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Everything posted by [email protected]

  1. i have an idea for no pvp servers , have it so that having pvp turns off the spawning for high end loot , would make a good place to practice avoiding zombies but wont let you leet up your gear
  2. i have a question for you , how does one locate bandits to punish? as it is we all look alike and we cant even tell our friends apart let alone other players, right now the only way to puhish "bandits" is to run around and shoot everyone you see like a bandit, to get beyone just shoot everyone we need to be able to id other players at med to short range 50 to 150m, and the ability to mark players as hostile(info shaired betwen a group maybe?)
  3. i mentioned magnesium fire starter's before ,would give anyone who finds one unlimited uses
  4. a slingshot would be a good stealth weapon, i think it should be mostly non leathal (knocks the target out with a head shot but still deals damage) could be based on ammo types, say ballberings and marbles, ballberings will kill with a headshot while marbles will ko (marbles do make good slingshot ammo as they are a uniform size and still quite hard)
  5. non leathal attacks with rifle butts and blunt weapons would be neet, maybe have hits to the back of the head one hit ko
  6. how do you set up the mic for this game i have one , is it just plug and play?
  7. i would realy like to see this weapon, in game it could share ammo with the akm(clips break down to 10 rounds? and 3 break up to 1 30rnd) and it has a built in melee weapon(folding bayonet built in) it would also make a good weapon to find in deer stands
  8. my idea is that after someone is killed and there body fades out that any items they had be added to the loot chance for any nearby buildings, say a kitted out guy with nvgs and a m4 dies in a small town and no one checks his body his items should have a one time chance of spawning in any of the loot zones in town (5.0% chance?) so every time the loot respawns there is a chance one of his items may spawn in any of the loot piles intown ( 500mrange?) this will help spread the loot around and make exploring a bit more intresting
  9. ohnoes i cant log out because i dont have a ink ribbon for the typewriter
  10. the crowbar could be a stand in for any soild peice of scrap you find that would make a good weapon, drift wood club, rusty rebar ect
  11. i agree zombies should not cause bleed damage on the scale they do now(im fine with a light bleed, ether realy slow or limmited duration) and they should not be able to break bones unless your being mobbed
  12. mags should be treated as backpacks for bullets with the gun drawing from the ammo left inside, make mags somewhat rare(only find one with the gun usualy )and have ammo come as loose rounds ,50 held per chest slot 100 per backpack slot 15 per belt slot?(numbers held per slot can be based on the rounds size so you might only be able to carry 10 50cal per chest slot or 25 for 7.62 nato, 16 shotgun,)guns that feed ammo manualy like boltaction rifles the winny , revolver and shotguns would not need clips but would have a longer reload time based on there mag size. ammo could then be found as loose rounds a zombie might have 3 extra mak rounds or a shotshell, mill zombies might have a empty clip or a handfull of assaultrifle rounds, ammo spawns might have a mishmash of ammo types a barn might have 5 5.56 shots 10 shotshells 2 45 rounds and 8 mak rounds, meaning players need to explore more to get ammo but can probaby find ammo(some) for there assaultrifle without going to the airport or hitting all the deer stands near them
  13. give them a double barrel shotgun with 4 shells defence agenst bandits and a farly common ammo type as we can break down larger shotgunshell packs (also lets players lower there weapons so no issue with haveing the pistol out all the time
  14. The Makarov was not a defensive mechanism against players' date=' it simply was not. Its incredibly low damage coupled with atrocious accuracy meant that in order to down any non AFK player would require at least 4 magazines to be fired. Anybody who has a proper weapon and whose soul intent is to kill you is going to, and was going to, even in the last patch. The Makarov was only a defence against zombies. An incredible defence. I would even say the best defence, easily the best weapon for killing zombies in the entire game. Far too good, and it made zombies irrelevant. That is the issue that was being addressed. And it has been addressed. [/quote'] my idea start new players with the new doubel barrel shot gun and 4 reloads for it 2 shot and 2 slug, keeps the bandits away a shot slug will ruin anyones day and is less effective at pve as it is louder than the mak and can only drop 4 sombies before your out(more ammo would be nicer but 4 shells atleast keeps bandits from killing with impunity)
  15. i think ingame we use the morpine then splint our leg, the animation does take the same time as bandaging
  16. yet the help im stuck in the ocean/debug forest had100+ reports
  17. a tin can a grenade and some wire and you could make a trip wire trap, tin can over the gren, pull pin and set gren up so that the trip wire pulls the grenade out of the can when triped
  18. always good to see bandit snipers getting sniped
  19. hell i found a stagnt clip in the dam supermarket and a dmr mag in a house once but no matches
  20. ill second the matches problem never seen a pack in game in any of my lives, had a map 2 times compas once watch 2 times found 3 ak variants on one life at one point aksu74 upgrade to a ak74 upgraded to a akm, but no matches, had an ax and a knife nearly every life now, they should add matches as a common junk drop item and or as starting equip, make em limmited use 10 uses then out? and add in a magnesium fire starter as a upgrade item (unlimited uses ?)
  21. i like the above ideas , i would also like to see zombies react to sound in a difrent manner, now if you fire off a gun every zombie in range rushes you , my idea would be to have them walk to where they heard the shot, how close they get to the firing location depends on how far they where from the sound, ones that where close to the sound point walk right to the location(even if its in a building), longer ranges have them stop within sight of the soundpoint ,if the zombie sees you they attack as normal, the alerted zombies heading to the sound point could have heightend senses to spot people better as they are alert and looking for prey.also if this idea is implemented weapon sound range should be increased
  22. we need a way to id other players first
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