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Everything posted by [email protected]

  1. You can apply blood transfusions to your self in real life. As a HUGE advocate for group play, I don't think it should be forced on players, like blood transfusions are now. I like your base idea, change the numbers around through. I also think you should be able to slow walk daring a transfusion.
  2. I'm not really up for this. I'm a "good guy" for the record. not having a gun at start is SUCH a disadvantage. it's a way of punishment for a game style. What would happen is bandits would cease to be. outcome 1 Bad guy A starts with nothing, goes to town and agro's zombie. dead. AND repeat. this will force people to play good, witch takes away from the dynamics of the game Outcome2 Good guy B runs in to Bad guy A (who manage to live) Badguy A shoots at Goodguy B but misses, Good guy B returns fire, kills Bad guy A, now Good guy B turns in to bad guy B if that at all makes since. A for effort ;)
  3. agree, this is such an obvious idea, I'm sure it's in the works. remove the mass spawn of tin cans, and make put "perma" drops when you eat.
  4. scoffield77@gmail.com

    Semi Perma Death.

    There is more to it then that. honestly it's not about loot, it's about knowledge. when you die in the real world. (let's say you do come back as another person like you do in DayZ) When you come back, you don't remember anything from your past life. You don't know where the bandits are You don't know where your past life died You don't know where your friends are etc. etc. etc. in dayZ YOU do not die, only your avatar. This should be in place to let the "world" turn a little bit before we hop back in to it so you don't know exactly where every thing is. It will mimic "death" in real life, and give the game a little more authenticity on the subject. Give the game more of a Unkown factor, and it will make life for important to players.
  5. bump, this should replace the Huey in the rarity scale. Huey can destroy in blitzkrieg tactics, and that alone makes it "overpowerful" so it should be rarer. An2 should be the more common of the air vehicles
  6. sound should be the same, but sight shouldn't. It's easier to see a standing target then it is a crouched one.
  7. I like the idea of having "classes" but dislike the idea of it being some written in stone thing I choice at the start of life. What should happen is items that take up a lot of space. for exp in my post "Backpack slot. Alt to Classes/profession. V2" I suggested the Radio, Generator, and Defibulators take up the backpack slot This will cause players to choice rather they want to be a Electrician by picking up a generator, a mule by keeping the backpack , a RTO by picking up a long range radio, or a medic by picking up a defibrillator. this way, If you are playing on a guy for a week+ and you're tired of being a medic, you can just drop the defibrillator and pick up a backpack.
  8. if you could hit a player! Arma throwing is horrific.
  9. Cannibals are rare in the animal kingdom partly because eating your relatives makes you sick, say researchers in the US who have tested the idea for the first time. For years, biologists have wondered why cannibalism is rare. In theory, eating your own kind can give nutritional and competitive advantages, although communities of cannibals might also have a tendency to wipe themselves out. One answer, they reckoned, was that animals avoid cannibalism to stop the spread of species-specific pathogens. To test this theory, a team led by David Pfennig of the University of North Carolina at Chapel Hill created “diseased” larvae of the cannibalistic tiger salamander, Ambystoma tigrinum, and of another tadpole species, Ambystoma texanum, by exposing them to tanks infected with their natural pathogens, such as Clostridium species. Diseased and healthy larvae of both species were then given as food to 24 slightly larger and more mature tiger salamander larvae. The larvae that ate diseased larvae of their own species grew less quickly and were less likely to survive metamorphosis than all the other animals, Pfennig’s team will report in a forthcoming issue of Animal Behavior. “Cannibalism may be more rare because you risk getting pathogens or parasites,” says Pfennig. “They co-evolve with their host.” http://www.impactlab.net/2008/08/31/why-cannibalism-is-bad/ As long as cannibalism = those terms.
  10. See my suggestion list. feel free to use the argument in that, since it doesn't seem to be picking up any steam. but give credit for the idea and post that link to the thread ;)
