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Everything posted by poisonman
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No Vehicles on Servers: Heres the fix
poisonman replied to [email protected]'s topic in DayZ Mod Suggestions
What really needs to happen is the map needs to be locked down so people can't keep going off map to hide tents and vehicles and shit. -
Hacker just came in and mass killed everyone on the server at once. Please fix this!
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Ok Rocket something really needs to be done about all the people exploiting, running around invisible, and killing players / gaining loot un harassed by players and zombies alike. It is getting old very quickly, I want my fair play back! Thanks Rocket, Keep up the good work!
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Invisible Player Kills My Friend - Atlanta 37
poisonman replied to vindictivegnome's topic in Mod Servers & Private Hives
This is happening on US 64 all the time now, people are purposely exploiting this for free kills on players and free loot with no consequences, they can't be seen and don't aggro zombies, please fix this! -
Invisible players! Exploiting or bugs?!
poisonman replied to BossFi's topic in DayZ Mod General Discussion
This is happening on US 64 all the time now, people are purposely exploiting this for free kills on players and free loot with no consequences, they can't be seen and don't aggro zombies, please fix this! -
This is happening on US 64 all the time now, people are purposely exploiting this for free kills on players and free loot with no consequences, they can't be seen and don't aggro zombies, please fix this!
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anti-tank/BarbWire/SandBag Modificaton
poisonman replied to [email protected]'s topic in DayZ Mod Suggestions
jesus christ, I think we need 800000000 more of these topics, no really we do! Get a toolbox! -
What if DayZ added a single player mode? Hear me out.
poisonman replied to SystemiK's topic in DayZ Mod Suggestions
No.......... -
I just love how everyone always says they want players to be able to make bases, and claim things, make fortifications, etc etc. Then they bitch about it as well, you can remove the things with toolboxes, I realize not everyone is using them to fortify things correctly or build bases, and some people are straight being dicks and griefing with it. But that is just how it goes, if any of the ideas in this thread get implemented it really destroys any sense of fortifying / making a bases for anyone not being a dick and "doing it wrong". I for one fortified a barn with them so there was only one entrance to it, so it was easier to defend.
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Hey Rocket, great work as usual. I remember you awhile back saying you were going to lock the game / mod down eventually to one game / server type so everything is persistent and everyone's experience is synonymous no matter what server they join. Was just curious when this would happen? I'm hoping sooner than later!
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Because....... *Drum Roll*
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Poisonman's Crazy Idea / Wishlist Thread
poisonman replied to poisonman's topic in DayZ Mod Suggestions
yes zombie hordes :-P -
Keyrings, car keys and hotwiring.
poisonman replied to [email protected]'s topic in DayZ Mod Suggestions
Agreed, I have a few good ideas for vehicles in my Crazy Idea / Wishlist thread in my signature, check it out. But I like the idea of keys, but I feel you should have to find them via a "clue" system, instead of make them. -
My group was able to place 2 tents last night in the woods pretty close to trees, it took awhile of spamming before they went down, but it worked!
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1) Yea would be cool if you could do this by hitting a player in the head / back of the head with a Stock Strike, Pistol Whip, Flashlight, Crowbar. Adding in handcuff (very rare spawn off police / military zombies only and / or zip-tie restraints would be cool as well. Could knock someone out and take them hostage or whatever. Lots of options there, you can leave them to die with their hands bound, or you can have them as a hostage / prisoner. Of course so you can grief other players once your "captured" you would have the option to suicide / restart, or you can try to escape if standing (run, but obviously with your hands bound they can easily kill you since you can't fight back), but your captors can keep you from running by pushing / sitting you on the ground which would make it so you can't get up because your hands are bound. If you do escape someone else can remove your handcuffs with a toolbox or zip-tie with a hunting knife, toolbox, or axe. You can also do it yourself if you find the items in the world (you have to find them in the world to use them because your hands are bound, you can't use the ones in your inventory) this would make it difficult to escape by yourself unless your really lucky and come across one of those before being killed by your captors / zombies. (would have to maybe make those utility items more rare?) The other option would be sticking with it and immersing yourself and seeing what your captors do with you, I mean they may let you go, you may eventually be able to become part of their group if you stick with it and you get to know each other and they like you, who knows, it could be rewarding sticking with it rather than instantly restoring to suicide or trying to run away and escape when captured with your hands bound. This type of system could be really cool for robbing someone, or taking someone for hostage / ransom, dealing with someone you don't trust till they earn your trust, really mean way of killing / torturing someone, just lot of fun immersive fun interaction with other players. Could be cool for "end game" pvp war games between groups of survivor etc, the possibilities are endless really.
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This is a good idea, I just can't wait till they possibly make all building enterable, I know I have heard a few E3 rumors saying they would eventually make all building enterable. Would also be cool if he left some of them locked, and added some Utility with the crowbar, making it so you can put it on your Tool belt and use it to Pry open locked doors, then he can also add lock boxes, crates, chests, etc you can pry open either as loot or player storage or both, can eventually make cars lockable with a upgrade / Key, then you can use the crowbar to pry them open or break a window or something. Lots of good stuff I can add to this, could go on for days. Prying stuff open could have a animation (so it takes time) and also make noise that can attract zombie and human attention. Lots of good options here.
