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Everything posted by Riem
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Well honk my rubber nose and slap me in some oversized shoes.
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Also, the stocks of several military and police grade shotguns are reinforced, and you could probably bash a lock off after a few attempts. Though, I think I saw bolt cutters in the list of tools perhaps being implemented. A nice idea though.
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No. In 'real life' you wouldn't see who gunned you down, how they did it, and what weapon they were using, if they shot you from behind. This game does not need anything like this.
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No, because that was a war club, and not a hatchet.
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[Standalone] event missions/player ask events
Riem replied to DaGolem's topic in DayZ Mod Suggestions
Eh, that happens in DayZ too. But it's more like, 'hey, I've got something I want to trade/need to use, any one want to help?' they then wonder why no one came to help them at the spot they designated, and keep wondering that until someone picks them off. -
Personally I would like to see a random factor to these hordes. They'd hunt like a pack, moving through a city and at random, moving into buildings to check and see if there was food hiding inside. If you're quick, you could kill one with a silent weapon, but you'd have to make that choice very quickly. Do I stay and hope they don't come inside? Should I run? Get ready a weapon and take any that come inside down quietly? Possibilities possibilities.
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Don't punch kittens. That bruises the meat.
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Most of these have been suggested. But holy fuck. Acid squirt guns? Beans for the sheer stupid genius.
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[Standalone] event missions/player ask events
Riem replied to DaGolem's topic in DayZ Mod Suggestions
Now there's an interesting question. Ripping an idea from WarZ? Plagiarism! Stop the presses and pass me the bottle! Sarcasm and my own brand of humor aside. First off, the OP here is not the first to post ideas similar to this. I have seen at least two others that have had the suggestions for players to be able to receive both local and 'global' radio broadcasts for downed choppers, convoys, and other such similar events. Yes, this would be rife with abuse, because every bandit with a sniper rifle is going to take a position up on a hill and watch for people who are far less observant to come crashing through the tree line in order to grab their loot. Also I hesitate to make the broadcasts specific, as that would take away part of the fun of discovering what the broadcasts were. It could be something as simple as someone radioing for help, or as complex as a full strength military group cutting through the country side. Not knowing in this game is half of the fun -
The e-tears in this entire forum is enough to hydrate Africa.
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It's unfortunate that he cannot read all of these suggestions, but placing some of the more complex ones in the main suggestion thread would not allow them to be as well fleshed out, because other people would be adding their suggestions on top of it. Rocket should have someone to organize this for him, or several someones.
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But we're not all immune to simple infection. These bolts have been fired and likely retrieved, and probably not washed thoroughly every time, if at all. There would be dirt, dried fluids, and other such things that would be more than happy to give us an infection.
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Good point! I'd like to see broadhead bolts/arrows be added as well. Perhaps for the debuff your character would run slower, with a different animation that would show them clasping the general area of the wound as they staggered off?
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First, I'm aware I posted this on the 'lump' suggestion thread, but I thought it would be nice to get a better discussion on it here. So! Sabotage. It would add to the paranoia, and probably the variety, of gameplay were players able to make changes to lootable items, vehicles, or areas, in order to make them less effective/hazardous to use/explore. A few examples. 1 - Poisoning consumables: Survival in the zombie apocalypse is a fight for resources, whether those are blood bags, food cans, water containers, or all other forms of medical and edibles. Obviously you're not going to be able to carry it all, and, while you could eat the excess to stave off hunger that much longer (And get fat, fatties.) Perhaps, using something you've found earlier, you'd be able to poison the item to have dastardly effects on other players. Perhaps small poisons or chemicals could be found for this purpose, and would instill a lessened set of stats for a player unlucky enough to eat it. A more devious use for this would be the ability to foul medical items by introducing the same harmful substances, or even in the case of blood bags, by placing zombie fluids inside an otherwise life giving bag. Imagine! Johnny Nobeans gets low on health/blood, and someone gives him a transfusion. But alas! The blood was tainted with the malevolent intentions of another player, and instead turns him into a zombie! Perhaps not as severe, but you could see the implications. Water and oil would also be able to be tainted like this. To avoid not having any way to know if the item was tainted, perhaps in the description of the item it could say it smells off, or in blood bags perhaps the color of the fluids doesn't look right. 2 - Vehicles: I'm fairly sure most of us have been at some point run over by someone else with a car. It's a fairly messy and rather fatal experience, to be sure. Wouldn't it be fun to get back at those people who ran you down like so much roadkill? With a toolbox and the appropriate tool, you could puncture their gas tank, cut their brake lines, or otherwise foul the car. I don't suggest being able to harm the engines, because, while realistic to do so, it would be unrealistic, and likely very hard if implemented, to fix a car engine. But the thought of some jerk off flying off the side of a cliff because you clipped their brakes appeals to me. Or someone trying to lift off a helicopter and wondering why the rotors won't spin up. That would also be amusing. Some visual cues would be neat to implement, like being able to see a puddle of fluids from where the car/bike/chopper/etc was damaged. Being able to pop the tires off a car and walk away with them would be hilarious, provided you had a tire iron. Oh, yes. Also you could pop the tires on a pedal bike rather easily. 3 - Rigging explosives: Being able to control where loot is easily attainable should be an aspect of the game, whether it is with razor wire (when it gets fixed), or with a cleverly rigged grenade to a door handle. Say you know this building is frequented by players, and you want to make sure at least one of them isn't able to get the nice items inside. You have a grenade, and a bit of some sort of thread. Could be rope, string, etc. You attach the pin to the doorhandle via those fancy knots that all survivors would know, and poor Johnny Nobeans, fresh from his tainted blood induced death, gets an eyeful of shrapnel and explosions when he charges through the doorway. To a lessor extent, you could attach explosives, if you have them, to car door handles, bodies, items, and perhaps even set up tripwires. Visual cues such as the ropes, explosives, or a small noise when the door is opened would be an interesting way for players to figure out they had a few moments to gtfo, though I must admit I'm rather short on ideas for that. Also. Rigged explosives should be able to be defused, though there could be interesting ways to rig those explosives with more explosives. A bomb within a bomb, if you will. 4 - Fouling weapons: Not much of this would go on, but it would be interesting to say, jam an already loaded magazine or mess a silencer up to make it cone the noise towards the target, but I can't see many usefull uses of this, and as such won't spend nearly as much detail on it. While some of these suggestions would be ripe for abuse and definitely would be amongst the crueler aspects of the game, they would be realistic, and would add just one more shade to the already paranoia colored world. Feel free to expand on these if you would.
