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Bearded McGee
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Everything posted by Bearded McGee
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Pretty much this. It doesnt affect you. They PAY for it, they can do whatever they damn well please.
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You paid NOTHING for DayZ. As well as beggars can't be choosers, freeloaders can't complain. At this point, practical updates can be forgotten, the standalone will (and should) take most of the devs time and resources. I'm expecting the mod support to be relegated to a third party some time soon. Some small team that will be able to continue fixing DayZ and bringing in new content whilst leaving Rocket&Co time to work on the SA. EDIT: Also, switch to DayZ Commander.
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I would love to see hunting, scavenging and otherwise full woodland survival be possible. Even if not going as far as the latest hunting games, hunting could get a nudge in the right direction. I'd expand more on what can be improved and implemented as of now, however. See my signature for more info.
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Salvaging my DayZ ideas from June 2011 and March 2012
Bearded McGee posted a topic in DayZ Mod Suggestions
June 14th, 2011. I came up with my own version of the ideal free-roam, survival zombie game and made a lengthy thread about it on the Bungie.net off-topic forum. March 24th, 2012. I tried my hand at it again, trying to refine my ideas and taking in a lot of feedback from the first thread. While they are quite different in spirit, direction and scope to what DayZ turned out to be or even what is promised of the standalone, reading through them again I see a lot of ideas and points of references which can be translated to DayZ. Amazingly, I used Arma 2's engine as a reference point a whole lot through both threads. Often linking to youtube clips taken from the effective ancestors of DayZ; The pure-assets zombie scenarios of olde. If you want to give the original threads a read, go ahead: http://www.bungie.ne...postID=61600276 http://www.bungie.ne...postID=71047754 Maybe, my biggest dream was to get the hypothetical game to run over a highly complex procedural generator. Many people instinctively buck when they hear about using a procedural generation method in a videogame, myself included, but I never rejected the technology altogether. A lot of tech demos showed that it could be pushed a great bit. Too often, however, the application developed by private firms would only cover a tiny part of what is needed to create a world fully. Interestingly, I came up with a dynamic zombie spawn system back then though significantly different than my current suggestion for the standalone. Instead of having the spawn rates go down as players killed zombies, i had thought about raising the zombie spawn rates over time if survivors didn't move out of an area. Encouraging players to often move out of their comfort zone and preventing them from creating a static home-bases. Effectively making them nomad by necessity. I had also thought about making zombies much harder to kill. Unlike rocket, I thought (and still think) actual old-school undead were better suited as you could go around some biological laws (while maintaining a simulacrum of authenticity). For example, I would have loved if zombies were nigh-unstoppable, but not really fast. At least, not as fast as Rocket's Zs. Their speed being dictated by their state of decay and how damaged their bodies were, be it from randomly generated levels of from player input (i.e. break a zombie leg, they limp or crawl/blow their legs away, they would have been force to crawl using only their arms). Severing the head or damaging the brain would have been the only way to assuredly stop a zombie. "Animals....Hunt deer for meat, or avoid zombified dogs. Or see a few actual hawks flying high in the sky (yes for hunting, meh for zombie dogs)." Directly quoted from the first thread. I had forgotten about this actually. How queer, almost prophetical of me. "Players are almost one-bite kill (one bite and you are infected). An antidote must be administered within 10 hours or the player will turn after 24h.". Fiddling back then with the idea that zombies are to be feared as much as possible. Enticing players to avoid and sneak as much as possible. Also making a meta-game out of keeping infected players out of a group. to the point of executing another player because everyone else think he/she might be infected and they can't take the risk. "Inventory works on TWO values; WEIGHT and VOLUME. A character would only have a certain weight added in item to his own he could carry without slowing down. That would be a rather low value. I say slowing down because simply not being able to move at all is stupid. The speed loss in percentage would be a parabolic curve increasing the speed loss in % the more "overweight" a player is." The link is from the second thread, circa June 15th 2012. This is one of the few ideas that are totally salvageable and could be implemented. "Vehicles. From a skateboard to an 18-wheeler, provided it is in working condition and fuelled up. Since we're talking about an open-world game, vehicles are to be an important part of gameplay. Lest you wish to be stranded in the middle of a field, low on ammo and surrounded