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Your DayZ Team
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Everything posted by DemonGroover
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DayZ Developer Blog 15th April Highest one ever
DemonGroover replied to mattlightfoot's topic in Mod Announcements & Info
Nice one. Peace for another week -
Would you kill a fresh beach spawn? Part 2
DemonGroover replied to Ashnik's topic in DayZ Mod General Discussion
I don't see the point of killing new spawns. I have been killed a few times after just spawning and i actually wonder why you would do it, especially if spawning unarmed. Armed spawns, then yes i can see the reasoning. Are players dicks for killing a new spawn? I don't necessarily think so but i'd like to know the reason. Is it to get the bandit skin? Increase the murder count? Perhaps there should be extra stats - murders (unarmed victims), murders (armed victims). The perhaps that murder count wont look so bad ass for some players. -
In an effort to make serious contributions to the game, I wrote a white paper detailing salient design issues.
DemonGroover replied to Jsteiner's topic in DayZ Mod Suggestions
Well put together. In so far as two points you made, i like the idea that you will die at some point and have to start over. This is what makes the game so compelling, especially if you aren't really interested in tents or bases like myself. One shot to the head and it's back to the beach. I would not like to see some sort of character progression that carries over to your new character when you die. In fact i am against any sort of "getting your gear back" approach, but its a personal preference and i actually like starting over than being fully geared up. Your other point is that it isn't worthwhile killing zombies, but to me this isn't the point of DayZ. You need to survive, being Chuck Norris doesn't work. Going in gung ho shouldn't be a worthwhile option, especially once the zombies become more of a threat in SA. TBH firing an Enfield in Cherno should bring a whole lot of hurt down on you. Silent take downs with the hatchet and hopefully new and improved crossbow will be more important in SA especially considering the vast increase in zombie numbers. Like most zombie films and books the zombies are the background to the real story - the interaction between the survivors and the ongoing tension. Zombies should pose a threat but if DayZ just became a zombie shoot em up i wouldn't be that interested. -
Milking Cows-Fillng canteen + Mounting Weapons
DemonGroover replied to Josh09dx's topic in DayZ Mod Suggestions
That wasn't a cow you were milking. Sorry, i will apologise now. -
Everything is moving to reddit
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I assure you Green Mountain and the Curse of the Dew are quite real.
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My process has changed quite significantly in the past year. When i first began i was very stealthy and conscious of getting gear in Cherno/Elektro and getting the hell out, usually doing the deerstand runs as i travelled across the map checking out Stary and Berezinho. I found myself getting a little too paranoid once i got geared up though so i abandoned that playstyle as i wasnt really enjoying it (and this was in the midst of hackers and no private hives being available) However nowadays i just run to the nearest city and hang around there. I havent really been inland for months apart from a few chopper rides from friendlies. Once i find a hatchet i am relatively happy hacking zombies and seeing what sort of players enter the city limits. It can actually be fun just watching some of the hijinks players get up to.
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Welcome to the forums. Hopefully hordes, or large groups at least, are an addition to Standalone. If not on release later on. Zombie numbers are being increased significantly anyway.
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Remove Starter Flashlight; Bring Back Flares
DemonGroover replied to Powell (DayZ)'s topic in DayZ Mod Suggestions
I love using flares. Sure it gives your position away but the flashlight is more annoyance than help. The fact it doesnt aggro zombies is also a tad silly. -
Seems you fell into the 9 year old's bandit trap to me.
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I believe the head torch/flashlight is going to be in SA.
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Sounds quite interesting.
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DayZ Developer Blog 8th March
DemonGroover replied to mattlightfoot's topic in Mod Announcements & Info
Well, when the boss is away i think normal offices look like this: -
The zombies are gonna be so hard you gonna hear banjo music playing when you enter a town.
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Wait until you eat the Canned Muffins.
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Where do you think is the best hidden place to set a tent?
DemonGroover replied to Absmoke's topic in New Player Discussion
Yeah - deal with a bunch of zombies. Funny that in a zombie apocalypse. They make perfect 'guards' -
I am sure a new dev blog will be out soon. Hopefully the Devs discuss this and much more. But i would hope that if the Devs are aiming for 150 players then they should be able to attain that number. 150 players is a lot though don't you think? 50 always seems so full - so 3x's that may seem like the London Underground at peak time.
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DayZ Developer Blog 8th March
DemonGroover replied to mattlightfoot's topic in Mod Announcements & Info
Slow motion development? The mod was released a year ago. The Standalone announced, what, 7/8 months ago? So what developer brings out a fully fledged (good!) game in that time? -
Of course people want new maps. It would have been great to have a completely new map. I think the reason Chernarus was decided upon was it would have taken too much time to create a new map from scratch - some of the community maps were two years in the making.
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Where do you think is the best hidden place to set a tent?
DemonGroover replied to Absmoke's topic in New Player Discussion
Strangely enough i have found the best places to hide tents are in towns/villages nobody goes. Small villages that have very little loot spawns are infrequently visited by players. Hide a tent by some trees next to a non spawn building and it very rarely gets raided. -
What I want to see in the standalone
DemonGroover replied to Cap'n (DayZ)'s topic in DayZ Mod General Discussion
Yeah 2017 is a bit like that as well, though possibly a bit too extreme. -
You mean throw the new mags into the air, throw the used mags away, do a combat roll and catch the mags with your guns to reload and shoot? I'd like to see a version of DayZ like that - DayZ Hollywood.
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What I want to see in the standalone
DemonGroover replied to Cap'n (DayZ)'s topic in DayZ Mod General Discussion
^ Agree I remember when i first found an AKM and i thought (and still do to a point) it was the best gun ever. -
Capacity testing atm. The point is: Chernarus Plus will be familiar to all but have enough new and modified content to make exploration viable again. The Dev blogs show some of this including the addition of Utes.
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Dual handling is realistic and i'd even go so far to say you should be able to hold two handguns, though reloading should be a major problem.