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Found 41868 results

  1. Bakercompany86

    Issues that need Fixing (A Self-Priority List)

    Some points I agree with while others I disagree, so I'll go one by one. Just my personal opinions in regards to your suggestions. Critical 1. I thought about this one. I personally wouldn't mind one other character slot just to have a "solo" character and a "group" character. That way if my buddies and I log off in the same spot, and I want to play more, I'm not completely abandoning them and we can just try to play together. To balance this, both characters should not be allowed to exist on the same server consecutively (the second character cannot join the last server you were on). The rest of the points I disagree on, as it breaks the hardcore nature of the game. Vehicles are planned also btw, give them time. That falls under the "This is Alpha" category. 2. Yes and no. Fixing the zombies and increasing their population in large areas will help. However, I really like the completely random open sandbox nature of this game. The only thing I would change as far as progression, is removing the military grade weapon spawns from the Balota airfield. Replace them with a "rare" civilian grade weapon spawn. This may be changed when more is added to the game, we'll see. 3. I think the starting values are fine. You start out a bit thirsty, but not terribly hungry. On no new starting character have I starved to death or died of thirst. So I think it's okay. 4. Kinda. I would love to know exactly how full I am when drinking from a water spicket. I mean in reality, when you stop to drink, you get some idea of how full you are when you're drinking. So maybe not a meter per say, but some other indicator of how full you're getting. More text descriptions would do. Otherwise the hunger indicators are acceptable. "I feel hungry" persists for a while, followed by "your stomach grumbles". And progressively worse from there. I understand it really. 5. This coincides with the needed zombie fixes. Both AI, and quantity. That way there is more penalty for players who want to blast you on site in the middle of a huge city. They might get you, but they'll attract a horde. Zombies within 100m of a gun blast should know exactly where to go to find you, and move quickly. Within 200m they should know what direction to head at least and maybe meander that way so escaping gankers run into more horde. High 6. Yeah most definitely. The ethereal zombies need to go. But all collision mechanics in game need fixing. I lump this into "it's alpha." 7. Agreed. And military bases should be covered in zeds. Towns out in the middle of no where could have one to no zombies, that would make sense. But the shore cities should be littered with them. 8. Kinda. When I drink and my thirst warning goes away, I get it. Consuming anti-biotics when you're not sick shouldn't make you sick....the worst it does is give you the squirts. So maybe increase your thirst slightly quicker for a bit, but definitely not sick. The rest of the stuff is really common sense. Except maybe morphine. 9. Agreed. I think they're working on this though to prevent server hoppers. It's annoying as hell to corner a guy who has no weapon and start beating him with a baseball bat only to have him log out....lame. (True story) 10. Yes on players, no on zombies. Easier to enforce with players. Not so much with zombies. Don't log off in towns if you want to avoid zombies. I *always* log off in the forest. Medium 11. Naw. I think it's fine. Yes you can do just about anything in game, but it's with a civilian assumption that you do these things. Shooting people depends on your own accuracy (pending lag of course). The rest you're doing based on an assumption. You don't have to be a doctor to inject morphine, but you might not know exactly what the effects will be... 12. Yeah. I think towns that have seen zero human activity should reset on their own in an hour or so. Meaning loot, zombies, and doors should be shut again. Welcome suggestions on this one. As towns with players constantly roaming through would never reset. So maybe a soft 2-hour reset for populated areas. Doors remain open, but zombies respawn, and loot respawns. 13. I personally want to see zombies as more of a threat, but able to be evaded. I should be able to crawl in a house with a zombie out in the streets in front, as long as i'm in "silent" mode. Of course zombie AI is broken atm. They will see you from literally 500 yards away and chase you, even if you're hiding in bushes. Other times you can run right in front of one and they won't chase you. So in general, Zombie AI needs fixing. But I think they know that. 14. Agreed. This is more of an important fix for me. It makes sense that someone who died from a zombie, would become a zombie, and could possibly have a can of tuna in their pocket they found earlier. And obviously player bodies should persist after death until they're completely looted or have been untouched for a time. I'm sure this is already an intended fix. Also items disappearing when you put them down needs to be remedied while we're talking about it. 15. Agreed 100%. Right clicking should show "eat completely" or "eat 25%" etc. But by all means if I choose to slam an entire can of spaghetti, it should take more time to sit and eat. Risk vs reward. Low 16. Yeah..."alpha". I'm sure they'll fix it. 17. Naw. Ratio is more 2 to 1. If you're comparing 5.56 to .45, they occupy almost the same space. One is longer, the other is fatter. 3 9mm rounds could theoretically fit in the space of 1 7.62mm. Depends on how picky you want to get with realism. The more realistic DayZ is, the happier I am. 18. Yes, another "alpha" thing. They'll fix it. 19. Headlamp should definitely aim at your reticle. No question about it. 20. "Alpha" 21. Yeah, definitely. The way players interact with environments needs to be fixed. This is definitely a huge part of that. I for one, like to close doors behind me if i'm in a large city. Less chance of someone finding me. The contextual actions need to be tightened up a bit. Same with things like stepping over fences, etc. While we're talking about it, doors should make noise. If you're standing, they should make a standard door opening and closing. If you're crouched/prone, they should make little to no noise. Also, if I can't control how a door opens, it should be transparent when it opens, and solid when it closes. Nothing more annoying than opening an outward swinging door to have it push you off some steps.... 22. Isn't there one? I use the dude in the center of my inventory to equip clothing etc. 23. Wouldn't mind this. But I can live without it. Immersion and realism would tell us that there should be no ammo counter at all. Either count your shots, or remove the magazine to determine. Even then when you remove an M4's magazine the most you can see is 2 rounds. 24. I think ammo should be auto-pulled if it's in your tactical vest/hoodie/hunters jacket etc. In a backpack, definitely not. Especially considering how big a mountain backpack is, imagine having to sift through your junk to find a few loose rounds. 25. I think it's okay to keep manual stacking. Imagine if you're looting in a hurry. You're just tossing stuff into your backpack with reckless abandon. If you want to stop, open it up, and manually stack for organization, have at it. Otherwise the quick looters will have to do without. This keeps away the "run and gun" mentality as if this were an FPS and less of a simulation. 26. I get random FPS spikes at times. I'm sure they're working on optimizing as well as bug fixes. All part of Alpha. Runs pretty damn good for an alpha I might add. 27. I don't have a problem reading the compass. For a magnetic compass to function, it must be level with the horizon. So this is okay I think. 28. I agree. I don't want any faux doors or faux buildings at all. I think ultimately that is their goal. But I hate doors that are just pieces of the wall that look like doors.... If you want to board them up so we can't get in, that's fine. Also there are glitched doors that have opening context to them, but don't actually open nor can you pass through. I'm sure that's a planned fix. Also on a side note. You could have boarded up doors that can only be taken down with an axe (loudly) or a crowbar (more quietly) that would present loot only for the properly equipped character. Just a thought. 29. "alpha" All in all, a good list. Just because I disagree with a few points, doesn't mean others won't like the idea. This is just my opinion, but it's how we help the devs shape a better game :)
  2. The rarity seems great, As it currently stands, the east coast is completely abandoned, and anyone I know that spawns over there just dies until they get close to churno or west of it. Although once vehicles get put in the game and a way to stash some items, I believe people will start going to these places alot more often since as it currently stands, the belota airfield to NW airfield towns get pretty cleaned out. The other day I ran to the northeast airfield just because I've never been there. I ended up suiciding off the tower once I made it there and checked stuff out so I didn't have to run back down because there's nothing there that I can't gain again at belota. The hunting I'm still unsure about. Hunting and cooking brings out alot more danger between the firing of a gun and the light/smoke of a fire or cooking apparatus. The question still remains, why would you want to do this instead of making a trip back to the coast and stocking up on food that would last you days of consecutive play? Especially once vehicles and stashes are in game. I really hope they still implement hunting and cooking in some way because it does sound fun, but how do you make it better than just picking up ready to eat food without hurting freshies or without being too overpowered where you only hunt/cook once per week.
  3. TheRealAzrael

