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TeaLeaf

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Everything posted by TeaLeaf

  1. TeaLeaf

    On risk-reward, difficulty, and death

    I agree with all your points but not your solutions. Most of the abusive farming is being worked on, once those issues are resolved I don't think giving new players even more reason to kamikaze attack each other is a good idea.
  2. TeaLeaf

    Suggestion: Safetown

    I think if it is possible in the long term to make the server situation less weird then these ideas are unnecessary. If not, I think we should get some kind of "safe" hub zone but I believe it should be less forced than what you suggested. Just use NPCs as guards, they execute people that fire weapons inside the town and retaliate against external attack (counter snipers) but they can be killed and players can still attempt to player kill inside the town. They respawn eventually unless they are all wiped out and bandits take over, in which case they start spawning again once the bandits are all killed/leave. I think something like this would create a "safe zone" more in line with the feel of the mod IE it's still a little unsafe.
  3. TeaLeaf

    DayZ needs objective other than survival

    I agree there needs to be more of a long term goal. Even a basically un-completable one. I think the OPs idea, while it's pretty good, would only work if the game had like 3 or 4 regional uber-servers instead of hundreds of 50 player ones. It's too hard to get on a particular server to build mechanics around always being able to visit the same one. Same goes for Full Metal Monkeys suggestion. Basically the issues caused by the server meta-physics means any kind of progression has to be based around individuals or small groups, and can't have much to do with "real estate". That said I can think of a few ways around these limitations. Too complicated to write down now though, time for sleep.
  4. TeaLeaf

    Stop Mid-Conbat DC'ing.

    rocket has already said he's working on this.
  5. I seriously doubt any CoD kiddies actually play this game. They have basically become an urban legend now and every problem with any community is blamed on them. I actually quite like the idea: If you kill lots of people then there is more penalty for dying than if you don't kill them. I'm not sure how many people actually play like that though, many people on the forums have rather rationally stated that they will shoot anyone on sight to avoid being killed themselves. It's possible those are the people that are perceived as "CoD kiddies".
  6. I think it's fine the way it is. It's a game and you have to compensate for people's characters being put into stasis every couple of hours.
  7. It's a game if you do it for fun, no matter how realistic it is. This doesn't actually surprise me to be honest. DayZ is the game many people have been wishing for for years and it's being developed by a dev awesome enough to not cave into whiners trying to make it easier. I think DayZ could only have been a success as a mod though, and only as a mod for ArmA2. The formula is too risky for a AAA commercial game, and too ambitious for an Indie title or personal project. It needed to be built on an engine that supported large numbers of players on a single large map playing alongside hundreds of AI while still being a first person shooter. I can't think of another game that can do that. I suppose you could have modded the Unreal Engine or Cry Engine to work like that, but that would be exponentially more work and require someone creating the map, which is hardly trivial.
  8. Being selfless is always more difficult than being selfish. This is true in real life as well, especially if zombies have eaten everyone. Also body language and facial expressions can be faked.
  9. TeaLeaf

    Selectable Spawn Points

    How about the option to just spawn on a buddy if they are within X meters of a spawn point already? That way you spawn together but spawning is still random. It'd work like: 1) You are playing with your buddies. 2) One of you spawns. 3) The rest spawn on him. Result: Entire group is together, just in a random location.
  10. People misuse the world entitled a lot. Here is an instance where it would be correct to do so, take note.
  11. TeaLeaf

    You need to be able to "lose" zombies...

    I think zombies should be slower than a fresh player but faster than a wounded/exhausted one. Then at least there would be some resolution to the chase instead of being able to run across the entire map until you die of dehydration.
  12. This. You could either integrate this into building the actual fire or just make it an action to perform to create a "bundle of firewood" at the players feet.
  13. TeaLeaf

    Player kill registration removal

    To be honest I'd like to see a bit more standardization across servers considering you end up joining the one that isn't full rather than the one with the rules you like.
  14. TeaLeaf

    Instead of player killing, mugging?

    You can already do this. However as the main disadvantage to dying is losing your gear 9/10 times it makes more sense to fight back anyway. Get mugged: Lose your gear. Die: Lose your gear. Shoot the mugger in the face: Keep you stuff. The only reason I'd give my stuff to a mugger was if it was a "give me some beans and we won't risk fighting each other" kind of deal or if they fired some warning sniper shots at me and told me to drop some stuff to pass. It's a good option for when you are desperate for supplies but don't want to be a total dick.
  15. I take it 1.5.8 didn't remove the bandits skins? I ran into at least two today. One was dead and had an M14, a map, a compass, pretty much every item I wanted on him. The other shot me dead when we rounded a corner at the coastal airfield.
  16. They stay until server crash. Doesn't stop people server teleporting inside though.
  17. TeaLeaf

    MERGED: Everything poop and pee

    I support this idea fully! +rep for you.
  18. TeaLeaf

    Day/Night System Argument

    What I think would be cool is if every server used the same time zone for syncing, but the game's time was at 0.75 scale. It wouldn't sync up to the real world but what type of lighting you get would be varied no matter what your real life schedule is.
  19. TeaLeaf

    Some inspiration - Urban Dead

    Isn't that basically a text based game with limited actions per day? Would be pretty hard to translate features across.
  20. TeaLeaf

    Solution to the morality predicament

    Stop trying to punish people for killing each other. I know at the moment the PvP violence is a bit over the top but there are less... forced ways of doing things.
  21. TeaLeaf

    looting while prone

    I think you should be able to grab items off the ground while prone, but when you want to actually loot a corpse you should have to kneel.
  22. Why do you feel the need to force people to work together? There isn't an issue of balance' date=' because everybody - good and bad alike - have the exact same skills and choices available to them. Also, in my old age, I've decided that I really don't like people. I like to play on my own. I don't have to rely on anyone. As it is, it's hard as hell to solo in this game, regardless of your skin. You have to sneak everywhere, and that takes a buttload of time. As it is, it is the survivors that have it easy. I look forward to the day when my solo ass can be seen wearing a normal skin. TKJ [/quote'] I'm simply saying that IF we want more teamwork then that is what I think would work best. If you'd rather everyone lone wolf it, fair enough.
  23. I think the solution to the whole Bandit/Survivor balance issue is to make it even harder to solo the zombie enemies. Then naturally people that more willing to work together with others will have a much greater survival rate than those that kill everyone.
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