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Everything posted by John Spectre
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suggestions for a mental health system in Dayz
John Spectre replied to r3dskull's topic in DayZ Mod Suggestions
This would take the game to the next level of the survival horror genre and would indeed cause more people to try to meet one another and talk and help one another. It would also dial down a lot of 'PvP' which really, isn't a bad thing. Just because its 'your playstyle' doesn't automatically make it a necessary part of the game. Of course if you don't like it, your free to not play it. this is completely useless imo. Your not involved in the 'survival' aspect of the game, which is its focus. Just using other players for target practice. Fun though it may be, it is in fact highly unlikely and un-authentic behaviour in this given situation. -
@Rocket; Does it really have to be zombies?
John Spectre replied to daedrick's topic in DayZ Mod General Discussion
The issue doesn' seem to be so much what they are, as how lethal they are. PvE in the DayZ standalone should be spincter puckering lethality, make PvP truly interesting, not just something to do because your bored of dodging retards to go and pick up sniper rifles. just my 2 cents. -
very good, 5% chance of immunity per spawn is pointless imo. I like the hallucinations too, very immersive.
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meh, make PvE so unbeliavably lethal and PvP in all its forms will balance itself out in the standalone.
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agree with the last post, although I think there should be a.) a cure, or perhaps something to keep the virus under control and b.) physical signs of your turning, so your buddies have to wiegh out how long its safe before they have to put you down. Infection chance just a percentage per 'bite' I like the idea of you losing control of your survivor, and him becoming an infected, with your kit and you respawning. Hell make the virus airborne, waterborne etc.. as well with ways to filter it out (gas masks, boil your water supplies, cook meat etc) Somebody posted a cool link to a fog effect somewhere...
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drop screen shake and 1st person view only. 3d person allows you to see things that are literally impossible, meaning you must now compensate for a spotter who has an invisible periscope.
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Unique Looking Weapons and Unique Ammo
John Spectre replied to m.w. vindicator's topic in DayZ Mod Suggestions
you have my beans sir, good idea. Rocket has stated that he isn't following the Armaverse and that any history of the area is going to be written from scratch. (Sorry I don't have that quote off hand) -
Agree with skills and perks based off survival time. We shouldn't see 'suicide ganks' in a 'survival game'. Stocked tents and vehs ruin immersion and the 'fear' of death. I want a character that isn't just the sum of his gear. (Oh its cool, I'll just run back to my body) He/she should slowly (very slowly) improve over time, and by successful repetition of actions. Not enough to be unkillable, but enough to cause me to be attached to that particular life, not that particular gun. just my two cents.
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Make PvE worse, far worse. There are many threads out there for ideas to make the environment more hostile. No duping/hacking plus way more lethal environment should basically solve rampant PvP by bored max-kitted players imho. Too many fail games make PvE like an easter egg hunt and PvP a big greifing party crash. PvE should be brutal and so should PvP.
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Server Hopping: The act of logging out of one server and into another one for the purposes of: Checking a loot spawn location again (used for rare ones mainly) also when sitting in a nice sniping spot in, say, Electro to check and see if there are any players about to shoot at. Ghosting: During a fire fight, server hopping to reposition to a more advantageous spot against your opponent. Example: A team is holed up in an apartment building, covering all the exits. You log into another server, walk into the apartment building into the room the enemy sniper is in, and log back into the original server and shoot him from behind. This relies on the fact that when you log in, you are in the exact same location The solution to this, if it can be implemented is pretty simple. If you log out in any area that spawns loot/zombies, when you log in it is in the wilderness in a random location and distance from where you logged. (the specific numbers would have to be tested ofc) If you log out in the wilderness, when you log in it is in a random distance and location from your logout point. Ideas?
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Server Hopping and Ghost Flanking solution
John Spectre replied to John Spectre's topic in DayZ Mod Suggestions
A similar suggestion, in that it stops flanking, although you could have toons saved at the exact same location for rare loot spawns on 10 different servers and thus it does nothing against server hopping for loot. The main difference between my solution and yours, is that your can be turned to your personal advantage, whereas mine is indiscriminate, and somewhat random (within the confines of the range/direction attribute) -
Server Hopping and Ghost Flanking solution
John Spectre replied to John Spectre's topic in DayZ Mod Suggestions
As I said, The distance/direction would be subject to changes based on its effects in game (doesn't have to be 2-3km away, the outskirts of the area would be enough. The point is to stop pinpoint movement, or standing over loot and jumping from server to server to server. You idea does deal with alt-f4 to avoid death, but does nothing to stop someone from server hopping for loot. -
Even taking into account the possibility that the military force dispatched to deal with the infected threat knew about what they where going up against, the ratio of sniper teams to regular infantry type soldiers is not as high what is represented by the amount of snipers in play in DayZ. I'll make this short and to the point, not taking into account the fact that running thru the bush and being battered by zombies isn't the best way to keep an incredibly precise weapon... well precise... The point is, its not the Bandits, its the snipers. Roving bands of bandits with assault rifles, shot guns etc are cool, lets face it, they add a lot to the excitement of the game. Lone snipers on every hilltop, and every high building and tower picking off anything and everything in sight, not even bothering to loot, adds very, very little to the game. Cut back the spawn chance of Sniper rifles for the stand alone! They should be exceedingly rare, finnicky to maintain, and sought after by other PvPers. any thoughts?
