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Everything posted by dutch_miller
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Standalone crafted "different" weapons
dutch_miller replied to velvetpipe's topic in DayZ Mod Suggestions
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I know they do, but in the video you can see unless you have NVG's there isn't much of a way around it; and if they make NVG's rarer as I would like to see more people would be forced to use them. Add that in with more incentive to group up with others instead of KoS'ing and you have a very interesting night gameplay dynamic. Honestly, I just love the intensity of the people playing the mod. I wish playing DayZ was consistently the same way. I don't get that same feeling, day or night. Maybe a few times when I had a firefight, but nothing like this. It's called Chernarus Apocalypse I think, or something along those lines.
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The suspense, and the dependence on flashlights instead of NVG's.
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Chance to go unconscious when hit needs to be removed from this mod!
dutch_miller replied to SpeedyBanana's topic in DayZ Mod Suggestions
It's an interesting balance between realism and playability. I for one am for getting a random knocked unconscious when you are below 9 or 10k blood and the chance getting higher as your blood drops, as I think it makes sense. Wouldn't take much more than a smack to the head to get you on the ground. However, if we go the realism route, we need to eliminate unlimited sprinting and implement a more advanced health system (take a look at the medical system of the Arma 2 ACE mod for example, it's a step in the right direction). But, we already have to run for 90% of our playing time because vehicles are so rare and the map is so big, but if we implement more vehicles.....essentially balance in DayZ would be a big convoluted piece of shit we would never figure out. That's why it isn't intended to be balanced. -
lolwut?
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This is the fucking problem. People hate hackers so much but don't give a shit if they use their weapons.
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It's not in the game more because of technical limitations. They want to, and will have, female clothing in the standalone.
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home made guns and player spawning points and gear read for more.
dutch_miller replied to googlebox's topic in DayZ Mod Suggestions
Yes, let's bring religion into this. That'll surely help you. -
Is the M40A3 really a hacked gun?
dutch_miller replied to eric11's topic in DayZ Mod General Discussion
Yes, it is hacked, it doesn't matter where you find it. -
home made guns and player spawning points and gear read for more.
dutch_miller replied to googlebox's topic in DayZ Mod Suggestions
I've got the perfect place for your threads: The Graveyard -
Standalone: Actual Mtn Dew Curse
dutch_miller replied to zython (DayZ)'s topic in DayZ Mod Suggestions
What's the point? It's already cursed. -
home made guns and player spawning points and gear read for more.
dutch_miller replied to googlebox's topic in DayZ Mod Suggestions
Haha, apache you thought you could fool us. Nice try. -
I'm not surprised you like your own idea.
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I can help you with that, you just might not like them very much. I've got an original idea, how about you stop posting awful topics and we'll stop commenting on it. Is that original enough for you? Judged on your suggestions I find it adequate.
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Shameless bump much?
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There's a plus side to being friendly..
dutch_miller replied to Jaqlada's topic in DayZ Mod General Discussion
So you KoS because if you try to be friendly then people kill you, yet if other people try to be friendly you kill them anyways? -
Your favorite weapon?
dutch_miller replied to Connorwarman (DayZ)'s topic in DayZ Mod General Discussion
M4A1 CCO SD -
a list of suggestions which may improve dayz
dutch_miller replied to apache25's topic in DayZ Mod Suggestions
Warning no. 2 for our friend apache? I know one quite religious comment has give him at least one warning from Max. -
Chernobyl... Chernarus... Chernogorsk.... wait...do I see a similarity there?
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I beg to differ.
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a list of suggestions which may improve dayz
dutch_miller replied to apache25's topic in DayZ Mod Suggestions
Apache, I would urge to you to take a look at this suggestion. While I and several others may not agree that it should be implemented and that the story was not entirely necessary, at least it has the merit of being somewhat thought out and original; as in I have not seen a suggestion quite like this before and as you may or may not know I look at a lot of suggestions; however I don't doubt somewhat has suggested something similar beforehand. Regardless, the last bit of Bourneco's post is what you need to take a look it; it explains the idea in a bit more depth, talks about what it will add to the game and how the rest of the game will be affected, and has several other probable features that may or may not be needed. While it isn't the best idea it should provide you with a better foundation for your future suggestions and maybe people like me wouldn't "piss" on your ideas as much. -
This is the problem.
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a list of suggestions which may improve dayz
dutch_miller replied to apache25's topic in DayZ Mod Suggestions
This is something you would be more likely to see in State of Decay, far more likely than in DayZ. -
outfit ideas and locations plus melee weapons and base building
dutch_miller replied to apache25's topic in DayZ Mod Suggestions
Any somewhat reasonable idea you have created has not been your idea, you just steal it or refuse to use acknowledge the existence of the search bar. I will not "piss off" because I am supporting and enforcing the forum rules that you have clearly neglected. I don't need to come up a thousand shitty ideas every day. If I come up with one mediocre idea, it will still be worth more than every suggestion you have every thought about posting. -
a list of suggestions which may improve dayz
dutch_miller replied to apache25's topic in DayZ Mod Suggestions
He's suggested this atleast 6 or 7 times, each time in a seperate topic.