    What Ruins DayZ

    Alright, so here is what ruins Day Z; 1: ALWAYS pvp......sometimes you have no gear, sometimes you have ABSOLUTELY no gear, and sometimes you just grabbed something halfway decent, but are still looking for better...................... and then you get shot in the back! -yes this is "realistic".....but in real life, you can smell, you can quickly look back and forth with NO FPS issues, you can see SUPER MINUTE details, you can see someone breathing.......... you can climb a tree and hide at the very top....... lets face it, this game IS NOT realistic.......pvp, non-pvp areas area's are a MUST.....especially when loot is so FRIGGIN hard to find! 2: Status messages: great, now I know when or if my guy is thirsty, hungry, sick, or healthy.....BUT WHY?!?!?!? It's obvious we need some type of actual indicator to show HOW much hunger/thirst/blood/health we have.......but even more importantly, WHY ARE WE SICK?!?!?!?!? -Oh I feel like throwing up........it doesn't cut it, is my guy sweating, is he hot, do his wounds look inflamed, are his wounds turning colors? These are things we need to know to apply the proper "antidote". I feel like throwing up can indicate ANYTHING since a sign of shock is your stomach shutting down.....and dying CREATES shock....... PLEASE, GIVE US SOME TYPE OF HEALTH "UI" or even better, a way to analyze yourself and distinguish what is wrong. (if you need help, talk to me, or any number of "medical proffessionals) 3: Loot......the only servers worth going to are ones that get reset almost every hour........going through an entire city and finding 2-3 items worth storing is not surviving, it is wasting your time........and if the game had some type of mission structure/non-pvp area's, the lack of loot might be appealing.......but since EVERYTING is pvp, and bored people camp out random areas, randomely dying can become EXTREMELY INCONVENIENT......... 4: Random killings need to be punished: AGAIN, THIS IS NOT REAL LIFE: for example, If I disovered a person randomely shot in the back, I would HAPPILY search for foot prints, then track the cheap asshole down that did the shooting, and execute him.....AFTER "arresting" him and making him realize he was going to DIE because he has no respect for human life...............but there are no footprints.....If i handcuffed someone they could simply log out (even if they died, they would respawn) or any number of things could happen......THIS IS NOT REAL LIFE.......... stop trying to pretend like it is, accept that it isn't, and make it friggin enjoyable. -please, someone legitiamely tell me they like running around for 2-3 hours to get re-geared when they get randomely killed 5: This is supposed to be RUSSIA......WHERE THE F**K is the VODKA?!?!?!?!?!?!?!?!?!?!?!?!?!?!?-------nothing else needs to be said 6: I understand this is Alpha..... but what makes Day Z mod enjoyable is the customization, and the clan/group capabilities. Loot needs to be re-organized so that people can actually make gear stashes where they respawn at (TENTS!!!!)....... PVP becomes much more fun when your group can respawn and get right back into the fight......AFTER 2 weeks of just gathering stuff for a sustained battle............. That's what made the mod fun, bring it the F**K back....... 7: Remember, Day Z standalone IS ONLY popular because of ARMA II: Day Z Mod....... stick to your origins bud, I understand there is a vision, but don't stray from it......don't turn into Mario 64......it doesn't make sense, it's not fun.......... 8: Vehicles!!!!!!!!! WTF, this walking stuff is REALLY, REALLY, REALLY boring........enough already.....seriously........it's friggin boring. I'm tired of walking the same road over, and over, and over, and over, and over, and over......because that's what it feels like.......... give me something to move faster than a quick jog.......even a bicycle would be nice. It should NEVER take more than 30 minutes at OPTIMUM standards to move from one side of a map to another.........It's not fun, it gets boring........ask WOW players if they want to get rid of fast travel and mounts........just get Blizzard to do it for one week......see what the drop in user satisfaction is................VEHICLES....... 9:....................................that's for other people to say...........more zombies will be nice, but the things listed above are FAR more important to the enjoyment of the game........ plus, if you add more zombies, you better start people off with something that can at least do some damage to a zombie.....FISTS ARE USELESSS!!!!!!!
  4. I have a question about hadncuffs an keys. If you would like to read a semi-cool experience to go along with the question then read on (some people here like to read other people's dayz exploits), if you just want to see the question, skip to the bottom. Yesterday myself and a few friends were all running around the west/southwest part of the map (all logged into diff places) and we decided to meet up at Balota to find fresh ammo and maybe get into a fight. I had been carrying handcuffs and a set of keys around for the last couple days wanting to catch someone. I had seen it done in vids and thought it would be cool. I finally got my chance. We finally all met in the NW corner of Balota near the military building and the 2 big hangars. There were 3 of us and one had to log off by the time we all met up (can;t wait for vehicles) The place had already been looted and there was a guy running around. We heard him put down a zombie with the handgun and we gingerly stepped out to find him (both of us well equipped from previous trips to military buildings). The server reset on us. We immediately logged back in to fresh loot spawns, realized we were teh only people that were back on the server and began to raid Balota as quickly as possible (btw I got some really good stuff, new sight, stock and weapon light for my m4). While we were raiding the camp on the southern side of the airstrip I saw a flash of a red backpack and we gave chase. I found him hiding in a tent and told him to come out, which he did. He tried to run and I yelled I would shoot if he didn't stop, he stopped. He was unarmed so I decided this was my chance to practice my arresting skills. It was a good heist too, he had a pristine red dot sight and a lot of 5.56 ammo, including a 20 and 30 round clip. Obv we took all his 5.56 and M4 stuff since we both had an m4 and he didn't. This is where things got a bit 'buggy'. After a few tense minutes of us searching him and talking to him (he had no mic to talk back) to let him know we were all cool and he would be done in a sec, I took out my handcuff keys in my hand, approached him and unlocked the handcuffs. The cuffs went into my backpack automatically but the keys completely disappeared. Are keys one-time use? Was this a bug that needs reporting? Or did my guy simply drop them and I couldn't find them? I would rather be able to search people and let them go than have to kill them and try to loot their body before they respawn.
  5. m33ts4k0z