by zombies out for dinner. Of course, vehicles can be damaged. Either from simple long-term use to you-just-ran-over-dozens-of-zombies-your-car-is-done. Gas/fuel is also a factor. Gasoline could be siphoned from unused vehicles and transported about in jerricans. Also, vehicles can serve as material transport. Enabling you to move a great deal more stuff than you can carry on yourself." Not much more to add here. "Extensive equipment and gear to use. In this, I'm talking about guns of all sorts, medical supplies such as bandages and antibiotics, long-views, binoculars, maps, compass, GPS, flashlights, batteries (to power GPS/flashlights for example), night-vision goggles, melee weapons, tools, clothing (from a complete soldier suit to a g-string), watches, handheld radios, big marker pens (writing on walls?), jerrycans (see point three), explosives, backpacks (more capacity?), etc." Alright, now this is getting creepy. "Zombie Behavior/AI. In season 2 of The Walking Dead, we got to witness that the zombies are not totally devoid of primal instinct beside hunger. They like to keep together, somewhat and will often move as "packs" in a random direction. Zombie herds could prove to be the biggest threat there is, as ammo would run out before they do. I'm thinking that herds could be somewhat rare events. I'm also thinking about whether or not zombies should wail at the sight of survivor, attracting more zombies. Maybe another toggleable option." It's been discussed as is before, I'd like to point how good of an idea it was back then. "Say you killed a deer and you don't want to cut the meat out right there, can you tether it to a quad bike and drag it to somewhere safer? Hello Ragdoll physics!" "Can zombies be simply knocked out? A good baseball bat hit to the head would know them down for a few minutes but no kill them. You'd either need to keep on hitting them a bit or use a more lethal weapon to finish them." "Do zombies also go for the fauna? How do fauna react? Can they be caught off-guard and killed? How would a deer carcass, for example, affect zombies? Would it attract them?" "Predators, how common are they? Wolves, cougars, bears? Can you scare them off? Do bears "one-shot" you?" "Zombies can see and hear, but smell? This might be important in the process of sneaking. Get too close to a zombie and it'll eventually smell you. If you run from a zombie and hide behind something, he'll be looking for you and might lose you unless it gets too close and smell you out." "Weapon degradation. I'm thinking we should keep it out for firearms but in for melee weapons. It would just be obtuse for firearms but it could be useful to balance out close quarter combat. A metal pipe might take a few dozen hits but a wooden plank might break after four-five hits." "Talking about melee, what about butting with a pistol (pistol-whip) or giving a good hit with your rifle's cross? Should it damage the weapon? Have a chance of breaking?" "Fire; how does it work? Does it work like in Far Cry 2? Burns grass for a while before extinguishing itself or does it only burn up what gets set on fire directly? If a zombie is on fire, does it propagate to other zombies if they get too close? If a zombie catches fire, does it become heedless and just flail about or does it keeps on coming toward you? How long must a zombie be completely on fire before it dies? Ideally, it might work like in Alone In The Dark on a small scale." "What about unique infected? Infected modeled and using the voice of particular celebrities or fictional characters? Personally, I'd love a Justin Bieber zombie. How about a Michael Jackson zombie dressed like he was in his Thriller videoclip? An Austin Power zombie? A James Tiberius Kirk zombie? All with their own unique lines. Having fun tossing them around for an hour trying to hear them say everything they can. Let's see if we can get Obama to record a few lines" There's quite many more small ideas in the two original threads but these are the one that still sound the most right to me. A few others I didn't quote but I,ll probably bring them up in their own threads eventually. -
No. They are already OP as it is. Reluctant yes if Rocket decide to model wind factors in. Still, sniping is for pansies. Stop hopping and try going into town.
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There are neither Inuit nor whalers run aground (continental shelf glaciers and the fact that there's no ground accessible anywhere in the antarctic) nor soviet bases (the USSR fell in 1991) No polar bears either. No igloos either. wat You don't "cure" frostbite. You can treat, even then you can forget about treating it if you are still over there. Takes days/weeks to "cure". Oft leading to amputation. On the other hand, a winter-fell region could be a nice setting for zombies... If it werent for the fact that zombies would freeze too. White ghillie suits do not exist. It's just a white suit, if you want to stay hidden, you snug into a snow bank. In actual ARCTIC and sub-arctic regions, it's the same, but with some white shrubbery added on top. Snow cover is too uniform, anything but snow and local flora stands out. Sleds, okay. Again, no zombies in winter-land. See above wat Again, no white Rawrs in the antarctic. Also, polar bears are pussies. Unless pressed or against a mother with cubs, they will pussy out of anything. Camping stoves, yes. In any setting. The only good idea throughout.
