Forums Announcement
Read-Only Mode for Announcements & Changelogs
Dear Survivors, we'd like to inform you that this forum will transition to read-only mode. From now on, it will serve exclusively as a platform for official announcements and changelogs.
For all community discussions, debates, and engagement, we encourage you to join us on our social media platforms: Discord, Twitter/X, Facebook.
Thank you for being a valued part of our community. We look forward to connecting with you on our other channels!
Stay safe out there,
Your DayZ Team
[email protected]
Members-
Content Count
95 -
Joined
-
Last visited
Everything posted by [email protected]
-
Airfields and military barrack should be dangerous and almost suicidal
[email protected] replied to BaitedHook's topic in DayZ Mod Suggestions
Should add.. I do like the landmines, just not the rest. Maybe increase zombie spawns at those bases to make it slightly harder after you got through the minefield. -
Airfields and military barrack should be dangerous and almost suicidal
[email protected] replied to BaitedHook's topic in DayZ Mod Suggestions
Sounds too much like an 'instance' to me to be honest. -
Celcus to Ferenheit option?
[email protected] replied to Ixnay Hombre's topic in DayZ Mod Suggestions
-
Edited to include extra link (couldn't find post before) Suggestions regarding survival options. Food suggestions tie into Restore blood/ Health over time Also would like to see more food options in the wild; Finding nuts, berries, plants all with different 'satisfaction' levels More wild life, including hostile animals and maybe deers etc that will run if they notice you. Improving the temperature system, post 1.6.0 Power plants, electric grid, and generators v1.5 Tying into Idea for crafting and base building (expanded) combined with serverhopping prevention Usage count on matches, Zippo lighters and fluid. Maybe even add flint rocks (unlimited usage, more rare). Melee weapons; No more Makarov with clips at start, but just a knife and what you already have now. Craftable traps; Plenty of posts about these.
-
Looking to start an European Bandit Squad (GMT+1)
[email protected] replied to Castiel (DayZ)'s topic in DayZ Mod General Discussion
-
Kidnapping/ Slave Trafficking/ Cannibalism?
[email protected] replied to dalgcais's topic in DayZ Mod Suggestions
Yes it is, but not everyone plays this with RP in mind as it is a survival game more then an RPG if you ask me. If a bandit would hold me up and start to RP with me, I wouldn't mind and cooperate for the fun and the thrill, but I know from SecondLife that there are A LOT of people that have no clue how to roleplay nor do they have any interest in it. Don't know, it could be nice, but then there should be a way to let others know if you want to be part of such events or not, else you might get a lot of people that won't play anymore because they can be literally trapped in this game for an hour or more while it not something they want due to playtime limitations or any other reason. If you are captured in real life you don't have a choice, if people are captured in DayZ and don't want it, what keeps them from just logging out or respawning, destroying the entire experience? -
This would require said server to be disconnected from the master server, else everyone can just bring their guns from another server and dominate. Without zombie spawns etc you will need a HUGE amount of zombies over the map to make it challenging else it will turn into kind of a run and gun thing where people can just rush into a town and clear it (if current standards are to be kept). There are plenty of suggestions on the forums that try to do the same (i.e. save zones) by letting certain objects you can use to fortify stop spawns in a certain area. I believe that would be a nicer and more efficient way of reaching the same.
-
Celcus to Ferenheit option?
[email protected] replied to Ixnay Hombre's topic in DayZ Mod Suggestions
No, the patch notes said it was in percentage and that that was fixed to be shown in degrees, not the other way around. -
Kidnapping/ Slave Trafficking/ Cannibalism?
[email protected] replied to dalgcais's topic in DayZ Mod Suggestions
Sorry but I think that if people would want to RP these kind of things, they can in the current system. You could play it all out and get encased in barbwire for instance.. but if someone doesn't RP in this game, you shouldn't be able to force them into such situations. -
A mechanic to prevent DayZ turning into a massive DM
[email protected] replied to reuter's topic in DayZ Mod Suggestions
Only thing I can see as somewhat of an 'anti-bean wars' system is to just give newly spawned players a few minutes of not being able to die from players. If they don't gtfo of the spawn area in time, it's their own fault. BUT this should only be implemented if there is no other way, since it's unrealistic and in the end doesn't stop people that don't understand that the coast is the most dangerous place in the game. -
Ability to 'Walk like a Zombie'
[email protected] replied to sandwich (DayZ)'s topic in DayZ Mod Suggestions
Honestly.. the survivor's cap is a dead giveaway for me. Would be a fun option none the less though. -
Disabling weapons of another player
[email protected] replied to karum's topic in DayZ Mod Suggestions
Like the idea, but maybe nicer to just disarm them resulting in weapon to drop on floor a distance away from him? This might give them a chance to grab it when they see an opening and choose to risk their life to get out of the situation. Also will give them their gun back after being looted (unless the attacker actually took the weapon with him/her). -
Improving the Temperature System, post 1.6.0
[email protected] replied to a topic in DayZ Mod Suggestions
True, nice to brainstorm though. -
Way to make Zed more dangerous... easily
[email protected] replied to TrajanP's topic in DayZ Mod Suggestions
-
Way to make Zed more dangerous... easily
[email protected] replied to TrajanP's topic in DayZ Mod Suggestions
-
-
Ability to make wooden crossbow bolts with the hatchet
[email protected] replied to Tysn's topic in DayZ Mod Suggestions
+1 This might actually make me pick up a crossbow once. -
Improving the Temperature System, post 1.6.0
[email protected] replied to a topic in DayZ Mod Suggestions
Valid argument, but think i would prefer the temperature going up from the low point then instead of a straight reset. Maybe at an alarming rate until you reach 37-38 and then slow the process down because your body is reaching a limit. The fast temperature raise could also effect your hunger because your body is trying so hard to burn out the infection, thus using more energy. -
Improving the Temperature System, post 1.6.0
[email protected] replied to a topic in DayZ Mod Suggestions
How so? You will have the effects of being cold stacked with the effects of being sick, so you have 2 things to take care of. Imagine that you are running through the wilderness and are all out of wood or didn't manage to find matches... you are screwed until you do.. but suddenly you get sick and you did bring antibiotics. You will instantly be back to your normal temp and can happily run along. -
And bandits would have a field day following the survivors trail of burning corpses.
-
Good for you. So you should be just fine with the ear damage system! Do we really need a system for everything? Shitting/Pissing system next? Already a suggestion thread about that.
-
Way to make Zed more dangerous... easily
[email protected] replied to TrajanP's topic in DayZ Mod Suggestions
Think 50-60% would be a bit too much, but like the general idea. +1 -
Personally like the idea of global objectives, since those kind of goals would also be present IRL and could make for some amazing plays from all sides. About the learning system; How do you decide who knows what? There is no idea as to what you already knew before you ended up on that beach, so who says that you don't know how to use medical supplies etc? Don't dislike the idea, but feel it wouldn't really work nor fit in DayZ.
-
Poor snipers without earplugs *grins* Second this idea, would be great addition. How common would they be though?