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Shroom

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Everything posted by Shroom

  1. Shroom

    A new 'incentive' to encourage cooperation

    You guys are probably right. Thanks for the input. Just trying to brainstorm a way to make people cooperate more. But let's just look at the realistic side of the game. Would it not make sense for players to choose what their career was prior to the apocalypse? Does it make sense that all players know all these complex skills? I know I can't fix a car or gut an animal.
  2. Shroom

    Infected Water

    I second this notion. If someone were to fill their canteen up from any natural water supply like a lake, it should be 'Lake Water'. If someone has a campfire set up, they can boil their flask to sanitize it, at which point it would become 'Sanitized Water'. Water from wells/pumps would already be clean. Drinking lake water could cause negative health problems, to be decided by the devs.
  3. Nice videos man. Decent music too. Been wondering how refueling worked for a while.
  4. How could you possibly slap rocket for providing you with this free content? If you go anywhere near him, I will unleash upon you tenfold the strength of a million suns
  5. Shroom

    FR7 - Hack's Home

    BattlEye seems to be pretty ineffective. Needs to be some sort of lock or filter on how servers run scripts. I know nothing about coding, but it does seem far too easy for people to completely screw with the game.
  6. Shroom

    Unknown Vehicle

    This doesn't exist in Day Z. Someone hacked it in. If you can, please blow it up, you'd be doing your server (and the hackers) a favor.
  7. Shroom

    A new 'incentive' to encourage cooperation

    Can't tell if sarcastic or... The skills need to be huge, and they need to be solid. They need to be game changing. They need to be the only game-based divisible factor between people (other than the items they are carrying). There need not be ancillary or redundant skills. So far, there's only three worth naming: 1- gutting animals 2- performing medical procedures 3- fixing vehicles Basically, they should only be things you wouldn't expect any Average Joe to understand out of the blue, just because it's the zombie apocalypse.
  8. Shroom

