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platecloak

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Everything posted by platecloak

  1. Doesn't have to be the "bad way" though. I could keep two bottles, one with fresh water and one with salt. People asking for water will get the fresh one. A murderer have 50% chance of taking the wrong one (if he only take one).
  2. It seems the weapons aren't glued to the hands anymore which would be great. Friendly players can then reduce their threat profile when meeting others. It also gives some cues to a distant watcher, eg if two players raises their weapon in unison as a reaction to sound or something.
  3. platecloak

    Flashlight with handgun

    Agreed. The player should also be able to hold other stuff (than flashlight) in the non-gun hand (with obvious penalty if it's heavy etc). Holding the gun in one hand should make it sway more or make it harder to use in other ways.
  4. platecloak

    L85 Should it stay or go

    Add nukes, but make them very, very rare and require batteries.
  5. platecloak

    DayZ Standalone. Pay again?

    I'm considering buying the standalone even if I don't like it, as a retroactive payment for the mod.
  6. Agreed, remove it - at least as a status icon for being able to log out. Perhaps the icon can be reused to indicate something else, now or in the future?
  7. Hello? Hey, hello? Hello? Hello? Wait. No! Wait! - the dolphins are safe
  8. Hay, logs and hatchets Zombies queueing up the stair - did this one just swear?
  9. Zeds play in the smoke Cop searches for his glasses forest far ahead
  10. tablecloth still clean reloading the revolver it's sunny outside
  11. platecloak

    Night time survival.

    If someone says "Night" on the DayZ forums the thread will immediately turn into a discussion about night vision and thermal vision. Might as well throw my 2 cents. Players without that gear adapt very well - they play on day servers. That's how it will be in the SA as well. Requiring batteries will not change anything because most likely you only need to occasionally switch it on for a few seconds to find and pursuit a player. Once you've seen someone you only need his direction, then you can turn it off and follow him for a while and then check again after a few seconds. A 10 min battery will last forever if used right. To not be completely OT, I think it's important that you can use a flash light and a gun at the same time. If you suddenly need to use the weapon it's not feasible to go to gear menu, click "add to tool belt", open backpack, transfer hand gun and ammo and then reload.
  12. platecloak

    8 - 12 hour servers

    Actually, this could be quite interesting if you limit the up time to 3 or maybe even only 2 hours/evening. It would make base keeping and -defending somewhat more feasible since a large enough group could manage to always have 1-2 players online during the up time. Would be cool if some server owner tried this.
  13. hourglass of death frail scream of terror and fear zombie eats gravel
  14. platecloak

    First impressions

    You could call it platecloak. Anyhow, when I started the starter weapon had been removed and I wouldn't want it any other way. One reason is that a Makarov is now a great find if you have nothing else. It's actually a simple way of adding a little more content to the game because whatever you got for free before is now enjoyable to loot.
  15. Such a sexist title, reducing women to some kind of amazon being existing only for your pleasure. Seriously, nice idea. A sudden scream from a sea gull could wake up the player a bit if he's been alone for a while.
  16. platecloak

    Survivor Guilt.

    You will gather yourself when this thread reach page 3, and then 4. /jk What you might want to learn is to give a tough message (might be only in your head) in a friendly way. Considering how k.o.s. is the norm, your friend might just be happy to get some teamwork for a few hours. Btw, you didn't get rid of him, you just moved him to the beach with a casus belli in his backpack. I think some people get caught up in the "no loose end" thinking pattern, deciding that killing someone will clear their back when it does quite the opposite.
  17. The problem with designed maps is that they often tries to control player activity and are based on assumptions on what players like and how they play. There will be artificial choke points and other areas designed for a specific activity. Another risk is loot inflation.
  18. platecloak

    Epic Crawl

    Bump warning. I made a similar crawl sometime ago. Leg was broken somewhere near Zelenogorsk so the original plan was to head north and ruthlessy farm the military stands there until the morphine dropped. Someone snitched to the game which - without blinking temp indicator I swear - gave me a flu somewhere north of Sosnovka. Since I now needed both antibiotics and morphine there was no other alternative than Berezino (Cherno was quickly ruled out). I chose a route along deer stands in hope of finding the morphine on the way and to have something to do during the trip (also cooked meat when possible). South-east of Stary I alt-tab into the game and find a sniper pointing his rifle to my face at close range. It turns out to be a friendly hacker, he spawned some medic boxes and shot into the ground suggesting I should take them. I declined and crawled away waiting to get shot any second but he just moved on. No luck with the deer stands. I constantly fell off them. Luckily that don't matter much when you already have broken bones. So I made it to the last deer stand before Berezino and see a heli crash site just outside the city. I didn't know if antibiotics could spawn there but couldn't afford to not take a chance. Besides if I find morphine the way to Berezino hospital would be safer. So I approach the site and once there I find a M249 on the side away from the city. Nothing else of interest so I decide to make a full circle to pick up the M249 and then continue to Berezino. A zombie aggroes. Having a Winchester in that situation is pretty good I think. It is quite loud zombie-wise (don't let that pop fool you) but 15 often-1-kill-shots before reload still gives good odds. First one goes down, two other arrives. One of them goes down and perhaps the other too but then I'm knocked unconscious. As the last life is beaten out of me I realize I had crawled to the site with 6000 blood where the flu puts you, but the backpack was full of meat that could have brought me to max (lasting long enough to complete my business there). Ah well, it was an adventure. <_<
  19. platecloak