    serious disappointement

    Well this thread is indeed funny :D. I understand what the OP means and probably this game is just not for him indeed but I would like to explain some things. I bought DayZ 3 days ago simply because it was game #3 in twitch.tv streamings. I was curious about it and read up a lot. My brother and I then decided to support the alpha and bought it. On the first day I was also wondering what was the purpose since clearly this isnt like WoW or GW2 or COD. Then I found a weapon. I found a magazine of that weapon that was like 9/30, then I found another magazine that was like 10/20. I say wth, this is silly if you cant put the bullets in 1 mag. Then I noticed that I can empty one magazine and fill the other one with the bullets. That was unique for me for a first person game(never played ArmA). Then I found an empty ammo box. It said it could hold up to 300 rounds. I say wtf is this stupid thing taking up 4 slots of my inventory? Then by mistake I noticed a bug, I threw it down and I noticed that it offered 10 ammo slots for the expense of 4 inventory slots! By the time I got that box I had 3-4 different M4 mags that were taking a lot of space. I quickly removed the bullets from them, keeping 2 full mags: one in the M4 and 1 to swap in case of combat. The rest of the bullets I put them inside the ammo box together with the bullets of the magnum, the colt pistol, the mosin and the shotgun slugs. These were 2 examples of what to do in this game. This is actually a loot hunt like what Diablo or Path of Exile offers with the difference that you never know what will happen if you enter an area/house and you never know what you are going to find in there (and if you find something at all). You can literally be dead the next second and lose all the loot. This is thrilling and exciting. The purpose of the Alpha is simple: Go and find loot but always be prepared because you never know what you will meet on the way. I really love this game and yesterday, I also bought another copy for one of my friends. Also a side note to the OP(copied from Steam): Playable vehicles Wide variety of native animal life Player created constructions in the environment Extensive interactions with the environment and crafting options Streamlined user actions and interface Upgraded graphics and physics engine (including ragdoll, etc.) Control and animations expanded and improved for fluidity Support of user mods But as everyone said, this is Alpha but I personally really love it so far!
  6. Bakercompany86

    What Ruins DayZ

    lolAlpha Anyway. Definitely a no to the safe zones. DayZ is unique for this very reason. Your "safe zone" is in the forest. Hell, I get excited when I enter a town and the doors are still shut on houses. When I find them open...I start to worry a little. Vehicles are planned. Much more is planned. I'm having a blast, even when I die. The only issues I have are already planned to be addressed by the devs (like server hopping). Other than obvious bug fixes and polish, this game is shaping up to be freaking amazing. A TRUE hardcore survival game.
  7. Private Evans

    use containers for "passive" loot

    I remember we had an extended discussion exactly about this long time ago on the forums :) Bethsoft games (Oblivion, Fallout,Skyrim) are a very good example for how loot could or in my oppinion should be handled in the Sa. A mix of ingame items actually spawning on tables, shelves blablabla ( for the sake of immersion) and loot containers. Loot containers would save a lot of performance since the number of spawned items would be drastically reduced and also would add more variety. For example loot containers could be garbage bins, letter boxes, ammo and weapon crates, suitcases and all kind of static furniture.. in fact these loot containers would work the same way as the currently ingame 1.Aid Kits. or like tents and vehicles did in the mod. +1 also good to see one of the old chaps posting ( sparkling wine is on me) B)
  8. Hello everyone! I'll start off by saying that regardless of the game's very, very early alpha status, it's amazing. The implemented mechanics and amount of potential it has are just overwhelming. Keep that up and you'll have the most amazing, immersing title in a decade. My... appeal for the community as a whole. People who come here and complain about the mod having this and that mechanic or just compare the "visible" exterior mechanics simply don't have a clue and i'm sad for them. Just give it time. This engine already has an impressive set of means for making an unique and wonderful gameplay. Ofcourse there's a ton of flaws and limitations and things i'd like to change myself but it would be pointless to bicker about those at this stage of development and most of those already have had a debate going on for a year atleast so... The antihack, combat timer etc. will be there i'm sure, as well as something to prevent ghosting, exploiting etc. So no need to endlessly scream about it, is there? I believe we as a community would do well to try keep these forums as constructive as possible if we really want our voices to be heard. No dev is gonna waste three days going through hundreds of pages of endless rants and flames about the obvious in hopes to catch that single constructive post with a great idea in it! There are indeed many here, lost among the pointless bickering. People posting about "how serious disappointment this is" are systematically either too ignorant, clueless or just simply unable to properly understand just what are they evaluating in the first place. Take a deep breath and consider if you actually have any relevant feedback or realistic solutions for those issues. If you don't, just don't post. If you aren't even trying to solve the problem, you are part of it. As stated a few times: Pre-Alpha(er). You got what you paid for. Regarding the weapon accuracy... There's really a huge debate about weapons. I'm all for realistic approach myself and having an excessive firearms training, having served in army as a platoon commander/drill instructor i certainly have my own view about how guns should work and what people should be able to accomplish with and without proper training/knowledge/excersize. My suggestion for the middleground is this: Introduce condition to the weapon itself. Make it play a big role: Bad condition gun/mags results in bad, unpredictable behaviour (bad accuracy, weapon jams, unintentional firing, feeding issues, etc.) Pristine weapon is accurate and reliable. Make weapons/materiel degrade over time/conditions and maintainable. No gun, especially western made complicated assault rifle, is able to fuction properly while running around, engaging enemies, crawling in forests etc. without proper maintenance. It should be an effort to keep ones weapon in good condition/prevent degrading. A normal soldier spends almost as much time/effort maintaining combat equipment as maintaining oneself in those conditions. Make bad quality equipment the stardard. Make ways to maintain or even slightly improve the materiel condition. A reliable, accurate rifle of any kind should be a really rare, prized possession be it mosin or whatever else. Hell, make it so that most weapons you find are pretty much useless until proper measures have been taken to restore functionality, much like vehicles in the mod. When you (after firing lots of rounds) leave the gun laying in the autumn woods, it sure as shit isn't going to work properly after a few weeks, let alone longer time. Other than the weapon condition, performance should be purely about skill/knowledge instead of some random dice roll. This would be completely doable with the excisting mechanics already implemented in the game. =) Oh... Such a huge post. I guess i got carried away a bit... None the less... Do not just complain people! Suggest, give ideas and solutions if you have issues! That way you can sill rant all you want but might actually contribute something while doing so! See you out there.
  9. quobble

