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Your DayZ Team
[email protected]
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Everything posted by [email protected]
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This is just a suggestion, I'm not putting out my full support. I want to see what ya'll think through. I'm typically a good guy survivor, but if I was to be a bad guy. I'd be all kinds of bad! I would like to see some sort of ID in the game for versus reasons. e.g. I.D. Theft - You could kill someone under someone else name, thus keeping hate off of you and on someone else. You could have a bounty on your real name, so you can use someone else I.D. for protection. Bounty hunting - A way to confirm your kill(s) to other players Dead players- It will tell you who that dead guy is. currently it just tells you who he is, witch is rather unrealistic. You kill a stranger, you don't know who he is by just looking at him. It will also tell you how long he's been "alive" since the I.D. will have a time stamp of when the player was "born". Irrelevant: I also think they should have a estimate T.O.D. for dead players the I.D. will spawn at start with your person, and can be drop at anytime if you wish not to roll play. and it will be put in the utilities section of the gear menu so it will be out of the way. You can ask a players to see their I.D. and they will be posed with a answers Yes/No. this will be a promotion for trust, since someone who will not show you an I.D. is a bit eh.. untrustworthy lol I think having I.D.s would promote roll playing and add a EVEN more dept to the game. You don't have to play along, Hell you can drop the ID if you want! just a nice feature for those who want it.
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a new agrument for IDs
[email protected] replied to [email protected]'s topic in DayZ Mod Suggestions
1 more try with this idea. -
DayZ Mind set.
[email protected] replied to [email protected]'s topic in DayZ Mod General Discussion
It seems like there is more cautious but friendly players, then there is strait up bandits. would ya'll be more open to trust and helping strangers if more optional objectives where in place like those that I linked in the OP? I believe bandits are a small but loud "fraction" of the game, they will always be there no mater the punishment we cook up, rather it's bandit skins or spider senses "evil" will always get more attention then "good" and there will always be "evil" lets say out of a 100,000 players 20,000 are bandits.. that would make the other 80,000 uneasy. witch is fine for this game, but I think they are just a tad bit to uneasy the 20,000 will get the attention cause they are causing chaos. that chaos is passed down by word of mouth, causing even more uneasiness. I believe if we can make the 80,000 players trust in each other better, it will indirectly shrink the banditry because it will ease up on the "friend on friend fire." rather then punishing the minority, we should give a reason to be in the majority. instead of being against something (banditry) be for something (group play) It looks like the problem isn't bandits either, but misunderstanding between two friendly parties. and those two friendly parties are now labeled as bandits due to that confrontation. -
DayZ Mind set.
[email protected] replied to [email protected]'s topic in DayZ Mod General Discussion
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DayZ Mind set.
[email protected] replied to [email protected]'s topic in DayZ Mod General Discussion
Amen to that! ;) through I am talking about people who aimlessly PvP, for lack of better term -
Electric and Natural lighting's V 4.0
[email protected] replied to [email protected]'s topic in DayZ Mod Suggestions
Re-sparking this idea. -
Headlamp or pistol/torch dual wield?
[email protected] replied to Roshi (DayZ)'s topic in DayZ Mod Suggestions
really like to see a head lamp, that would be a nice touch, as long as it's not supper bright. and the military flashlight is in game, i'm pretty sure. But they should change it to lenses for normal flashlights, so you can put it on m4/g17/torches/etc. -
This is ture.
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Heartbeating is almost like wallhack
[email protected] replied to klytuko's topic in DayZ Mod Suggestions
The problem with your argument is - "the game should provide the content, that provokes real life emotions. It shouldn't provide artificial emotions as a punishments." People will simply say- it's a game. Because it is a game, players are in many ways detached from the morals that ground them in real life. You have players who RP and will not kill a soul or RP a bandit looking to survive , but there are also players who are watching TV and chatting on a cell why they simply snipe players coming by or when they see them with some col gear they want. DayZ has no choice but to emulate these in game mechanics. " It shouldn't provide artificial emotions as a punishments." In real life if you shot someone - there is a punishment wither it society or emotional conflict on reflecting in one's actions. "if the game was completely AI control you could say the game has none of these emotions, but it's not, players are controlled by humans, and humans have emotions." But humans see DayZ like all Games as Games. If we didn't then no one would play deathmatch games or they would be going to therapy after they did. The key is to no say trust this person or don't trust this person in a game mechanic but to --hint to the player that this person might have some blood on their hands from killing players, but you can still trust them if you want-plus there is not chart that says 4 heart beats in a minute = psycho killer, and a new character who has no heart beats might end up as a major player killer but they haven't get a gear or chance to do it yet. The heartbeat is just to make you wonder and cause the player to feel the tense moment as a reminder this player might have blood on their hands. I'm sure the system will be tweaked and other systems will branch off to help balance any issues. I understand that argument for GTA but.. you're forgetting one thing, That this game (Arma) feels real, and that alone will cause a lot of players to tie in real life morals and emotions to the game. the majority of players out there didn't shoot on sight at the start of their DayZ life, and if they where given a reason they wouldn't do it now. Make team work more impotent. with objectives that mimic that of the car/heli, to build relationships and bonds. see http://dayzmod.com/forum/showthread.php?tid=7036 to understand where I'm coming from. there is no need for artificial emotions and comic book abilities -
Heartbeating is almost like wallhack
[email protected] replied to klytuko's topic in DayZ Mod Suggestions
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Life/Death Calculator = intrinsic value/culture
[email protected] replied to hoik's topic in DayZ Mod Suggestions
This is the post you sent to me on "the team work philosphy (Shoot on shit/group play)" http://dayzmod.com/forum/showthread.php?tid=7036 I'm sorry I forgot all about it! like i said it's a little confusing Bump for forgetting ;) I'll give it a re-read to try to understand it better lol -
repost of my idea ;) but idc, as long as the idea gets out there, let's hope yours get's more traction then mine.