    A new 'incentive' to encourage cooperation

    I was going to post this as a separate thread, but instead I'll post it here. I had the same idea as you, so I'll just drop my entire post down in this shizzle: Choose Your Beginning Differing classes make people more useful to each other. When someone enters the game for the first time, they should choose one of several classes that gives them specific buffs and abilities. These should be discrete and should only alter gameplay in certain realistic ways. They must realise that they cannot survive alone, or that surviving alone will be increasingly difficult and will limit their gameplay and capability to survive. Realistically, not everyone knows how to repair vehicles, or to do more than apply a field dressing (blood fusions are a complex medical process, maybe even morphine injections or epipen treatments), or various other skills or professions. Adding a starting class for every player gives them a level of uniqueness that makes players more useful to one another, and more likely to team up to survive than kill each other for beans... althought this is certainly still an option for players who are so inclined. List of possible classes: ~Farmer - wakes up in a barn (with ample provisions such as beans, water, shelter, wood) - starts off with winchester or lee enfield (random) - starts off with no backpack - starts off with a tractor (not very useful but a small perk to start off with) - starts off with hatchet - starts off with average accuracy* when using firearms - Ability: able to grow food(?-probably a stupid idea, this class needs a much better ability to make it worthwhile) ~Fisherman - wakes up inside a boat in the ocean - starts off with no weapon - starts off with no backpack - starts off with low end boat (full of gas) - starts off with fishing pole - starts off with low accuracy when using firearms - Ability: can catch fish with a fishing pole ~Grocery Store Owner - wakes up in grocery store - starts off with winchester - starts off with patrol pack - starts off with GAZ or pickup truck (or any really low end vehicle) with half a tank of gas - starts off with matches, map - starts off with average accuracy when using firearms - Ability: no ability (I think that classes that tie into their location like this should be finding their loot around their spawn location, which would generate some or all of these items specifically for their new character) ~Mechanic - wakes up in a gas station - starts off with no weapon - starts off with no backpack - starts off with a motorcycle - starts off with toolbox - starts off with low accuracy when using firearms - Ability: knows how to repair vehicles with parts found (anyone can refuel a vehicle or refill a jerry can) ~Hunter - wakes up in the woods somewhere, possibly near a deer stand - starts off with crossbow and makarov - starts off with patrol pack - starts off with a tent set up nearby with some cooked meat and canteens - starts off with hunting knife, binoculars - starts off with increased accuracy when using firearms - Ability: knows how to gut animals ~Policeman - wakes up in corner of firehouse - starts off with revolver - starts off with patrol pack - starts off with a bicycle - starts off with handcuffs** - starts off with increased accuracy when using firearms - Ability: is able to arrest people (see: handcuffs) *not exactly sure how handcuffs/arresting people should work, saw a thread discusssing it, did not see any proper ideas. needs some thought, otherwise the class is useless---------------------------- ~Doctor - wakes up in hospital - starts off with no weapon - starts off with alice pack - starts off with pack full of medical supplies (blood bags, morphine, pain killers, antibiotics, bandages, epi pens) - starts off with watch - starts off with low accuracy when using firearms - Ability: knows how to apply morphine, epi pens, and give blood transfusions (all players can apply field dressings/bandages) ~Military Officer - wakes up in tent in military camp - starts off with ak74, m9 and 2 clips for each - starts off with assault pack - starts off with no vehicle or perk - starts off with map, binoculars - starts off with increased accuracy when using firearms - Ability: no ability ~Military Sharpshooter - wakes up at [special*] helicopter crash site randomly on the map - starts off with makarov - starts off with no backpack - starts off with no vehicle or perk - starts off with rangefinder and/or ghillie suit - starts off with very high accuracy when using firearms - Ability: no ability *inside this specific heli crash is a m14 ep1 and ONE clip of dmr ammo ~Any ideas for additional classes are encouraged and welcomed, but there should be as few redundant classes as possible, and they should mostly be divisible by a single main trait, such as being to fix cars or having the knowledge to perform medical procedures. The best kind of suggestion you could make would be of more such skills, which would give room for more classes. Now, I understand this introduces a lot of (not all of them new) ideas to the game, some of which change gameplay in desirable ways, some less desirable. I'm sure a lot of you think it unfair to start off with better weapons (or no weapons, which adds challenge for certain classes that get other benefits), or a vehicle, or specific equipment, and it is. But it's part of adding diversity to gameplay, and increasing human interaction, as one person would not have all of the skills required to survive. One problem I can think of already is people spawning new characters that give you vehicles, and then respawning as something else and coming back for that vehicle (or simply doing it to give their friends the vehicle). In other words, it could cause vehicle spam. So adding vehicles with classes may not be a good idea, unless some sort of spawn penalty were enacted, or some way for this spam to not occur. A thought on accuracy - if such a system were in place, with certain classes starting with slightly better accuracy than others, I think this should only affect the system to a point where the classes with the highest accuracy are at the normal Arma 2 accuracy, and classes with lower accuracy start with greatly impaired accuracy (farmers, fishermen). To do this, the reticule aiming size would be larger, and bullets would have a wider 'spread' chance. Classes starting with 'increased' accuracy would be almost to full accuracy, and the sharpshooter class would start with full (normal) accuracy. Military personnel and police officers would have better accuracy than a civilian, but would still have room to improve to have proper accuracy. Regardless of starting accuracy, the accuracy for all classes would increase over time with each successful hit, headshots rewarding more such 'experience'. It will be a very subtle effect that does not get noticed except for reticule aiming size, which will gradually tighten as the character becomes a better shot. If the game were to be changed in this manner, there is also the possibility of having better than default accuracy, but I do not know if that would be a good idea, as it could be game breaking. A thought on medical abilities - in addition to the doctor class add the ability for ANYONE to perform medical treatments... but with a chance of failure. The chance of failure for a doctor to successfully complete a treatment like a blood transfusion would be very low, maybe even give them room to improve as they gain experience from doing them on other players. And the chance of failure for any ordinary player would be much higher, possibly resulting in things like punctured arteries from a failed blood transfusion, causing bleeding out and requiring the player to bandage themself. A thought on skills - instead of classes being specifically specialized in a certain skill, all classes could have some variation of level of skill in each class, and could be shown in some cool looking diagram when the player selects their character. This way, players can attempt to perform a range of abilities, and those untrained can fail miserably, or have a small chance to do them correctly and improve, and classes highly trained will almost always succeed performing their special ability. However, the curve between the success rate of specialized classes performing their specialized ability and non-specialized performing the same ability should be quite steep. A thought on spawns - for these specialized location spawns, it would not do for a new player to create a character and be killed instantly but someone else crawling around that area. It would make more sense to at least give them some time to gather themselves and move to a more secure location, and the way I propose doing so is for the main server to select servers for you based on location of players. By this I mean the main server should find you a server that can place you in a location absent of other people, at least in the direct area. This avoids instance-type gameplay, and still allows new players to start their games in the manner described in this post without being instantly sniped. If that didn't make sense, let me phrase it in a different way. The player would not select a server, this would be chosen for them based on certain requirements. Say you're spawning as a Grocery Store Owner. The main server would find you a server that has an area with a grocery store with no other players in the immediate area. It would, of course, also look at things like ping, location on earth, player count, maybe even class would have something to do with it (would put you on a server that doesn't have enough of that class). This is a completely separate idea and the above would not require this function to work on its own. It would only prevent spawn farming in a rather complex and inefficient manner. A final note - I understand that what I'm describing would mean huge changes to the mod, not all of them desired by many of the players, and I'm sure almost everyone who has played this mod will disagree with something in this post, but it's a foot in the door to try to figure out a way to get players to stop killing each other on sight by adding a more human element, a usefulness of other people to you, a reason to band up and survive together. So I would love to hear all your thoughts and criticism, or other relevant ideas for getting people to work together. The real final note - all these ideas are only to be presented as concepts, not as things I think the game should have. The ideas as they stand would not, of course, fit within the Day Z as Rocket has imagined it. Just trying to get the cogs going.
  9. This is not realistic in the least. I vote no.
  10. Why are you people bragging about having hacked gear? Are you literally retarded? Anything with a holographic or thermal sight is HACKED. GET RID OF IT OR RISK BEING BANNED. There is also no PDW SD, no M4 M203 (there is an M16 M203), or VSS Vintorez.
  11. Shroom