    serious disappointement

    well. if there is nothing to do in DayZ, why are people playing it, and why do I have a few hundred hours of DayZ Mod on my account? if you have nothing to do then that is a clear sign to stop and play something else. you are not creative. you are talking like my little neighbour kids that are bored when they have nothing to do. find something to do. build a camp of tents, hunt other players, roleplay, swarm elektro with your clan, have loot raids, try to take hostages, trade, find and fix vehicles etc etc i could list 1000 more things. clearly, i am talking about the mod atm. you can do all this in the mod. and what is in the mod, will most likely be added over the time in the Standalone... and now dont you dare to say there is nothing to do in the game...
  10. Nienko

    serious disappointement

    wow OP, really ? You should go play world of Warcraft, or Guildwars, or whatever entertains you more. This game is not for you. Did you find friends to play with? 500000 copies sold or more, go find a friend... Bases are coming, the controls will be improved, there will be more zombies, more loot, bandits, heroes, clans, role play, AI(maybe), vehicles, planes, helicopters and more... This is not dungeon, bass kill type of game. This is more of a military sim in zombie apocalypse.
  11. Well then, if you learned anything from your piece of paper ... like doing your homework on the Take on Helicopters engine, a derivative of the original ArmA 2 engine used for the mod, you might realise that setpos is a core function used ... let me see ... damn this is so difficult without e-peening a computer qualification ... to SET the POSition of objects within the game world. I wonder just what that might be used to do? Place players at coordinates when they log in? place vehicles and loot at spawn positions? No ... silly me, it was purely included for hackers to teleport with. I guess the other thing that piece of "I might have just wasted four years" paper didn't teach was how to determine the relevant forum. There are no barracks at Balota in the mod, just a closed building with a loot spawn in the rubbish bin shelter. The DayZ SA General Discussion is ... http://forums.dayzgame.com/index.php?/forum/78-general-discussion/ ... that-a-way.
  12. Rkelt

