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Return of the improvised bow

Return of the improvised bow  

11 members have voted

  1. 1. Do you think the improvised bow should return?



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I think the improvised bow is something that should return to the game as it is a very useful survival item for hunting and self-defense. I really liked that they introduced the crossbow to the game, I even thought that the improvised bow would also return in this last update, but it didn't.

Anyway, because it's a survival game, I think the improvised bow is one of the most important things you should have in this type of game.

shooting+bow.JPG

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Naw bro, think about this, an improvised bow just allows a freshy to find a knife and immediately get a huge step up from everyone else. That would be fine, if everybody else didnt also have an improvised bow.

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You could easily solve this by having the string crafted by something other than rope that couldn't be crafted from guts. 

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On 18/01/2025 at 19:24, Habibabob said:

Não, mano, pensa nisso: um arco improvisado permite que um novato encontre uma faca e imediatamente ganhe uma grande vantagem sobre os outros. Isso seria ótimo se todos os outros também não tivessem um arco improvisado.

Your argument doesn't make much sense, it's the same as a newcomer finding a firearm at the beginning of the game, which is very common. So should firearms be removed from the game?

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Posted (edited)

If Bohemia introduced skills it could be balanced, and characters with skills would gain more value, may make PvP not as important as players might need each other. The skill could allow you to create a makeshift bow, for example, but have a poor hand or break it on the first or second shot.

The issue of introducing skills is something I've thought about a lot and would have to be done very well. I thought I'd start a thread about it ¿Can everyone create a bow? ¿Or can everyone create it equally? I think that if there were skills, it wouldn't matter if you were the best DayZ player; if the game tells you that you don't have that skill, you'll have to adapt to the game with that lack. Perhaps a scaling system could be created where as you create and use that skill, it increases without you realizing it. And even if you stop doing a certain thing, you lose that skill over time; it deteriorates, but without number level indicators or any of that crap typical of RPG games.

Also, for example, a weapon like an axe looks ugly if it breaks, because it's solid object and was made but someone who is a profesional, I'm not saying it can't break, but you know what I mean. I hate what happens in Zelda BOTW, where objects break senselessly, but a handmade bow could be perfectly fine if it breaks easy if you use it too much; you could unstring it or break the wood.

 

I think that the hand made bow is an object that can be balanced very easily by making use of breakage because since it's something handmade, it's normal for it to break.

In the skill system, I think everyone should have the opportunity to make a bow, but if you have very little skill, perhaps when trying to do so, it would break while you were doing it, and perhaps you wouldn't succeed until the sixth or eighth attempt, and that would also drain a lot of your energy due to stress, to that I would add that you would lose materials, getting materials could also be exhausting, such as cutting wood, polishing it, etc.

It should be said that in the skill system the player would always know what he is good at, he would know it, since it would be assigned to his profile, through a contextual description, guiding text, no levels with numbers or level bars.

Arrows could also be a problem to craft, for example, if you have low skill you could even hurt yourself crafting them, , you could cut yourself and it would be worse.

Without a skill system, it can still be balanced; it simply breaks after the first or third use. You can use the randomization system I posted in another thread, and on top of that, you'd lose materials, energy, etc. It can be easily balanced. It wouldn't be like creating the bow and shooting to everything,

 

Edited by dannyboyle

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