run-down. If they removed the ability to repair vehicles, the "crafting deniers" would complain about that too. I'm not suggesting we go the way of Minecraft. But being able to create basic, useful items would make DayZ appeal to a wider spectrum of players. Plus there's street cred to be had when making your own stuff. It's why we stopped being cavemen. Oh wait, some of us are *still* cavemen. :rolleyes:
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Agreed.
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Crashed Ambulance Car inland with medical supplies.
Hatchet_Man replied to Auzkiee's topic in DayZ Mod Suggestions
I like this. Plus if the ambulance was out in the open like that, players would be somewhat vulnerable, so it's a realistic tradeoff. Beans. -
A good range of feedback so far. It just reinforces the immensity and diversity of gameplay. Maybe a "wilderness cookbook" could spawn in farmhouses? Jamie Oliver's Apocalypse Survival Guide. :P
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What do you do when you got gear?
Hatchet_Man replied to DannyFilming's topic in DayZ Mod Suggestions
This is such an important question. The question of a man with a conscience. Maybe. Would it be beneath you to seek out noobs.....and help them? Act as a big brother, or guardian angel for a while? I say that because that's what happened to me a couple of times. Some lightly armed players, probably noobs who didn't know what else to do, actually showed me some kindness. Helped kill Z's and let me on my way. I've also found immense satisfaction in giving away excess items to players. No words exchanged. Just a mutual understanding that we were playing DayZ and that sometimes, as I keep saying, it's about the little things. If you find it not too much of a challenge to gather up gear quickly, then entertain the idea of grabbing a buddy and maybe helping out some folks. I can't guarantee it will be positive, but then again, this whole thing is one big social experiment. Good luck out there. -
Anybody read the excellent book "The Road" by Cormac McCarthy, or seen the film adaptation starring Viggo Mortensen? http://www.imdb.com/title/tt0898367/ A truly immersive and heartbreaking story about a man and his boy surviving an apocalypse. No zombies, but bandits aplenty. And a revolver, and a staple gun. I recommend this to any DayZ player. Watch it. Be moved by it. Then adjust your view of what DayZ can be.
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Good sir, As my forum title states, this is about immersive roleplay. Not power-gaming. If I find a sniper rile, I may just use it. If I find a DMR or grenade launcher, I may just use it. My point about sharpening hatchets is to do with personal preference. It gives me something to do. A task when I'm playing solo or with a couple of friends who prefer to avoid death matches. And if I'm in close quarter combat with a Z or human for that matter, I want to dispatch the subject quickly and quietly, so as not to attract trouble. Maybe what this game needs is a scythe. I could upgrade to a scythe, no problem.