    serious disappointement

    Hi there...Welcome to the forums Anyway.... Zombies are going to get better and grow in numbers...upcoming feature... Recoil is going to get added in the game... Vehicles will be in the game...but in the future( my guess...Beta or Later) There was never a ranking system in Dayz...this is not a competitive shooter(and you said it twice...dont know why :huh: ) Crafting...you can already do some stuff...but this is an upcoming feature Loot spawning...upcoming feature,etc For me...the endgame of Dayz is just staying alive for just a little longer, like in Project zomboid...but its different for other players because its a sandbox game...so find your endgame... In the end...if you dont like the game atm...feel free to stop playing... See ya...
  13. Well, after playing a lot of hours with my pals, reading the forums and experimenting in the game I have found some concrete explanation on the current medical system and how it works. This could either be all incorrect or correct information but the plan is to improve it so we can all agree in a common explanation for the health system. The following is more like a homemade version of this http://dayzdb.com/guide/11-standalone-status-effects ; I had no knowledge that this existed before I made this post, and by comparing both you can see this is actually pretty accurate. Nutrition Your character has energy. Energy is recovered by ingesting the nutrients, proteins and vitamins needed according your life style, weight, age, etcetera. You waste off a lot of energy by moving around in chernarus when it comes about jogging, running, jumping, etcetera. As soon as you spawn your energy, food and liquid levels will be really low, and the liquids (known as thirst) will be near to a critical point. Current known character modifiers: Energy; This measures the amount of energy your character has. It might decrease by doing excersise and moving, and it will increase by eating, drinking and resting. Seems you will go unconcious if your energy is very low. Food (Hunger); This measures the amount of food your character has. It will decrease over time and wasting energy accelerates the process. It will also be reduced by certain diseases or vomiting. Increased by eating. Each food increases the hunger differently. Soda cans currently increase the food levels by a bit. Htdratation (Thirst); This measures the amount of hydratation your character has. It will decrease over time and wasting energy accelerates the process. It will also be reduced by certain diseases or vomiting. Increased by drinking water or soda cans. Blood; This measures your current "life". It can be decreased directly by external sources (such as an impact, a bullet hit, a bleeding) or internally (diseases). It can be increased by a blood transfusion or a saline transfusion. Stomach*; This measures how full you are. *Read on the dayzdb.com guide. Your thirst and hunger levels will appear on your inventory if they reach a certain point where you need to eat or drink, indicated as hungry , hungry or hungry and thirsty , thirsty or thirsty depending how bad is your condition. There will be text notifications on three levels: Level 1: "I am hungry; I could use a drink" and similar. Level 2: "I am starving; I really need a drink" and similar. Level 3: "I am starving; I really need a drink" and similar. Once you get a red notification it begins to drain blood. Tips on nutrition As soon as you spawn you should head to a water source. So far we can assume with a high certanety that the water from well ponds is completely clean. There for your first objective should be drinking about 20x of this source until you get a message that affirms that you're full. You have then satisfied completely your thirst as you begin around a 20% level of thirst. So far everyone that drank from the wells did not get water intoxicated. Most of the people who drinks from water ponds (including the swamps, lakes, rivers, etcetera) are intoxicated. Food is another matter. You should keep eating as much as you can while always having a reserve in case of emergency. Do not over eat as that might cause you food poisoning. Eat until you get the "I am full" message or something along those lines. Use common sense. Hunger is not a problem if you wait until it starts warning you about hunger and you eat two cans of anything then. Hunting is not yet implemented so the only source of food are the cans and others. I believe when cooking is implemented, a well cooked meat or rice will provide really high amounts of energy and food level. Athletes tend to need more calories: While there are no vehicles, every survivor is an athlete. This means sprinting, running, jogging and walking consume energy. You will get hungry and thirsty faster if you spend your complete time sprinting (full speed running). You will get tired more often and your accuracy will be extremly affected by the tiredness. If you don't like eating every five minutes then avoid sprinting more than short lapses of time. Use sprinting only when really needed or you see it fit as the situation over goes. If you sprint from the coast to zelenogorsk to meet your friend without drinking you will most likely die before getting there. If you fill your stomach with water you might make it, yet the energy gained from that water will be heavily consumed and you will find yourself thirsty again at half of the way, most of the times. Following these tips it is garantized that you will not receive those annoying messages unless you waste your energy incredibly fast by sprinting for over 1km non stop. Many people believe the hunger and thirsty consumes really fast but It doesn't. What to avoid - Over eating past full. - Eating rotten stuff. - Drinking from ponds without purifying. - Eating stuff in bad state - (Starting from damaged) I believe this has no effect YET. - Dehydratation: You will go unconcious if you reach critical states. You should have around a few minutes when the red messages start popping in. - Starvation: Same as above. Health System Health, just like the mod is measured by the amount of blood on your body. It is currently unknown the exact amount of blood we have, and how exactly it increases or decreases over time. Rather than that we have lots of visual indicators. How to measure your state When you spawn, you have full blood regenerated on you. You'll notice your blood level is degraded when your screen colors begin to desaturate and you will see less and less colors until you reach black and white. You can measure how bad by the amount of colors you perceive. It is highly noticable but hard to explain on text. Different Health States There are different health states that will affect your character's blood, and these are hunger, thirst, blood loss, sickness & instant, healing, healthy. There are other stats which will not affect your blood and may happen while all or any of the mentioned states are in effect, these are: unconciousness, shock, pain, broken legs. How to lose blood There are two ways to lose blood: either externally or internally. On the first one, any external source will directly take blood from you via the damage, and these sources could be either a bullet, an impact, a zombie bit, etcetera, and your blood levels could reach critical instantly. On the other one, your blood will most likely degenerate over time and will be caused by things such diseases, vomiting, blood loss, etcetera. Your clothes will give you increased protection to external sources of damage. How to gain blood Two ways that I discovered so far: Nutrition & Medicines. Your blood naturally regenerates if you reach the healing or healthy status, that means, if you are very well fed, hydratated and rested (high energy). Otherwise there are two medicinal ways to recover blood and both requiere another person to administer them to you: Blood and Saline. Both are intravenous, there for need someone else to administer them. Saline will work as a replacment for blood when needed, and there are no restrictions to it yet. Blood, instead, has the type restriction. Blood Types You will spawn with a blood type every time you die. It will be different and it will really affect the way blood transfusions work. Just like real life there are compatibility issues. The blood types are 0+ 0-, A+ A-, B+ B- & AB+ AB-. Google up the blood transfusion compatibility to know whether you can receive blood from another donor. You can find your blood type with a blood testing kit. MEDICAL SUPPLIES In your trips you might find different medical supplies, these are: Antibiotics These cover most of bacterial infections and are of moderate time of effect. Injection Vial These have inyectable antibiotics inside. Time of effect should be really fast. Syringe These are used to collect blood samples OR inyect antibiotics from the vial. Bandages Both the green one and the ones in first aid kids are sterile. Rags Rags are non sterile improvised bandages made with shirts. Painkillers Used to aliviate the pain in a moderate-low