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SwissArmy (DayZ)
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Everything posted by SwissArmy (DayZ)
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OK. Here's an idea. You should be able to dig a hole with your entrenching tool and hide your stuff in a burial tube (another item to find), and mark the spot on your map or leave some marker around. The location of your 'stuff' is maintained in your character file but persists on the server you were on for 6 hours (you can't server hop and expect it on the new server until 6 hours later). You can always lose it to some lucky searcher (oh, and by the way, a metal/mine detector is one of the items you can find too)...
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Running list of ingame time settings?
SwissArmy (DayZ) posted a topic in DayZ Mod General Discussion
Does anyone maintain a list of the ingame time settings on all the servers? Not all set ingame time to server local time.... And only a few indicate in the Host name line what the setting is..... -
The game isn't hardcore enough.
SwissArmy (DayZ) replied to Saul Weinstein's topic in DayZ Mod General Discussion
If you drink and eat you have to go to the bathroom and remember Zombieland Rule #3.... If you go in the forest, don't choose the wrong leaves..... -
Hatchet can no longer be in tool slot
SwissArmy (DayZ) replied to BlessedHeretic's topic in DayZ Mod General Discussion
Down the road, I would also suggest that other 'tools' have dual use (weapon/tool), such as the knife... How about a sword or katana? A bayonet? -
Hatchet can no longer be in tool slot
SwissArmy (DayZ) replied to BlessedHeretic's topic in DayZ Mod General Discussion
Best way to resolve this is to use real backpacks and real tools, equipment, etc. and test how much space all this takes up. A hatchet and an axe will not take up much space. A flashlight won't either (never understood why it took up more than one slot). Even a handgun won't take up much space (5 is excessive too). Others take up too little (toolbox, for example). Hatchet should continue to use a tool set slot. Axe should either be in hand or take up one slot in the backpack. No reason either couldn't be weapons. Entrenching tool should be like axe; in hand, in (actually on) backpack, and either as weapon or tool (it was regularly used in close combat to whack the enemy). No reason also that anything in the system should limit or prohibit someone from just surviving in the woods. That is a personal choice on the part of each player. -
Demoralising and anti climactic end :(
SwissArmy (DayZ) replied to [email protected]'s topic in DayZ Mod General Discussion
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What a mess among the servers. Some use 1.7.0, some are 1.7.1.1, some are 1.7.1, some need one of the Betas for Arma II, etc. etc. etc. I can understand the DayZ version changes but the different Arma II Betas? I just went through the list of servers and there were no less than 4 different Beta versions listed with mutiple versions mixed with multiple versions of the DayZ code. PLEASE solve the server mess. If you want people to use one of the Arma II beta versions, please manage it too.
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Stop updating servers until 1.7.1 is fixed
SwissArmy (DayZ) replied to Shea's topic in DayZ Mod General Discussion
my thoughts... man up and do your part to test this mod. as it is in alpha, the primary drive for rocket isn't to provide you with a complete and carefree experience. You and everyone else is a lab rat. Play the mod, welcome the idea of being part of the data collection process. There can't be any data collection if getting on any of the servers is a nightmare in itself... The process has to be centrally managed, including all the non-DayZ addons that seem to be required (I'm thinking here especially of the Arma II betas, for which there seems to be a free for all at the moment). -
There is little reason to have so few working vehicles in the game. Remember the lineups of working vehicles on the highways in "The Walking Dead"? If people got infected, they would be simply abandoning them. Also, it should be possible to siphon gas from these vehicles. Remember, there is no electricity and therefore gas pumps would not work.
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Many more working vehicles
SwissArmy (DayZ) replied to SwissArmy (DayZ)'s topic in DayZ Mod Suggestions
Even the countryside of the Czech Republic has more vehicles around than I've seen here. This isn't some backward, Soviet-era territory.... -
You should be able to cumulate 'loot' of all kinds in a hiding spot (not in a town or building of any kind). When you go offline, the server should save the location and the items, taking them off the map when you leave (making it specific server dependent is too tedious). Whatever server on which you go online should then have them reappear in the location. If you die, all resets to nothing.
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More variety in foods would be great. Then the mod could implement 'nutritional deficiency' problems.... :-)
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Barricade oneself in homes, buildings
SwissArmy (DayZ) replied to hellstapochk's topic in DayZ Mod Suggestions
Agree. You should be able to barricade/lock a building given the proper tools, materials and equipment so that no zeds can get in. -
Hiding spots for equipment, etc.
SwissArmy (DayZ) replied to SwissArmy (DayZ)'s topic in DayZ Mod Suggestions
The 'central' server already keeps a record of your load. Leaving things on the server you just left actually would slow it down much more than 'taking everything with you' when you leave. Yes, I know it's a little 'carebear' as one of you put it, but unless we could all be on the same massive server with no speed issues, I don't see much of a choice.... -
Petition to add the Mosin Nagant to Day Z
SwissArmy (DayZ) replied to Kophka's topic in DayZ Mod Suggestions
Agree if the backstory puts this in an ex-Eastern Bloc country. Otherwise, the most available rifle should depend on the region of the world. The AK-47 is probably the most prevalent rifle around the world. I forget if the Mosin already exists in Arma II... -
Stamina in general should be limited more severely. How many of you could run from the beach all the way to the NW airfield fully equipped and without stopping?
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caves here and there would be possible hiding places. Or the ability to mark a tree or a rock? Spraypaint? Each tree and rock has a database number in Arma II (for those of you who know, check the Arma II editor).
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In Arma II you cannot change your uniform/skin once ingame (it can be changed before and there are a few script runarounds that could allow it ingame). In Arma III, changing clothes has already been implemented. We'll have to wait for the Arma III DayZ mod. Arma III is out in the fall.
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The weather dynamics of Arma II are fine for spring, summer and fall. There isn't a satisfactory system yet for dealing with snow accumulation. The map itself needs a 'snowed over' version. An example is the Thirsk Island map mod for Arma II. Two versions exist; one without and one with snow.
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interactive gear (such as the watch)
SwissArmy (DayZ) replied to ghostshooter's topic in DayZ Mod Suggestions
I strongly suggest playing Arma II before playing the DayZ mod. There are tutorials there about many aspects including the use of maps and the equipment. You'll see that your concerns have already been addressed in an excellent manner. -
An idea for zombie respawns.
SwissArmy (DayZ) replied to clipnotdone's topic in DayZ Mod Suggestions
Totally agree. This has been suggested a number of times now. I'm sure the developers will take care of this. -
Agree with Ragetank. I met someone who wiped out the three zeds in our area and more zeds almost immediately respawned around him. They should spawn further away (at least a few hundred meters) and move as a group to the area.
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Use the ACRE mod for communications via microphone
SwissArmy (DayZ) posted a topic in DayZ Mod Suggestions
The ACRE mod discriminates better between local conversations (without a radio; basically within normal listening distance of people), short-range radio and long-range radio. It is widely used in Arma II. It uses Teamspeak 3 as its basis. -
Use the ACRE mod for communications via microphone
SwissArmy (DayZ) replied to SwissArmy (DayZ)'s topic in DayZ Mod Suggestions
Sorry, but I'm not going to use the search function. I view the number of times the same topic appears as a thread as an additional 'vote' for the suggestion.