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Your DayZ Team

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Everything posted by [email protected]

  1. scoffield77@gmail.com

    More Animals

    I would LOVE to see bears, and wolfs. Any kind of predictor type of animal that could hunt you would be awesome!
  2. i feel the same way about it, idk how i feel about it but i wanted to post it anyway. The reason I came up with it is cause I was watching a Devil Dog Gamer's video, and he's using 3rd to peep over hills.. As you can see at 13:00.Strongly against 3rd, but I understand the appeal of looking over something without sticking your neck out. A para-scope could be perfect item to bridge the two.
  3. We barley slept ;) At night every shot or bush that moves wakes you up. Swear I could of gotten PTSD from it
  4. That's a forum admin, they doesn't speak for the Dev's. We don't know if the survivors are immune, or just haven't' caught it. The survivors could just have a strong immune system.
  5. Cause horses are a mythical creature only known in the world of the Elder-scrolls.
  6. I like the idea of horses, for more reasons then just riding. It would require food and inventory management and require new types of food in game. You could also put a bookbag on the horse to increase your inventory space. Horses would require more maintenance and you could 'upgrade' it with adding different things to it, i.e. settles, bags, horse shoes etc. Horses could add a great deal of gameplay
  7. I'd rather not have skills... either way Rocket has said the game isn't looking for skill tree's or anything.
  8. Back in the Airsoft days, we did a fallout 3 style apoc weekend game. Daring it we use empty can's with rocks in it, tied to a string. Used it so we could sleep at night with out getting ambushed. It was awesome ;) +1 though i wish it was empty cans and rocks. The idea is neat
  9. Electric Disclaimer: Now I 100% understand why there is no electricity in Dayz, but I don't think it has to stay that way, for the same reason you can repair cars/helis I think you should be-able to repair power plants. The Town Generators (see below) are like this due to the assess-ability of the items, Power plants are not in any towns and they are beside the 2 most dangerous towns thus making them x10 harder then Town Generators.Town Generator specs should be buffed due to their placements, It will still make the Power plant desire If idea's like Town settlement became a factor, and loot stop spawning in towns when players cleared it out, The specs for town generators would be nurff since it would be harder to find loot. I believe Powerplants should be hard to repair and get operational, but I think it shouldn't be so hard that no one wants to do it. Remember, the game is based on authenticity not realism also this is only a part in my master plan "the teamwork philosophy" Read that to understand where I'm coming from: http://dayzmod.com/f...ad.php?tid=7036 Numbers and what not in this thread are only place holders, They could change, it's up to Rocket and other devs to pick what numbers are set in stone and what isn't. Power Plants http://forums.bistud...-Pack-and-Addon) Here is a link to a electric grid add on for Chenarus You have to repair the Powerplant(s), As for the 7 substations, they are operational, but turned off the mod also adds a humming sound to all power plants/substations, witch could cause the agro of zombies making it more dangerous to the owners. specs: • Find 10+/- pieces for repair • 1 MTRV Fuel truck = 3 hours... 1 Jerry Can = 10 mins for refuel • Maintenance: Requires x2 Scrap Metal and a x3spark plug every hour and a half or if damaged • To start: Substation must be turned on with in 30 seconds of the switch being thrown at the power plant to let power go to it (requires someone at power plant and substation) • attracts high amount of zombies • powers half the map (List is incomplete) Town Generators Town Generators should be a way for small clans/individual to power a town. Specs: • Requires 4+/- items for repair • 1 Jerry can last 15 mins of fuel • Requires 1 scrap metal +spark plug for maintenance 45 min, or if damaged • attracts medium amount of walkers • Powers 50m radius Portable Generator There should be a portable generator witch would be nice for on the go, small clans would use this. Specs: • Rare • 1 Jerry can = 15 mins of fuel • No repairs • Can be sabotaged • Only requires maintenance if damaged, requires 1 scrap metal +spark plug • attracts low amount of walkers • Power 10m radius • Takes up back pack slot (I also improved on the idea of items taking up the backpack slot. see: http://dayzmod.com/f...d.php?tid=10471 ) I'd like to add, If any of the power supplies are maintained poorly, it breaks and you have to repair it again. Misc. Lights should flicker threw out towns that are powered by the blue generators NVG, Flashlights, GPS (including m4, G17) etc. when found they should have low to no Bat life; needs power to recharge. add spot lights. Cars take longer to start if Bat is dead (rechargeable) I would like to quote sui now
  10. Could you find that for me? I would love to see that, I know he's quoted some of my other post i.e. "the team work philosophy" in some other interviews. it would be awesome if he talked about this one in support =D
  11. solar panels are to easy I think. I like the idea of powering towns, after all it was my idea ;) But it needs to be hard, require groups of people to work together and rebuild Power plants/ generators. I do like the idea of lanterns and bum barrel fires. But that it seems like more then a pain in the ass then anything. To light up a town, even a small one you would need at least 50, 55 gallon drums to put out the light to do so. If ya'll are interested there's a thread in my sig that is a way more polished suggestion of pretty much the same idea ;)
  12. This would change the gameplay a lot, I like it ;) They would have to be a bit rear though. I wouldn't want fences to be a pointless feature. There would also have to be a way to repair it too, maybe using zip ties or clothes hangers.
  13. This would go really well with my idea to have a airborne virus. +1 ;)
  14. yes, they should also add an item: syphon tube - to syphon the gas out of a car ;)
  15. It obviously is ;) I hope it turns out to be like Chivalry or Mount and Blade melee mechanics and not some crappy 'click=swing' mechanic.
  16. scoffield77@gmail.com