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They are fast cause they have to stop to hit ;) witch is a arma engine issue and will need a good amount of time to work out the real issue with the zombies is that they are STUPID, and when I say stupid I mean even stupid for a zombie! yesterday a zombie saw me and chased me, I went behind a wall and it stop.. I'm sure it would have enough brains left to at least search the area...
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Heartbeating is almost like wallhack
[email protected] replied to klytuko's topic in DayZ Mod Suggestions
this heart beat thing is silly. Bandits should be able to socialize too, to forum bandit groups and what not... but who's going to socialize with someone that they magically know is a murder. If you are a interviewer for a job, and the person who came in was a murderer... You don't have some kind of spider senses that tell you that unless he was in prison and had to put it on his resume. the most you would get is a guilty look. and you wouldn't be able to tie that to murder, forgetting his kids birthday or what not. the spider sense is the stupidest thing that came from 1.7.0 P.s. I'm not a bandit, I just like the thrill of the unkown witch is a bit part of this game and this feature takes away from this. -
Sort of like L4D witches, through I don't want there to be left 4 dead style gameplay or mutated zombies. I think my suggestion is fairly possible in the realm of dayZ and Rocket said he wanted it to have the infected represent a life cycle. as far as the zombies with survivor skins, it's been suggested before. Originally by me ;) that's a suggestion all on it's own I think
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RAPE - adding an other psychological element
[email protected] replied to nudelwalker's topic in DayZ Mod Suggestions
Let this drop. -
Pending Hotfix: Build 1.7.1.3
[email protected] replied to rocket's topic in Mod Announcements & Info
Melee items?! -
re-sparking this idea.
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They should put some 550 paracord in the game... one of the most used military/survival rope around. and it should be a requirement for a lot of things, e.g. making shelter improvise splints improvise fishing lines/nets Repairs setting traps The options are limitless and that alone is enough reason for it to be in the game, It is the duck tape of rope.
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Rocket, i had a great idea as i slept
[email protected] replied to toshiba's topic in DayZ Mod Suggestions
i like this idea, as long as it doesn't happen every time i get hit. treating every little wound would be a pain. -
Don't kill for the last can of beans! Split it!
[email protected] replied to r3volution (DayZ)'s topic in DayZ Mod Suggestions
I like this idea. Not everyone is a dick fackstah, I wouldn't shoot anyone if they where going to share half a can with me. spec if it was a real friend, this feature could come in handy . -
Consequences for killing players/playerbodies attract zeds
[email protected] replied to EnermaX's topic in DayZ Mod Suggestions
this is stupid, why is there a fucking "punish the bandits" post every damn 10 mins learn how to use the fucking search As far as this idea goes. Nope, it isn't going to happen. Rocket allready said he isn't going to punish a gamestyle. -
I was thinking about the cross bow, and how it works. The reason why you can't stack bolts is cause you wouldn't be able to pull bolts out of your targets. Arma2 Engine doesn't work like that. You have a stack of 10 bolts, You shoot one and then try to retrieve it, Arma will picture that as you getting 10 new bolts soo a 2nd solution is: the cross bow has a quiver on it. [attachment=709] What if you could use the Cross bow as a "book bag" for bolts. Only bolts fit in to it and the cross bow will directly pull bolts from it when out of ammo in your normal inventory, It will hold about 5 bolts total. Also I would like to add, You should be able to craft bolts out of wood and scrap metal, feathers, etc. --wooden bolt shouldn't travel as far, but do more damage. since it splinters on impact... You loose the bolt after it's shot also. -Steel bolts should travel farther, more accurate, but do less damage but you can retrieve them Edited, Please add a Aim point to the cross bow also. It needs it.
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Cross bow with backpack mechanics
[email protected] replied to [email protected]'s topic in DayZ Mod Suggestions
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Cross bow with backpack mechanics
[email protected] replied to [email protected]'s topic in DayZ Mod Suggestions
I'd kinda like it if it was manually placed in to the quiver. It adds to the game play in a way. Kinda like how stick-shift cars are fun to drive cause it gives the driver more to do :P Putting bolts in sidearm slot would be a pain since that's where your pistol ammo goes