    Endgame content in Standalone

    I really dislike the word endgame, it suggests there should be a goal that every player should strive for. It doesn't belong in a sandbox game imo.
  20. platecloak

    Wallets (add to the immersion)

    The ability to identify a dead player could be connected to the wallet (ID in it) so if I choose to drop it no one can found my player name by the "study body" option. Otoh it might look like a bandit act to drop ones wallet etc. Another (not directly connected I admit) function of a wallet could be an ability to show a temporary, short-distance nameplate. It could either be shown to all players within a small radius (1-3 m) or if technically possible: shown to 1 specific player on a slightly longer distance, say 15m. The nameplate would disappear automatically after 15-60s (a short conversation until you go separate ways or fire fight starts).
  21. platecloak

    Build 1.7.3 Rolling Update

    Is it really that important to log out 15 seconds after you shoot a goat or throw a chemlight? I call BS.
  22. platecloak

    Sounds in Dayz

    I'd like the distant gunshot sound - if it was from an actual gunshot. All sounds should be caused by something (well except perhaps wind and such). Screams should be from either zombies or player.
  23. platecloak

    Your way of saying "friendly"

    I alert the player of my existence (hoping he understand that if I'd be the regular bandit he'd be wasted by now) and then make myself less dangerous by pointing weapons away and keeping a distance. In the beginning I usually equip the flashlight so that if I have a hatchet I can switch to the flashlight and be less dangerous that way. I don't say friendly anymore and are sceptical of the QE. If someone wants to kill you he will do it right away no matter what you say or do. The reluctant will kill you if you become too dangerous to them. People need to understand how extremely alarming it is to have a weapon pointed at you in close range. Any second there could be graffiti and classical music. Point the gun away, pretty please.
  24. While the infected in DayZ aren't technically zombies, they share most of the attributes and gives the same experiences and situations to the player. With one exception (there are other): they're fast and that's good. The typical slow zombie movement wouldn't work well as it would be way too easy to handle. Yet, it makes the urgency level switch between two extremes: slightly dangerous to immediate with little in between. First the infected haven't aggroed and you can move around quite freely albeit slow. Then suddenly you push it too far and an infected aggros. Now the situation is upside down. Whatever you do must happen fast, either shooting starts or you have to run. From this point the situation quickly escalates to a involve a whole bunch of them. Too create a more creeping kind threat I suggest a new kind of infected mode or state: low aggro. At this state the infected have not yet noticed the player but have heard something that makes it move in that general direction. It would happen in a zone between the audible range for player activites (=weapons, often) and a further distance outside which infected won't react at all. So within the audible range the infected go into full aggro like normal. On a longer distance, the infected would go into low aggro mode. Further out, the infected won't notice. In low aggro mode, all that happens is that the infected immediately starts moving in the direction of the sound. No scream or anything like that. The speed is unchanged. The infected still haven't noticed the player. The only real difference from no aggro is that the infected moves in a specific direction. Once in this mode the infected could either go into full aggro (for the usual reasons) or it could go into renewed low aggro mode, this time in the direction of the latest triggering sound. Some situations this could create: two players sneak towards a house but just before they reach it, an infected aggros. They run into the house and shoot the infected and some that followed. As the eerie silence returns, they bandage themselves, reload their guns and starts looting and divying stuff. A few minutes later one of them looks outside the window and to his horror see 10-20 infected slowly moving towards the house, getting really close now. a loud shot echoes through a valley and a player falls dead. As the sniper looks for more victims, two low aggroed infected slowly moves towards his location from behind. The sniper see someone else through his scope and wait for the player to move into vulnerable situation and a perfect shot. Before that, however, the sniper has now come within the visual range of the two infected and as he shifts a bit the infected notices him. They go into full aggro and the snipers blood freeze to ice when he hear their screams and understands what's about to happen. somewhere else another sniper gets a little too close to a town and with a scavenging player in his scope he pulls the trigger. The shot misses but the sniper calmly reloads while the terrified scavenger tries to get to grips with the situation, expecting the next shot to end his life any second now. As the sniper once again have a steady view through the scope he realises his mistake. All infected in the town now faces him and slowly advances to his position. The scavenger notices this too and now knowing the position he can dive into cover. The hunter becomes hunted. Well that's what I can come up with but in general it would create more complex and dynamic situations and hopefully a few moments of that classical zombie horror. There could probably be some problems (in a fire fight, the infected might switch back and forth like a typical tennis game audience. A cool down could be required to fix that). There's room for tweaking though, and the whole mode can easily be removed without causing balance problems.
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