effect. Charcoal Tabs Used to absorb poisonous substances in your stomach. Saline Saline is used to boost your current blood level. Often works with unconciousness. Morphine Used to aliviate great amounts of pain. Instantly. Epipherine Increases hearth beats, should work for most of unconciousness cases. IV Kit Used to create an intravenous kit along with saline. Blood Test Kit Used to know your current blood type. Blood Bag It is always empty unless filled with your own or somebody's else blood. Splints Used to heal broken bones. Made with wooden sticks and a bandage. First Aid Kit Contains all the elements to provide first aid: two bandages, syringe, IV kit, empty blood bag. Defribilator Used to wake up someone from unconciousness. Not tested. Can't be used to revive. Some could be missing. Diseases These are a great addition to the Standalone which implements a great amount of ways to get sick, rather than the old hit & infected-antibiotics part of the mod. Nobody is completely certain of how it works yet so the following chunk is mostly assumptions and experiments... but sound logical. So far people has gotten sick from: Eating bad stuff, drinking bad stuff, getting fed or drink bad stuff, getting hit, etcetera.. This can be translated to the different diseases: Water Intoxication, Food Intoxication, Poisoning, Bacterial infection, Saturation. Other effects, cures and diseases might exist, the following were tested by experience. Water intoxication Origin: Intoxicated Water (Sea Water, Ponds, Lakes, Rivers, dirty containers) Effect: Vomiting when the disease begins. Great loss of blood while it's in effect. Increased Hunger. Dizziness. Cure: It goes away by itself if you keep well fed and hydratated with clean water. Vitamins help to get rid of it faster. How to Avoid: Drink from wells, or purify the water you're going to take if you don't know it's origin. Notes: There are no messages previous to the disease and it is an instant contagious. Food Intoxication Origin: Rotten fruits. Effect: Vomiting when the disease begins. Great loss of blood while it's in effect. Increased thirst. Dizziness. Cure: It goes away by itself if you eat sane food and keep well hydratated when it demands for water. Vitamins help to get rid of it faster. How to Avoid: Don't eat food in bad state. Get Charcoal Tabs before you get into sickness status. Notes: Unknown notifications. Aliment Poisoning Origin: Eating anything not edible normally. Drinking anything not drinkable normally. Effect: Vomiting. Nausea. Dizziness. Funny or weird tastes in your mouth. At last periodic loss of blood. Cure: It might seem strange but antibiotics help on this one. Don't know if it goes away by itself. How to Avoid: Eat charcoal tabs immediatelly after eating or drinking the unknown substance. Don't drink such substances. Notes: After consuming such substances you will receive messages such as "My mouth feels funny" or "I feel something funny in my mouth". You can cure by applying charcoal tabs on this phase. After this passes you will get the dizzyness passive status and will proceed in the disease. Bacterial Infection Origin: Dirty wounds. Effect: Great periodic loss of blood. Pain status. Cure: Antibiotics. How to Avoid: Clean wounds with alcohol when your wounds are itchy. Notes: Before achieving this you'll see notifications such as "My wounds are itchy" and "My wounds hurt". Oversaturation Origin: Over eating or drinking too much. Effect: Loss of blood. Vomiting resulting in losing some percentage on your hunger and thirst. Cure: No known cure. How to avoid: Don't eat / drink past the "I'm feeling full" or similar messages. Notes: You will receive messages such as "I feel over saturated" and similar. Cleaning wounds Origin: cleaning your wounds with alcohol. Effect: no negative effect. Cure: no cure. How to avoid: can't be avoided. Notes: This happens when you clean your wounds, you will receive messages such as "My wounds look cleaner" until you get a "My wounds are completely clean" or something along those lines. This is most likely a place holder status for the system to clean wounds and is most likely to be changed in the future. This shows up as a disease. Any of the previous mentioned diseases will show up on the inventory as sick , sick or sick , depending how advanced the disease it and on what stage it is. Player States These are passive player states that might occur during playing. These can or can not be caused by a disease and have different causes. These can stack up with each other and do not directly affect your blood level (except for bleeding). Most of these are caused by external causes. Bleeding ( bleeding ) Origin: Penetration of damage. (Ballistic/Impact). Effect: Blood dripping off your clothes. Cure: Bandage How to Avoid: Being well clothed reduces chance of bleeding on zombie attacks. Ballistic penetration can be stopped by vests and helmets. You can't avoid this from sharp stuff such axes, knives, etcetera. Notes: you will see messages such as "I can feel blood dripping off my body" and you will see the blood coming out of your wounds. Unconciousness Origin: Dehydratation, Starvation, High amounts of damage. Effect: You go unconcious. Unable to move or see. Cure: You can be hit with an epi-pen. You can be fed and be given water. You can be administrated with saline. How to Avoid: Don't go into critical levels of hunger or thirst. Don't get shot (Sounds easy, eh?). You can use ballistic vests and helmets to prevent incoming bullet damage. Impact damage might not be stopped so easily. Notes: Completely black screen. Unable to do anything. Can respawn. Shock Origin: Highs amounts of damage. (Impact/Ballistic) Effect: Blurry screen. Different levels of blurryness depending amount of damage taken. Cure: Morphine (?); Waiting. How to avoid: You can't, really, given most of the times by an axe swing. Might happen if shot but not killed. Pain Origin: Any amount of damage. Effect: Character screams constantly. Cure: Several painkillers. Morphine (Instant). Cleaning wounds with alcohol. How to avoid: It seems to be random on the damage. If your clothes stop any bullet it will give you pain but not bleeding or blood loss. Notes: no notification on this, maybe in the future the "Your wounds hurt less" messages will apply if the pain effect is applied and somehow a cure is paplied. Broken Legs Origin: Being shot in the legs (Not happening now); falling from high places. Effect: Unable to move legs. There for unable to stand or walk. Cure: Splints. How to avoid: Don't fall off that cliff. Dizzyness Origin: Any disease; over eating/drinking. Effect: Increased reaction to food/water. You want to vomit. Cure: vomiting. How to avoid: cure your sickness, don't eat bad stuff. Notes: you will get messages such as "I feel dizzy" or "I want to vomit" Healing (healing) Origin: Being well fed, drunk and rested. Effect: Regeneration of blood over time. Healthy (healthy) Origin: Being well fed, drunk and rested and full blood. Effect: Increased regeneration of health. Notes: you will get a "Completely healthy" message. General Information - There is no instant cure for sickness status. Most of the diseases will go away an interval after taking it's correct cure. Applying the wrong cure might get you even sickier. - Always sterilize if you use rags. - Do not eat or drink anything stupid. I almost died for drinking the alcohol (thinking it was vodkah!). - Purify or boil (not implemented) water with the tablets if you don't know where it came from. - Always purify pond water. Do not drink directly from it. Except it is really needed. In such case only drink a few sips. - Wells are a safe source of water and can be found in almost every city or town. Some cities have more than one. - Always have extra supplies. If you get sick, the disease might consume your food and/or thirst levels very fastly. - Don't use anyone's blood unless you're sure of their types and yours and if you're compatible. - You can be force fed with anything if you're not moving. You can be killed by anyone who feds you the wrong things such as desinfectant. - Your blood can be stolen if you're not moving. You might also get blood injected in hopes that you're not compatible. - Taking blood from yourself or somebody else when their levels are low can kill them. - Clothes do affect the chance of bleeding and they actually stop bullets if the equipment is suited to do so. - You have a short lapse of time on which the charcoal tabs will heal you instead of killing you. - You can desinfect almost anything with a desinfectant liquid. You shouldn't desinfect food. - If your character is complaining about pain, refeer to the painkillers or morphine (instant solution). - Saline replinishes your blood safely. So does blood but is way more dangerous. - You're not a tank if fully geared either. The ballistic gear might stop one bullet or two. It will defenitely NOT stop an axe either.
  14. I do not recall a littlebird, being in the mod. Or any vehicles in SA atm? Anyway.. it is gone.
  15. Clarkeh

