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Your DayZ Team
septuscap
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Everything posted by septuscap
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Lets do this, Trading Station Delta - Edited
septuscap replied to combatcomm1's topic in DayZ Mod General Discussion
There are boats, but the logistics would be pretty crazy. Waste of fuel, snipers hitting the boat from all along the coast, backstabbers asking for ferry and trying to steal the boat, etc. Regarding castles, you could down the zombies fairly easily I think. I don't think the idea will be doable without the safety of buildings. -
Top 3 Bugs you want fixed, Top 3 Features you want added
septuscap replied to caddrel's topic in DayZ Mod General Discussion
"debug forest" is just west of pavlovo. It's not some magical fairy land you can't escape. -
Lets do this, Trading Station Delta - Edited
septuscap replied to combatcomm1's topic in DayZ Mod General Discussion
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Top 3 Bugs you want fixed, Top 3 Features you want added
septuscap replied to caddrel's topic in DayZ Mod General Discussion
Bugs: 1. physics (zombies/players clipping through walls, random terrain & player collision damage, having to squeeze through doors, vehicles exploding easily) 2. d/c abuse (server hopping for loot/teleportation, d/c'ing to avoid death) 3. erratic corpse despawns (sometimes seconds after an ally dies his corpse disappears, I can't get his stuff; same with people I've just killed) Features 1. Friend list: (a) tags on mouse-over for people I trust (b) rate players on a scale of bandit to friendly; color code "P" menu and side-chat usernames based on ratings from friends and friends of friends (red,orange,yellow,green?) 2. spawn drifting zombie hordes as opposed (or in addition) to static zombie spawns in cities (too easy to plan around). I'd rather have more concentrated zombies; even if we encounter zombies less often, the chance of encountering a HORDE will keep players on their toes. Right now the only threat zombies offer is that you have to shoot them and alert players of your presence (still a useful role to play, but not very scary) 3. Operational buildings & power plants. Dynamic interactions with random players in order to get buildings running and acquire loot (ie. group A secures factory, group B secures power plant, A must negotiate with B to get factory to produce ammo) Could apply to gas stations, street lights, etc. -
DayZ: an exercise in gaming nature (warning, wall of text incoming)
septuscap replied to Cach's topic in DayZ Mod General Discussion
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Just when I was expecting a giant wall of text/rage. Tr1x, you're alright. :D
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DayZ: an exercise in gaming nature (warning, wall of text incoming)
septuscap replied to Cach's topic in DayZ Mod General Discussion
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DayZ: an exercise in gaming nature (warning, wall of text incoming)
septuscap replied to Cach's topic in DayZ Mod General Discussion
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DayZ: an exercise in gaming nature (warning, wall of text incoming)
septuscap replied to Cach's topic in DayZ Mod General Discussion
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Lets do this, Trading Station Delta - Edited
septuscap replied to combatcomm1's topic in DayZ Mod General Discussion
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I think zombie spawns should be changed. Rather than having zeds spawn in cities as players show up, spawn HORDES (100+) in various locations. Then have two modes of aggro. If a shot is fired, zombies from LONG DISTANCES will drift in that direction (not aggro'ed on the player). Maybe only half the horde will be in range and change direction while the others stay on their previous course. Or maybe zombies will simply drift in the direction of the most players (sense of smell?) If zombies are within a few hundred meters, we get the frenzied zombies we see now. Cities may have a few zeds here or there, or none at all. Seeing a zombie doesn't scare anyone. Seeing 50 zombies doesn't scare anyone. Not knowing if 200 zombies are going to rush out of the treeline and trap you in a building? FUCKING TERRIFYING. As zombies are killed, spawn more hordes. There is no reason a server should have only 300 zombies, I don't care if the playerbase is in the wilderness, or concentrated around a few cities, it's a waste of server resources and my time to not be terrified of zombie hordes around every corner.
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If You Could Add 1 Weapon to DayZ...
septuscap replied to zak757's topic in DayZ Mod General Discussion
Blow darts as a side arm. WHO NEEDS SUBSONIC AMMO. -
YOU DO NOT NEED THE FULL VERSION OF ARMA 2 TO PLAY DAYZ
septuscap replied to red62's topic in DayZ Mod General Discussion
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1. Visitors must keep guns in their packs. 2. Visitors must maintain distance, no pick pocketing. 3. Pick a mountain top with a castle and cover, use sandbags & wire fencing liberally. 4. Have visitors log into a "safe area" in order to get to the city. Put your gun in your pack before logging into the city or guards will KOS. Feel free to log out in safe area as well (or yes, use another server to GET to the city log-in area, and then log into the city; may as well use this loophole for a GOOD cause). 5. Help this guy out: http://www.dayzmod.com/forum/showthread.php?tid=9239 I'm sick of whiny survivors who have done nothing but just yell out "FRIENDLIES IN CHERNO???" like morons. Maybe you can't be the brainy survivor, but at least you can sit there with a gun and shoot some one who tries to take a gun out of his pack. Hopefully. Actually I have my doubts, you should just stick to visiting.