    Chernarus on Google maps

    This is awesome!
  12. I don't want to waste anyone's time, so I'll get right to the point. I was at Krasnostav airstrip at around 01:00 5/29 Eastern time on Dallas 11, and I ran into the hangars to find this: I quickly left, not wanting to die from some bait trap, and then asked in chat if anyone knew about it. I soon got a response: That wasn't all he said, but it was all I was able to screencap. Basically, he told me that it was his loot there, and that he put it there because it would spawn more items. I'm not sure if this is true or not, and my intentions are not purely to get someone banned (although I would like to see this glitch-abuser warned that this is not an intended gameplay element, and that further abuse is bannable). Is what he described possible? It's possible he was just trolling me, and it wasn't him who put that stuff there, but I'd like to make sure it's not possible, as it's not a realistic gameplay mechanic and should be fixed. Thanks!
  13. My last kill (a few days ago, been camped up north for a while) was north of Stary Sobor. I spotted a survivor in the fields running towards my position. Not sure if he had spotted me or not, and eager to break in my brand spanking new M24, I quickly drop my main weapon on the ground and whip the M24 out of my pack. In one deft motion I aligned the sights and took a shot, hitting him square in the chest, dropping him like a sack of potatoes. His beans were delicious.
  14. Shroom

    Several suggestions.

    8) Fuzzy bunny slippers
  15. Shroom

    "Are you sure you want to respawn?"

    AGREED. Every time I open options to tweak brightness, I always worry that the next time I do, I'll hit 'Respawn' instead. It's my biggest fear right now. Not zombies. Not bandits. That button.
  16. This is a stupid idea. Everyone who said players would simply suicide is correct. If someone had the option to put you in handcuffs, they would have the option to loot you as well. Hence the gear of anyone handcuffed would be forfeit anyway, leading players to simply suicide. If they're there to play a game, you really think they're going to sit around while you have your roleplay fun? I don't think so.
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