    Why is the world of dayz so static ?

    Well when vehicles are implemented i imagine you can spend all the time you want running down little white picket fences to your hearts content since i was possible to do it in the mod. Or if Dean decides to bring in Armor you can blow the shit out of the buildings in cherno for shits and giggles. If you want to destroy something right now you can go to your nearest fuel pump and hit a dozen times can't say you will survive it though.
  16. Daviedavedaver

    Various Suggestions

    I thought of some cool dayz features (even before the actual mod came out) that I´d like to share. Player abilities and role play elements: - being able to jump, climb, parkour,... - farming and other survival (food seeking) skills - being able to craft one´s own armor, clothing, certain weapons and vehicles - emotions - danger of being infected with the zombie virus -> soon death --> player respawns but his corpse with all his gear is now a zombie - tasks ---> seeking for a cure of the zombie virus -> rescue of players, ... -> build a vehicle or a base,... - more diverse medical system -> slowdown after healing broken bones --> gets better after a while -> lacking of sleep - being able to capture and lock zombies in Server and Map features: - Voice Chat attracts Z´s - players, animals and Z´s leave tracks and footprints - radio - "safe zones" (similar to the ones in "Nether") -> should be built by players and not spawn on the map by default -> should be expandable and improvable (fuel pump, water pump, better walls,...) -> would make sort of clan wars possible - trading between players and players, trading in general - bigger and more dense/ less open cities -> more diverse buildings (prisons, schools, hospitals, military buildings, office buildings,apartment buildings,garages,...), more small paths, sewerage, subway tunnels - even bigger maps -> united maps (Panthera, Chernarus, Namalsk, Taviana, ...) -> vast amount of players (maybe similar to Planetside 2 or other MMOs) - more diverse and more wide biospheres and landscape attributes (rivers, lakes, mountains, desert,swamp...) - contaminated or infected areas, which can only be acessed safely with a gasmask or sth similar - dynamic weather that affects the game -> Storm, seasons, fog, clouds, ... -> affects Map and the player´s options --> Temperatur de- or increase, floods, frozen lakes and seas, radioactive rain that poisons certain areas, storm that blows away radiation from other areas -> weather "forecast" - more horror elements -> blood, body parts as characteristics of a zombie apokalypse - random "herdes" of zombies (like in TWD) - more diverse types of zombies -> slow, fast, special attributes, being able to jump, climb,... - more diverse types of animals and more common spawn of animals - animals and corpes attracting zombies - more options in customizing vehicles - customizing clothing and armor
  17. AP_Norris

    Rolling Update Rev. 0.30.113860

    Do you think Rocket will give us updates like devblogs on background things like vehicles and other new features from devbuilds? Obviously not now, but in the lead up to beta/ full release/ large updates??
  18. HIHBGaming

    How rare is a map?

    Most of the map pieces I have found have been in abandoned vehicles. Have yet to find all the pieces for the whole map.
  19. Being a hardcore combat and suvival simulator to some degree , DayZ needs a player to be very aware of his envoirment and every information in his surroundings to react quickly and logical to potential dangers , like enemy players or possible zombies. Sound is an important aspect of this which is often ignored or at least underestimated. The J.S.R.S mod of it´s author Lord Jarhead takes this very aspect into account through improving the sounds and sound modulation which made this mod into one of the most popular for the ARMA series. Both for normal and Mil-Sim players. I write this because i want the Developers of DayZ to see this possibilty of working together with Lord Jarhead or hiring him to create a truly immersive, realistic and useful sound envoirment for DayZ Just watch these videos to get an impression : [^] [^]Some features of his work include : "The biggest feature is the "Distance script" that allows the mod to address different sound effects at different distances to the player. The scenario: If a shooter is 500 meters away, one extra tuned value sound for this distance will be played. This gives the impression of being far away of that shooter. There are also effects like the "First Person sounds" which giving the impression that the weapon is close to your face by adding mechanical extra sound effects which is only played when the player is playing in the first-person perspective. The same works for vehicles. When sitting as a passenger in an armed vehicle, you can hear the mechanical sounds of the weaponry. The latest addition to the J.S.R.S. Sound modification suite is the all-new "in-room script" which mixes an extra loud echo over the weapon effects when the player is inside a building and is firing his weapon. The effect results in the impression that you really are inside a building." Contact information for the author of the J.S.R.S Mod : E-Mail : [email protected] Contact : http://www.jsrs-studios.com/index.php/mail.html [^]
  20. Lord Snapcase

    Why is the world of dayz so static ?

    Personally I agree with everything DMZ_sniper said, couldn't have put it better myself, except about Dev transparancy, I have never known a developer be so involved with his potential customers, on this forum, on reddit and on twitter. Sad to say I'm old enough that I'd been playing games for years before Operation Flashpoint came out, at that time about the only shooters around were level based corridor shooters like doom, quake, hexen, heretic or if wanted military co-op you could play with three mates on Rainbow Six, (small linear levels, all of them). When OFP came out it was absolutely revolutionary, massive areas where you could walk to the mountains on the horizon and climb up them, they weren't just painted backdrops like every other game, and the multiplayer allowed many people to play together in many different ways. AND it came with an easy to use mission editor which is still amazing and yet to be beaten. And then if that wasn't enough, they opened their arms to the modding community and the mods kept that game alive. Even today you can find clans that still play OFP. With the the Arma games that followed they kept making the maps larger and improving the game and the modders kept modding. And now Dayz comes along and there are some youngsters out there that think that It's based on just another engine, but honestly even now, 13 years since OFP released what other engine even comes close? Skyrim perhaps? nope, Skyrim doesn't have the capability to fly jets or heli's across it's landscape and isn't that big really, it's just cleverly designed so that it seems large. maybe Planetside2? that has a huge map, and vehicles, but do any of them go as fast as an F16 in Arma? Nope because they get the size by hosting each part of the map on a different server, it's not one huge map per server like dayz instead its small levels stitched together so planes need to go slow to allow for server synching. Neither of the above which are the closest I can think of in map size to Arma or Dayz allow you to destroy buildings or fences (which Arma does). So in 13 years since OFP came out NO single developer has made a game with comparable size, physics, vehicles, ballistics, modabilty, or versatility as the real virtuality engine NO ONE. And Dayz shows its legacy even now. In OFP third person view was used to command your squad (yes, you could command a squad of 12 AI and with mods that could be extended to an army of 128!, oh and it also had a top-down command view) and nobody envisioned that 3pv would be a contentious issue in a zombie survival game :) So OP, you tell me, Is there a single game on the market right now that comes even close to having the capabilities of Arma or Dayz? 'cause I haven't seen one, not a single one. Bohemia Interactive always did kick ass, they still Kick ass, and they always will kick ass. they are the only developers I know of who's games are not only technically ground breaking when they release but also go on to improve for years afterwards thanks to their openness with their community. You can call me Fanboy if it makes you happy, but five years ago I bought Arma2 for £20, I played it most weekends and a lot of weeknights, probably around about 30- 40hrs a week for 250 weeks (ish), that comes in at around 7,500 hrs of excellent fun times for £25, I call that a bargain, how many hours you getting from 'The last of us' for your £40:). With Dayz there are people on these very forums that have spent hundreds of hours playing this game as a free mod, and I daresay that not many ever cared that they couldn't vandalize a door with an axe :) So maybe before going on a forum to throw your toys out of your pram, I would suggest that it may be a good idea to do some research and you may find out that the very things that you complain about are the sacrifices that have to be made when creating such an EXTRAORDINARY engine, which in 13 years has yet to acquire a single competitor in its class, (and many have tried, anybody remember that crappy codemasters game OFP dragon rising?).
  21. SoWeMeetAgain

