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PhilB

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Everything posted by PhilB

  1. We had an identical problem at our house. We deleted and then re-downloaded both ArmA and CO for both accounts on separate computers. Fixed the issue and hasn't happened again since. You might try that first.
  2. Yeah, I had an evil thought that I won't act upon, but realized that players probably do this. You could get a bunch of easy kills by logging out on top of triple yellow and then respawning in multiple other servers. Being one of the most likely places a player would camp out with decent gear, you could go from server to server and just clean up.
  3. PhilB

    !Important Look!

    Here's another problem with ten minutes (or any minutes of) invulnerability. A clan member chooses to die. His clan mates pick him up at the coast with a vehicle. They give him back all his weapons they've been holding for him. They take him to Cherno in 30 seconds and he gets 9 minutes to run around Cherno killing people while he's invincible. Even if you don't allow him to harm other players during the ten minutes it still gives him ten minutes of invulnerability to find a perfect spot or even wait by a poor fellow and open fire from a perfect spot the second his damage nerf goes away
  4. I like where your post is going. I'm interested in ideas that address the replayability issue. You said you are in favor of banditry but believe the game has larger potential. I treat that thought as two separate assertions that I think are valid. First, survivors love banditry as much as bandits do. Lets be honest, no one plays the game solely to kill zombies and pickup food cans. That's boredom. The game compels you by the constant threat of death while killing zombies and picking up food cans. To think of it this way, this is the best survivor game ever made because the enemy, usually AI, is in this case other human players, and effing sharpshooters the whole lot of 'em it seems, damn bandits. I don't fire on other players, but I wouldn't enjoy the game if other players weren't firing on me. My prediction about this mod, organized survivor resistance leading to massive factional warfare, is an outcome for the mod that I'd find satisfying, seeing how it is just an experiment anyway. I think that outcome is the sort of 'camaraderie' that is naturally taking shape and of which you desire. We're seeing as many anti-bandit clan recruitment as bandit recruitment now. War is coming (or was before the hackers ruined it all). The other point here is this: Despite how much I love the hardcore nature of this game, the whole kill or be killed does get tiring after a while and I do have this other desire to do some questing, some inconsequential play time. The game already does a great job with questing. You quest to find and fix up a car. You quest to set up a base camp with tents and barb wire and whatever else you bandits put in your 'camps'. Maybe that's the point. The game currently offers some bandit questing, but not much in the way of survivor questing.
  5. PhilB

    Walkie Talkies.

    I can imagine the awesomeness of this gameplay-prone in a quiet nest of trees, in the bitter darkness that is DayZ at night, drifting through radio frequencies with my walkie, listening for the voice of another desperate survivor . . . 400 MHz. I call out, "Friendly?" Wait. Nothing . . . 450 MHz. "Friendly?" Wait. Nothing . . . 500 M-"Yeah, friendly. Who's that?" Holy Shit, go back. Go back to 450MHz. 450MHz. "Friendly?", I ask again. "Yeah, friendly." Cool, I found someone. "Who are you? Where you at?" I ask. "I need help, dude. I'm in Berezino. My legs broke, I don't have morphine. Can you help me?" . . . and adventure begins. Is he honest? Is he a hurt survivor or is it all bs? Is it some bandits' trap? Am I bandit setting up my own trap?
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