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Salvaging my DayZ ideas from June 2011 and March 2012
Bearded McGee replied to Bearded McGee's topic in DayZ Mod Suggestions
Oh, oooohh -
DayZ boils down to; Jerks Guns Beans Soda Bigger jerks The VSS would fit snugly. Now, it's not to say it would be a good addition. Give it a sorta big rested spread and a crap-low damage somewhere in line with the MP5 and you get a great semi-long range Zed killing machine but a crappy player-killer.
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How to salvage the Czeck Vest Pouch
Bearded McGee replied to Bearded McGee's topic in DayZ Mod Suggestions
why would you place a pouch where your holster is? -
Mirror, mirror...
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RE: Rocket announcement of new feature at PAX
Bearded McGee replied to doglover's topic in DayZ Mod Suggestions
wat no. rockit, plz. -
40 Suggestions to Improve Realism and Immersion
Bearded McGee replied to jaws4096's topic in DayZ Mod Suggestions
I agree with maybe 35 of them, so you have my beans for now. The one I'm having a lot of trouble with is the defibrillator unit however. That's not how they work. Defibrillation is a treatment for dysrythmia, ventricular fibrillation and ventricular tachycardia (all three are forms of fibrillation, hence de-fibrillation) as opposed to the usually represented asystole condition (colloquially known as flatline or beeeeeeeeeeeeeeeeeeeeee-herdoktorweharelojinghimharr!) So yeah, a better alternative would be to inject the asystolic player with epinephrine and then give them a good beating . -
This is a great idea. Actually reminds me of 28 Days Later, once the group reach the mansion. I'd have the wandering horde spawn in any direction from the lowest-rated Z spawn zone and slowly move in toward said zone. Wandering hordes could also be random events triggered at random intervals and locations where players have been present for a while, includig the wilderness (though, wilderness hordes would be smaller).
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New vehicals and New suggestions.
Bearded McGee replied to ProfessorKoble's topic in DayZ Mod Suggestions
The AH6X, a little bird model already present in Arma2:OA, is basically a weaponless littlebird. I'd actually like the KA137 drone to be present and maybe be able to trunk it or deploy it out of a backpack (it might also replace a BP). Really, I'd like the An-2 to be in Day-Z. -
Should add an attacking knife to starting character
Bearded McGee replied to deathwings's topic in DayZ Mod Suggestions
No gun yet = Run -
Newly Created Dayz Server Hosted by Fatal Forces
Bearded McGee replied to HiPllFiRe's topic in Mod Servers & Private Hives
Carn't find eet IP? -
Realistic gun mechanics like Reciever
Bearded McGee replied to freeman83's topic in DayZ Mod Suggestions
Yes and no. I'd like to see gun mechanics taken a step further, but to go the way of a gun-nut virtual waifu fantasy is a bit much. No to safeties, manual cocking and most other menial tasks. I want a better fidelity, so to speak, on the side of how a gun handles in different situations. The always-a-round-in-the-chamber technically would be nice to implement, for example. -
How to salvage the Czeck Vest Pouch
Bearded McGee replied to Bearded McGee's topic in DayZ Mod Suggestions
Ghillies arent exactly rare... -
How to salvage the Czeck Vest Pouch
Bearded McGee replied to Bearded McGee's topic in DayZ Mod Suggestions
Full ghillies are often tailored to be almost as tight around the user as superman's panties.Cheapo suits are built out of a jumpsuit outright. And I don't know if you've ever worn a jumpsuit, but it's not exactly bursting with big pockets. At the very least, backpacks shouldnt be invisible while wearing a ghillie. -
Increase spawn rate and maximum vehicles per server
Bearded McGee replied to BlackReaper (DayZ)'s topic in DayZ Mod Suggestions
At least bikes, quads and bicycles. Bicycles should be everywhere. I'd personally put a respawn timer on the three I mentioned above, making it so they respawn within three days if untouched. Heck, I'd put at least two hueys on each servers... I'd nerf storage space too. -
There's no reason for this from any point of view. Be it for gameplay reasons or from a tactical point of view. Even a prissy sissy sniper sitting on top of a hill is better than a random occurrence that can kill you.
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For my safety once because someone didn't reply to my calls. second time yesterday to an ass bandit that had the jump on me, from the back, TWICE, and I still got him (shouldnt have used a PP-19 on me, AKS Kobra > PP-19 Bison)
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But when I do, I'm not spamming the whole forum with ideas that have been shot down 20 times over.
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I don't double post often...
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might you want to read the pinned topics?