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Also have another Idea / Suggestion with the Inventory / Weapon system, you can give it a read and see what you think. This idea will probably help solve or at least circumvent / bandage some of the inventory bugs / issues. I'm going to throw out 2 - 3 different ideas that would solve the issue in a few different ways, if you like all of them, they all would work fine together as well. First, now that we have flashlight on the tool belt, we can get rid of the starting backpack, and have players start with no backpack. This change would go well with my suggestions, it would also make Czech Pouches actually worth something as well, and make finding your first backpack a very exciting moment!. Now I know these suggestion may or may not have been mentioned already by someone else, parts of my suggestions may also be borrowed, but bare with me, they are pretty good, and I think would be pretty cool. Ok so we all know how damn buggy the inventory system is, and how changing weapons and things around between your inventory & backpack can cause things to be deleted and dropped on the ground, etc, etc, or if you want to equip your melee weapon hatchet from your Tool belt you have to drop your primary weapon or put it in your backpack. I really like other peoples suggestions on moving said weapons to your Tool belt while you have your Tool belt item out, so if you want to pull out your hatchet for melee it puts your primary weapon on your Tool belt till you switch the hatchet back to the Tool belt, and same thing with the flashlight, it switches your secondary to the Tool belt till you put it back on the Tool belt. Ways we could accomplish this (as I said earlier, these two / three methods could be used together or separate). 1) Just making it simply what the another poster already said on these forums here somewhere, sorry I forget if it is in this thread or not, but just when you switch to flashlight or hatchet it puts whatever was in that primary / secondary slot previously onto your Tool belt till you switch back. 2) Making your Tool belt different "sizes" depending on not only if your wearing a backpack or not but what backpack your wearing. The numbers would have to be thought on very hard and probably tested / tweaked a bunch till you got it feeling right, but this could be exciting. Like say you don't have a Backpack because Rocket decides to remove your starting Backpack to make things harder and more interesting, so without a Backpack you have 3 Utility / Tool belt slots, Czech Pouch gives you 1 or 2 more slots, etc, etc, where the biggest backpack the Coyote Backpack being the only one that gives you enough Utility / Tool belt slots to hold every Utility / Tool belt slot item in the game. Making you have a limited amount of Tool belt slots makes you have to decide which utility items are more important to you, and which ones you don't need till you get a bigger backpack. It may not be right for this game, just a idea though. Instead of having everything all the time once you find it all, it also makes finding a better backpack more of a big deal, it makes better backpacks more than just more "regular" storage space. *shrug* 3) Add two new Utility / Tool belt items to the game. A Sidearm / Secondary Holster, to hold your secondary in your Tool belt when you switch out to the flashlight. and A Primary Weapon Sling, to hold your primary in your Tool belt (on your back) when you switch out to a melee weapon (this would really only work with the crowbar was made a Utility / Tool belt item as well I suppose, prying shit open FTW!) Let me know what you think? This could also go hand in hand with possible future additions to the game like making the size of your backpack and the amount of stuff your carrying effect your speed in game, how fast you get hungry / thirsty, and also your noise level.
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Also zombies, they should hear better than they see, i can agree there, but there needs to be more work done on the zombies before we can get there I think. Because if zombies hear you they shouldn't immediately aggro you, they should search and not aggro till they get sight, but they should investigate each and every sound in range of them, in order of proximity and loudness. Priority on loudness. And they don't necessarily need to do that search animation like someone else mentioned earlier in the thread, I mean you can have them do that "investigation" mode for a few seconds or minutes or whatever if you would like to, but if they would just move to the area of the sound and just go back to normal, walking around "looking" for you, that should work fine as well I would think, no? But like you said Rocket that might make too much of a performance hit and may not be possible, but I guess we will see, that man not be a feature you can add till this is it's own stand alone game. *shrug*
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FEEDBACK: 5 Minute Zombie Body Deletion
poisonman replied to forgotten's topic in DayZ Mod General Discussion
I was just wondering if there was a plan in action to make corpses, zombie and player alike, disappear instantly or at least within a few minutes after hiding it? I know as of right now the corpses stay on the server / screen (if hidden on a non ground level position) for a very very very long time even after being hidden. And god knows that is causing FPS problems, desync / connection issues, lag, and extra unneeded load on the servers & players PCs. I agree that unhidden bodies shouldn't disappear so fast due to both above reasons but they do need to disappear to keep performance up. Maybe something more like 8 - 15 minutes, tweak it till it feels right based off of the experience of how long it takes to clear a horde and loot. But bodies that you hide should disappear instantly / within a few minutes and not just drop a few feet on the screen under the ground or just floating in the air if you hide them from a upper floor. I'm sure this will possibly help performance a lot since there is no reason for them to stick around after you hide them. And the flies sound is still happening after hiding player bodies. -
every hospital has morphine, bandages, blood bags, and pain killers, if the box is missing any of those it is because they have been looted, empty the box, rearm it via the scroll mouse wheel and reopen the box, it will be full again. It is like freaking magic.
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I was just wondering if there was a plan in action to make corpses, zombie and player alike, disappear instantly or at least within a few minutes after hiding it? I know as of right now (pre 1.7.1.5 that is) the corpses stay on the server / screen (if hidden on a non ground level position) for a very very very long time even after being hidden. And god knows that is causing FPS problems, desync / connection issues, lag, and extra unneeded load on the servers & players PCs. This feedback is pre 1.7.1.5 feedback as I am still at work atm and haven't downloaded and played the new patch yet. But I don't see anything in the notes mentioning hiding / hidden bodies so I figured I would mention it because I was unsure if this patch note (* [NEW] Infected bodies will despawn after 5 minutes of their death (improves performance) included hidden bodies or not. (I will assume yes but it is better to be safe then sorry)
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May have been suggested before. How about getting around 40 ppl to participate in a closed test for 1-2 Hours before releasing it? I'd like to help in that respect and im sure there are plenty of other members of the community with the right amount of know how that would participate in such a test also. I'd have no problem putting up my body for science! lol I'm in on this as well!
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untill / unless rocket says it is, it isn't, I happened upon this discovery while going on a hospital run a few weeks back.