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Yah I'm pretty new, no I havent been to stary for PvP. I've also never been sniped. I've got a brain, I watch my angles and I'm careful. Doesn't mean I don't see the trend of this game. Doesn't mean I don't want to try to improve it. That being said, I've got not thing against trying that out.
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hmm, I don't see anyone crying about snipers, demanding they are banned etc etc... The most common response I see from PvPers regarding issues like this is something like 'suck it up' etc etc... You seem to be missing the point. Its not the sniper rifle itself, its the fact that they are everywhere, which is dull. I think PvP is awesome, especially in a scenario like this, however you have to admit that the type of weapons available is going to change how the game is played. I for one, want interesting firefights, which reward organization and skill (if its a team) or patience and intelligence etc... if its a lone sniper. So then, why not have tactical nukes? Stop being a bitch, if you want to go to cherno just strip down while I launch a ICBM at you, you may survive. what? don't like PvP? The argument gets ridiculous. Balance the tools available to everyone in such a way as to make the game as interesting (read: not safe/easy) for everyone. I want firefights with a dude rocking an LMG to suppress while his buddies with AKs pick off targets and the guy witht he shotty rushes and starts blasting, with a sniper on overwatch. not 5 guys ;with sniper rifles pausing from sprinting to take a knee and snap shots at 600-800m, or worse yet just sitting around a city playing shoot-the-noob. That is just me, but I think a lot of people agree. If everybody is using the exact same tool, what does that say??? think about it. I do see that some of this is the result of hacks and duping, and my hope is Rocket can rectify that situation at the least.
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true, but don't forget to snipe the sniper sniping locations, and while your at it, make sure to set up anti-anti-sniper sniping spots. Or, perhaps cut down the amount of them so when you hear a thunderous boom and your buddies head explodes, your yelling 'f*$king hell! Sniper!" over TS. not just, "aw I'm dead again..." Its not what it is, its how much of it there is.
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The announced base building + Suggestions!!
John Spectre replied to Kniekehlenheinrich's topic in DayZ Mod Suggestions
Should be both, cappable cities or neighbourhoods, and underground bases. -
At the end of the day, all of this, all these discussions on this forum, and others are just idea pools that the devs can draw from. I see a lot of 'old school' DayZ players from the glory days of the game, before it got to the more 'mainstream' level its at now who don't like where its going. It was cool at the beginning when everyone was trying to figure out how to stay alive, who and what was out there. However, now its got to change and evolve, it has a massive player base, and it will just keep growing. Which means the game has to grow and adapt to the new player base. Its going to be different from the the old DayZ you all played, I can almost garauntee that. I say just have faith that Rocket will stay true to his vision, and throw out as many ideas as possible. I fully agree with a skill system, a point buy in system for game start, as well as a points over time (somehow a factor of how long you've survived, and what you have done/acheieved) The skills and attributes gained should be noticeable, but should not directly replace player knowledge, skill, patience etc.. Skills are a necessary addition to this game, as permadeath will eventually lose a lot of its impact as the economy starts to even out, more goods are crafted and looted etc... This game will definately evolve from where it is now. I agree with the OPs concept here, if not the specifics of its form and execution.
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buddy invites fine, but friendly fire is a necessary part of realistic combat. "help I'm being swarmed, throw that grenade at me!"
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Waypoints are weak, learn to use a compass and a map. no compass? move to a high feature and read the terrain. Waypoints, in there current form are way to gamey imho. If they are included in the stand alone, it should only be with a GPS, it should work approximately like a real GPS (no floating green numbers telling me where to go) and should require batteries.
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What kind of zombies should be in DayZ
John Spectre replied to Lights Out's topic in DayZ Mod Suggestions
I don't have a direct quote for you, however Rocket has stated he specifically wants infected. These infected have a sort of life-cycle based off how much food and water they are able to get. As an infected starves and suffers from dehydration they get slower, a well fed Zed will get faster and more aggressive, perhaps even superhuman in speed and agility.