  11. Agree' date=' people are interpreting it the wrong way through. I wouldn't penalize my own game style nor would i penalize anyone else's! [hr']
  12. the 1866 doesn't shoot 12gauge rounds through.
  13. I know in Arma2 there is a problem with Ai seeing threw bushes/trees. was this fix too or is it just hard objects like buildings/fences etc.
  14. Links to other stand alone suggestions at the bottom. A. Heavy Mist B. Return Bandit skin (as an optional skin) C. Zombies with Survivor skins D. Empty Whiskey bottles E. Camp Fire stories F. Mid-Infected Walkers ___________________________ A. Heavy mist. http://forums.bistudio.com/showthread.php?112464-Fog-script http://www.armaholic.com/page.php?id=13101 (contains video) I believe this will increase the mood of the game, Make players more paranoid. It will also increase PVE, due to Hoppers and crawlers will be harder to see daring the fog. I don't want fog to be around all the time, Only at X time like rain Also for those that worry about server lag, This is a client side mod. It will not cause lag in the server. ___________________________ B. Return Bandit Skins I don't want the bandit mechanics returned, just the skin. There was "clothes" in the game to change skins, I think the Bandit skin should be one of those clothes, It will add a intimidation factor. A stay the F away from me or I'm going to skin you, persona ___________________________ C. Zombie's with survivor skins I think there should be walkers with survivor skins. It will add to the mood. Also I think players should turn in to the infected. I don't mean that you play as the infected. I mean after getting hit X amount of time you get ill, if it spreads you get infected. And you "die", but your avatar turns in to a infected. for exp, If you get attacked 1-2 hits = nothing 2-3 hits = illness 4+ hits = Infected (Numbers can change) If you die while infected, you turn. This will also make it harder to loot dead people due to you having to take a risk to put them down, it could alert other infected, or worst... Players... ___________________________ D. Empty Whiskey bottles When you throw one of these, It will distract a zombie by changing it's path but not alerting it. (should effect them more then it does now) I think if you are walking in a barn and you're not watching where you're are going, You could step on this and it will change the walking path of the zombie towards that spot. This will keep players on their feet and alerted to their surroundings, It will also cause more intense close calls due to you'll have to get out of their fast unless you can kill the walker quietly. ___________________________ E. Camp Fire stories This is one is more "fun" We've all had those moments when get stuck in the rain or have downtime. So let's use the forums as a solution to pass the time, There are threads where you can post your stories. Why not take those stories, and put them in "books" that are in-game. You could read about how someone assaulted Devils castle, or someone could be reading about how you did X, Y, and Z. ___________________________ F. Mid-Infected walkers There should be infected that are in the mid stage of infection. I think this will add much to the fear factor of the game, and give more versatile infected rather then the same old infected, and 2 that are pretty much harmless. • They should mimic the hoppers stance, but be static unless agro, and should be twitchy. if agroed they run full blast like normal infected. •They will have better seances then normal infected. •They scream loudly in broken english, can be herd well outside of town •They attack both full-infected walkers and players. (berserk in a way) •Harder to kill since they still have human motivation. •Hide in dark corners. •They will have a radius that they can't leave, I don't want them to attack an entire town of infected and clear it out for the players. •500m Spawn radius. e.g. if someone walked with in 500m distance of these mid infected walkers, spawn points... they spawn. •Only 0-1 spawns at any time per town. ___________________________ Cross bows: http://dayzmod.com/forum/showthread.php?tid=10043 Predator and prey: http://dayzmod.com/forum/showthread.php?tid=10391 The team work philosophy (Shoot on sight / group play): http://dayzmod.com/forum/showthread.php?tid=7036
  15. I was playing 15 mins go, got hit 8 times in a row without bleeding.
  16. Nope. I'm all for a mid infected zombie, to add versatile to the walkers. But mutations are not cool lol Infections don't do that to people ;)
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