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Lets do this, Trading Station Delta - Edited
septuscap replied to combatcomm1's topic in DayZ Mod General Discussion
Finally some survivors worth their salt. All I've got to say. There's four main threats. 1. people server hopping to get past defenses, logging in and immediately firing. You'll need a lot of guards INSIDE the city to watch for people spawning in (so they can kill the intruder while he's still black screened). See my suggestion at the end to tell friendlies from bandits.* 2. Suicide bombers. No real counter to this. Test the range & penetration of explosives and find a site where players can shield themselves from the blast. Maybe see if sandbags lessen the blast? Guards will have to be vigilant and warn visitors of explosives before they go off. Maybe equip them with medical gear to deal with the aftermath (2 clips of primary/secondary, then medical for the rest?) 3. Snipers. You need a concealed location, preferably atop a hill. A castle like you suggested sounds good. 4. Pack stealing. As far as I know, nothing stops one visitor from taking items from another visitor's pack. It is up to guards to enforce safe distances between visitors. If two players want to trade, you can offer an escrow (a guard who will take the items out of each player's pack and place it in the other's). * I don't know if anyone suggested this, but you might instate a rule requiring visitors put their guns in their packs, or else I don't think guards would be able to police the city at all. I wouldn't worry as much about EXTERNAL threats because bandits don't exclusively hunt survivors. If bandits try and raid the castle they'll likely be gunned down by OTHER bandits camping the area. Just keep the city area secured. Good luck man, I'll be sure to create enough mayhem outside that no one has time to crash the castle :D -
DayZ: an exercise in gaming nature (warning, wall of text incoming)
septuscap replied to Cach's topic in DayZ Mod General Discussion
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Why even go back for your gear? I would have assumed my body was hidden after he took what he wanted off it. That you "went back for it" makes me think you were on the bean coast. You admit you should've checked the area first so I won't harp on that. I don't have the patience to camp, but I don't see how camping a corpse/tent/vehicle is a dick move. In the precise scenario where he killed you and waited for you to come back to kill you again I can understand; but if you're going to camp a corpse you're using it as bait for any player -- in fact I'm sure he was hoping some one else would wander by and check the corpse to give him more loot.
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Do u think Humanity will reset when new feature comes out?
septuscap replied to bahhh's topic in DayZ Mod General Discussion
I agree with this actually. If anything, let players manage their own trust networks. Add a friend list to the "P" menu in-game. Color code the players in the "P" menu by friend, friend of friend, friend of friend of friend, etc. Similarly, color code players you personally blacklisted, ie. any player in the "P" menu that is red is some one you have blacklisted; orange is some one a friend blacklisted, yellow is some one a friend of a friend blacklisted. If I add some one to my "close friend" list, let them have tags on mouse-over for me specifically. I should be able to tell whether player model A that rounds the corner of a building is a buddy of mine or a random stranger. If he and I are "close friends" (ie. on each others' close friend list), then his tags would pop up on mouse-over for me. -
I'm sorry, but it's the bandits who seem to be organized in this game. I haven't seen a group of survivors do ANYTHING in this game except cry on the forums. Go make a survivor/trade city. Now. Or shut the FUCK up.
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Find a group to play with.
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Do u think Humanity will reset when new feature comes out?
septuscap replied to bahhh's topic in DayZ Mod General Discussion
I think either way it'd be unfair. If bandits got their humanity reset it'd be unfair to people who are legit survivors right now under harsh conditions. If it isn't reset I'm sure there would be players complaining, saying they had no choice but to be bandits given the irrelevance of humanity. Maybe reset to a curve of some kind instead of resetting everyone back to survivor? -
Devz, get your shit together.
septuscap replied to survivalist's topic in DayZ Mod General Discussion
To be fair you were warned about phpbb exploits days/weeks ago many times by concerned players. I get that this is a "free" mod in alpha, but it is obvious to Bohemia that players have put up money purely for this alpha mod, and it is up to you to keep our trust in your future titles. That said, I don't think anyone can complain about the pace of development in-game, it's going pretty fucking well imo (aside from my issues with arma in general -- clunkiness etc)