    Who killed me?

    I'd rather keep it in the unkown, You're suppose to be starting a new life, a new player. Based on the idea of "Perma death" The game should keep as much information away from the player as humanly possible upon death.. to make sure "perma death" doesn't turn in to another ol' arcade re-spawn game.
  17. Ammo in Arma is obviously FMJ's. Since Arma is a Simulator and the geneva convention says it's the military has to use FMJ's, to properly simulate the military the game has to use FMJs. DayZ is not a Military simulator, it does have the essence of it, but you're character is just a civy that no ties that bind it to the Geneva convention. Because of this I suggest different types of ammo. All pistols should have both FMJ's(common), Hollow Point(rare), Tracers (Common), Rubber (Common) Rifles should have AP(rare), FMJ(common), Tracers(Common) Shotguns should have Bean bag(Common), Slugs(common), 00 buck(common) Honestly I'd like to ask for every type of bullet there is, though that's a lot of work. I do think restricting a game like this to only FMJ is a bit of a down fall.
  18. Yeah, I agree. Changing bullets and bullet ballistics for DayZ is a bit of work. I don't think they will be in stand alone right away, but maybe later on it will be alpha, the game is suppose to be like Mine craft so there will be a constent stream of updates ;) idk if anyone really uses flachette and dragon breath. And as far as dragonbreath goes, I don't think controlling a fire blast like that is within the Arma2 engine abilities. Plus adding to many bullet type would make it hard for rocket to add them ;) As far as birdshot. I would love the idea if hunting was a bigger deal, maybe if it cause minor injuries but mostly act as a "flashbang" making you twitch when getting hit and the screen going black for a brief sec. Well I disagree ;) A tazer would take up the side arm slot, where a mag with rubber bullets or beanbag would only take up a mag slot. (and you can just switch them out when need be like with the m203 and HE/smoke and flare rounds.../. Inventory management my friend!
  19. In stand alone, If you're going to have guns with Thermals and promote militarizing DayZ. You must give counter measures like Mortars, 'WW2' fighters, Armed vehicles to balance it out. (not Abrams and Av 8b) Other wise get rid of it.
  20. People close to each other should warm each other up a little. Hell, throw in a cuddling animation! ;)
  21. There are 2 power plants, It's extreamly unlikely to have both working at 1 time, So you fools who like the dark, will have a place to go. for 1, you have to turn on the power plant, then turn on the substation too. just to get power to that region of the map, then you have to maintain the power plant. So for the whole map to get lit up, at least on paper, is highly unlikely Though if daring testing (hopefully this gets threw) if power does flow threw the entire map at once often. I would suggest having the power weakening at the Northern edge of the map. Since it's farthest away from the power plants. Then their will always be a dark side of the map.
  22. The power plant will light up more than one town. So it wont cause a PVP mess, even if it does.. who cares it's part of what the game is about. As far as the generators and portable generators, No risk- No gain. Why I want it, is because it adds to the fear factor to the lone wolf (my playing style). Not having control over how comfortable the community is, is a pretty big deal. Like me, a lot of people don't like to not have control over what's happening around them. You wouldn't be able to stand up at night if the lights are on, so if you're running threw a town when lights are off. then randomly switches on. You have to hit the deck fast. That second of lost control over the environment would be like that 1st shot you take in a unexpected fire fight It also provides group play mechanics, that help build society and could lead the game to militaristic clan warfare, over the control over towns, hospitals, power plants, water ways, airports etc. I've made a huge post about this if you are interested in the concept, it's http://dayzmod.com/forum/index.php?/topic/5922-the-team-work-philosophy-shoot-on-sight-group-play/ Things like this, and other post, some by 3rdparty, will add a lot of substance to the game. More than just: get the best gear you can and shoot who ever you wont.
  23. Well I believe it should be "Control the power, control the comfort level" I do strongly support the idea's that players can take control of towns, though I believe power should be only one parameter to getting zombies to stop spawning.
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