    Suggestion: item - periscope

    oh by the way: It is still used today. In the military they have them in armored vehicles, for example humvees. Tanks have an item with similar function but it is not removable. Building-contractors use periscopes to look inside walls that have metal in them so they can see if there's wiring, gas or water pipes.
  22. TheCalyx

    Why is the world of dayz so static ?

    Well first of all, i'l start with "It's just an Alpha for almost 3 years now." Rocket, made the Mod of DayZ, by himself, on his own. Then later on down the line, people from the DayZ Community helped him fix the Mod with bugs, glitches and having Mods of a Mod on DayZ. I'd love to see you try and get this far from making a Mod of a game by yourself. The map is Static? That's because the DayZ Map is 225KM Squared. Battlefield, Crysis, Mirrors Edge? First, Battlefield uses an Engine that has high graphical capabilities and you can literally only destroy buildings, nothing else. Not every little detail on the map like a leaf on the floor... Crysis uses an Engine that's worth $1.2 Million Dollars to License. If Dean wanted to use CryENGINE, he'd have to pay 1.2 million dollars just to use it and let people buy it. Otherwise he would have to make it free. Mirrors Edge combat? Like again, it was made on Unreal Engine 3 with masses of Developers. Mirrors edge was based around Parkour and Fighting. Not mass destruction of the game world. And the levels were minuscule to DayZ, they had to load other stages of the game. So does Crysis, and Half Life loads other stages of the game. So you're basically saying that DayZ is Sh*t? Well let me tell you something. DayZ is planning to have over 2000+ zombies one one map, with loot spawn, upto probably 100 Players (planned) with vehicles, planes that will most likely be on private servers later on and then the water on the map, the grass, trees and other scenery, and you're saying DayZ isn't detailed? The Developers said that it is ALPHA, no "EARLY ALPHA". It has a base core and structure and they were trying to fix the worst problem from the mod which was Hacking, which destroyed the mod. They have high character customization and a lot more clothes and weapons to come later on. It's been out 11 Days and you're already complaining about a base core of an Early Alpha. Please grow up, the Devs are laughing at you because you bought the game and gave them what? $30? or £19.99? And you're complaining about it already. Please leave
  23. Bribase

    Why is the world of dayz so static ?

    You make some good points. I think that DayZ would benefit from having some form of physics engine implemented. It's great deal of work but it would benefit the gameplay in enormous ways from everything from loot to vehicles. Unfortunately what you are doing is comparing DayZ, which began it's life as a mod for an ancient game engine, to games which have budgets in the tens of millions, vast teams of devs and shareholders to keep happy. It's comparing apples (pristine) to oranges (Badly damaged). What I find perplexing is that you think that the devs have not been transparent on the lead up to release. The guys post updates and announcements on this very forum. Dean updated his blog when he got the chance, explaining that the reason why he hasn't gotten around to it is because he has been doing the expo circuit with extended Q&A which we can watch on youtube. I'd be surprised if the lead developer of The Division, Watchdogs or Crysis 3 has this level of back and forth during development. You also have to bear in mind that DayZ as a concept has been plagiarized by competing developers; often ones who are willing to push out a sub-par knockoff of DayZ with a shorter develpment time. I'd be cagier than Dean has been during development if I were in his shoes. I know you're going to simply accuse me of being a mindless fanboy. Just try to reply to my points as you do it.
  24. Ryze Community DayZ Server I bought a server to bring back the actual hard gameplay of DayZ. All of these servers i see know a days have 999+ vehicles 100 Air Vehicles and it's just not DayZ anymore. My server is going to be on the latest version of DayZ but is going to be like to old way everyone used to play. There will be around 75 vehicles in the map (Not including Bikes) Finding then should be somewhat of a challenge! There will only be 2 to 3 helicopters in the server depending on if the server gets populated. You spawn with the normal gear like always (Painkiller, 1 Bandage, and Coyote Pack) So please if you like this kind of DayZ server join now! It would help me out alot! *Will be looking for admins/Moderators in a few days!* http://www.RyzeCommunity.com Teamspeak is down but will be broadcasted once its up!
  25. Rocket has already in several different occasions that there are systems in place to deal with all of these issues (except spawn kills) but that they were disabled for the first weeks of the early access release due to various technical concerns. So clearly, Rocket and the team are already aware of these issues and have some solutions in mind, why don't we just wait until the enable the stuff they have implemented and see if it helps? As for spawn killing, it's only an issue because loot isn't rare and it all spawns on the beach, once you have 'beginner's weapons' like you had in the mod (enfields, winchesters, makarovs etc) fully geared guys would be more weary of dragging their asses from the north all the way to the coast as any industrious newbie with an enfield can take out a guy with a DMR with a bit of patience and a good shot. Of course, this is DayZ so you should worry more about the time when vehicles are added and you have guys flying hueys buzzing over the coast ushering a hail of m240 bullets at guys who just spawned. And still, you've just spawned so why would you care either way? their m240 bullets are seriously more valuable than your flashlight and all in all it's a net-loss for them, if you already got some gear you don't want to lose you can always hide when you hear/see someone coming. Let's just wait and see, we really don't need 10 new threads every day to discuss this same issues.
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