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Everything posted by weld
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I really like the way the crossbow is balanced now. It is easy to find, silent, and the ammo is reusable. It takes a lot of practice to use effectively. Just like anything else should. Once you level up your crossbow ability the cons seem a lot less important.
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Date/Time: Various times What happened: Could not use action menu Where you were: Various places What you were doing: Trying to use action menu (light a campfire, transfuse/bandage other, Take ALICE pack, etc.) *Current installed version: 1.7.1.5 *Server(s) you were on: Various servers *Your system specs: Pretty good system, runs the game great *Timeline of events before/after error: No pattern detected, seems to be pretty random Every so often my action menu completely stops working. I can do whatever the first action on the menu would be with middle-click, but scrolling or using [ ] does nothing, so I cannot perform any actions other than the top action. Also for some reason when I am in this state my F key (which I have rebound to direct comms) reverts to "Weapon Toggle" even though in the options it still shows as direct comms only. I am also unable to vault with either the key I rebound it to (space) or the default (v). So far the only workaround I've found is to exit to desktop and restart the game. Any ideas? Could be related to this 3 year old Arma 2 bug: https://dev-heaven.net/issues/3779
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That would explain it; I will try this as well next time it happens.
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Ok, I may have figured this out. I've noticed that instead of restarting the game, opening and closing the Steam overlay seems to restore functionality. This indicates that the issue is not with DayZ but has to do with the way I'm interacting with the Steam overlay. Wish I'd have found this out a couple days ago.
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You should also be able to access its gear menu while inside the vehicle. Press M, then click Units, then click Gear.
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Switch to axe, without using the bag space in the backpack??
weld replied to Kashus's topic in DayZ Mod Suggestions
When I say balanced I mean something else... For something that is this utilitous it makes sense, based on the "balance" of the mod, that you should have to give something up. If it is not a hard choice it shouldn't be so useful. If that means something the size of an axe as we see in the game is a primary slot item, I'll gladly make the choice. But, if it becomes a secondary or (hopefully not) a melee slot item, you will no longer have to make that choice. It would be more realistic, in the same way that I should be able to hold a flare away from my face to see better while carrying it. You can't in this mod by design. It is a choice you have to make. -
Switch to axe, without using the bag space in the backpack??
weld replied to Kashus's topic in DayZ Mod Suggestions
Hm...unbalanced may not be the term I'm looking for. Overpowered for no reason? Doesn't force you to make a tough decision? Way too useful? I don't know. The range is longer than the zeds' attack. -
I really liked the sweater pants.
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I've shot players with the crossobw before - one DCd so I'm not sure where I hit him, the other hit in the shoulder and didn't kill him. I think the crossbow needs zero modification from its current functionality.
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Slow zombies would be boring.
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Teleporting back to a previous position
weld replied to The Manager's topic in DayZ Mod Troubleshooting
Happened to me again yesterday. Was running out of the market at Kras and ran up the hill three times. -
I accidentally duped like 6 tents in the same spot over top of each other while trying to get it to plant the one. Very odd glitch.
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Switch to axe, without using the bag space in the backpack??
weld replied to Kashus's topic in DayZ Mod Suggestions
It's already a one hit kill on zombies, silent, takes no space when not being used. If it didn't take the primary slot it would be way more useful than it should be. There would be no trade off, you aren't giving anything up to use it. -
Switch to axe, without using the bag space in the backpack??
weld replied to Kashus's topic in DayZ Mod Suggestions
Axe would be unbalanced if it didn't take the primary slot. This forces you to choose between the convenience of using an axe and the convenience of backpack space. -
Ideas for crossbows, ammo, flashlight, and more!
weld replied to tl140's topic in DayZ Mod Suggestions
Crossbow is already balanced perfectly. It takes a lot of practice to use effectively and would be completely overpowered if you could hold more ammunition. -
Obstacles that work or can be more easily dismantled.
weld replied to damonxwind's topic in DayZ Mod Suggestions
I successfully removed two barbed wires and one hedgehog last night, precision was a little tricky but functional. -
I'm a carebear and I'd prefer to know that the guy shooting at me is as vulnerable as I am. I think part of the vision of this mod is that you can die at any time without warning. Putting a mechanic there that makes it harder for you to die without serious drawbacks doesn't cater to the give-and-take of this game. If this is implemented it ought to have serious consequences - like taking the backpack slot or reduced movement speed. Or be bright pink because that would be hilarious.
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The crossbow is already the perfect balance of convenience and utility. Any more convenient and it would be overpowered for the type of drop it is.
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This game needs a punishment to being a bandit...
weld replied to scaramoosh's topic in DayZ Mod Suggestions
Punish bandits? Gear up and go kill the bandits. There will only be player-driven morality judgements in this game or it wouldn't be what it is. -
Teleporting back to a previous position
weld replied to The Manager's topic in DayZ Mod Troubleshooting
This happened to me last night; twice I was warped back to the same spot several hundred meters back. -
Sleeping in tents - Tent then becomes spawn point
weld replied to Greenhound's topic in DayZ Mod Suggestions
If you walk away why should you magically be transported back? Or do you mean if you die? It is no longer "your" camp when you die. -
This would be nice, and it would also be nice if other people saw the same skin. Other players may see you wearing different clothing and may result in friendly fire.
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Or...remove the respawn button for the first ten minutes of play.
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I vote no, and stop abusing respawn.
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I expect this is already calculated in, since most player models are shown as wearing ballistic vests and the damage done by handguns is considerably lower than that done by rifles (though that could just be the normal outcome of a faster bullet). The zeds are supposed to be normal humans with odd behavior, and I know players can take more hits than them (excepting headshots).