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Thermite is an interesting concept for the game, but I'm sure I saw it already suggested for welding purposes. I can see your point, but while I may be making it come across as something funny, I'm merely suggesting this so all avenues are suggested and explored. Realistically, I could see this happening. Some people wouldn't want to be directly fingered for killing someone, and as such these would be more indirect means of doing so.
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Arrows should continue to make a character bleed unless removed, and cause a significant amount of pain when you do so.
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Private Hive [100 Vehicles] Active Admins
Riem replied to drakken's topic in Mod Servers & Private Hives
Good. I like to actually be able to loot things. I'll be dumping sats in lakes when I find em then. -
How would this work in the game? You find radio components and something that could be crafted into a reader? The signal could travel for a few kilometers, i think in a cone, and would send back a beep if the transmitter was pinged, with a time delay depending on how far the car is. Thus if you're a few kilometers from the vehicle the ping will take a while to get back, while if the car is right around the corner it would return the ping almost immediately. Higher ground should allow for a longer range, perhaps?
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Perusing the threads again, nice to see all these ideas being fleshed out fully and all the new ideas being discussed as well. While searching for an image of a bolt action Russian .22 rifle, I came across an image of a storage set up in the stock of a similar rifle. The top of the stock flipped up, and had small slots where you could store additional ammunition. It would be an interesting addition to some of the weapons in the game, and I would like to see it implemented. We've also probably seen in a great deal of games shotguns that have additional ammunition slotted on the sides. Benefits of this would be that the weapon would be able to carry more ammunition on it, instead of the bullets taking up space in your inventory. A small selection menu on the weapon would allow you to transfer the rounds into the gun itself, like loading a shotgun, or by moving the rounds to the appropriate magazines. For instance, you have a pump action shotgun, with this additional ammunition on the side. You fire a couple of shots to put a zed down, and want to reload. So, you could right click on the weapon, and the option 'reload from additional' (or something similar) would appear, allowing you to reload right from the weapon. You should also be able to replace these now reloaded rounds from the loose ammunition in your inventory, in the same fashion. Some weapons might be able to be found like this, but I think it would be more rewarding, personally, to be able to make the extra storage yourself. The stocks of rifles could be customized to have a similar effect, with some sort of way to make one that could hold extra ammunition. Shotguns could have small metal racks attached, or perhaps cloth straps that would hold extra shells. Machine guns, pistols, and automatic weapons in general wouldn't have this kind of addition, as there wouldn't be being able to carry a few extra rounds on the gun itself. And pistols with this sort of addition would look silly and be unwieldy as hell. Thoughts and suggestions?
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I sincerely hope weapon handling is implemented, where it takes a longer amount of time to aim a weighted down weapon than the normal counterpart. Obviously, a few extra rounds clipped to the side of a weapon or inserted into a modified stock aren't going to affect it that much, though it would be nice to see some sort of added performance characteristic.
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Perhaps I should have rephrased myself. Without constant adjustments, satellites would not continue to transmit data accurately, due to time being relative, and the difference in the passage of time at the altitude where satellites orbit making them off by something around 10 kilometers, a day. I concede they would function, and likely still transmit, but if you tried to follow a gps signal from a satellite years after the facility that was responsible for the upkeep was abandoned, you'd be lucky not to be taking a swim looking for your car.
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An idea I've been rolling around my head and haven't seen on the threads thus far: Limit the number of spawns a set weapon could have on the server. This should only be for the most powerful and useful weapons there are, like the AS50 and other uber guns. After there are a set amount in the server, no more would spawn until they're destroyed. There should be some kind of limitation on this, as well. For instance if someone gathers them all up somehow, and hoards them, new ones should spawn if the weapons aren't fired for a set amount of time.
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Private Hive [100 Vehicles] Active Admins
Riem replied to drakken's topic in Mod Servers & Private Hives
It was my understanding that satchel charges were legitimate items. Are their spawns disabled for the server? In massive amounts, yes, I would call them duped or hacked in, and thus needed to be dumped in a pond. But by themselves they would be a normally legit item. -
Fuck. It's like playing find the punctuation. As an edit, the only thing I can see that would add to the realism, hasn't been suggested before, and is coherent enough to understand, is animals disappearing during the winter. Not a bad concept, actually, and realistic. You wouldn't find as many birds, likely, nor would you be finding rabbits in summer coats. As for jerrycans containing water, already discussed. Vests have already been discussed, and adding statistics to your suggestions makes them feel not as realistic or viable. You can't assign a 'statistic' to how well a vest can protect against bullets. I have created a thread, and read several, where cars being mostly repairable, is discussed at one point or another. And spawning with items differing from what we already have is a no-no. Not a bad try, and at least you managed to get something mildly creative in.
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The hell do you mean double barrels belong in the garbage? You can't yell 'this is my boomstick!' without a double barreled scattergun!