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Your DayZ Team

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Everything posted by [email protected]

  1. Just a thought. If the MAJOR influence on whether certain forms of construction are practical is the load on the servers, why not hande barricades and construction materials the way vehicles are handled? Roll with me a minute. I'm just letting things pop into my head. If there are a finite number of barricades/structures (wire, pallettes, sandbags etc.) already set-up somewhere on the map, players could find them, take them, and use them to build bases without really adding any new data to the server. It would just be shuffling things around. It would make the end-game require a LOT more organization than we've seen so far. Players would need tools to remove/place structural items and would only be able to move these items one at a time. The one item you carry could possibly take up your whole inventory, or a meta-inventory,so you can't operate normally while building. Vehicles should be NECESSARY to move structural items across the map. Making the road to end-game a slow build-up, as opposed to blah, blah, blah, END. As I say, that's just a few thoughts on the subject. You can form the lynch-mob now.
  2. @Sodesa : That linked topic doesn't discuss this type of fortification at all. It's about instancing vs building. The way OP suggests here would cause minimal server-load, because the assets would already be part of the map. Swapping run-down and open building models for pre-existing "barricaded" versions. I still don't think it's as good as custom construction would be. Even if it had to be seperately instanced.
  3. Remember and keep your hand flat when you feed Derpy. You don't want him biting off your fingers.
  4. I'm confused as to why nobody asked this already, What are the "items" you propose? And why would I need 1 to barricade a building and 3 to break in? If I'm breaking in, why do I need to remove every single barricade before I gain access? I like the concept. Maybe not as the end-game bases we're looking for, but if the default locations and secondary-state assets are made preset and ready to rock, this would make a nice, safe(ish) place to hole-up for the night.
  5. What really sucked was the fact that it could have been good.It would've been better if the trailer was all that existed. The game ruined it. If it was just a hyped-up trailer, Sergey would be making "Bronk" right now. And it would probably be an improvement. ON-topic. Customisation is always good. Everyone should be allowed to make themselves entirely unique, for immersion and recognition purposes. It's not going to be top-priority, but I consider it vital in the long-term.
  6. That's exactly the point though. You DON'T have the manpower, because you're not there.It's as simple as that. NPCs shouldn't be used because it breaks the sensation of pure player-interaction we get from nothing but zeds and other people roaming the map. It's one of the very basic foundations of DayZ.
  7. People have other priorities in life.Gaming is a past-time for when you've no prior engagements, not something you plan a strict routine for. Don't misunderstand, I totally understand your reasoning, but the way you put the idea forward strikes me as either a selfish attitude or a naive world-view.
  8. I still think the choice for protection of your belongings should come down to "better protected" or "better hidden". Not separate servers or forceful game mechanics. Safety in numbers is something which players forget about or ignore out of fear. Grouping should be encouraged but NEVER necessary. Nobody that I've seen has even tried to form any large-scale communities. That's what needs to happen IMO. It's up to players to find allies, work together and protect one another. Any feature which over-complicates things or takes responsibility out of the hands of players is a no-go in my book. While logged out, the gear you have on you is 100% safe. That is enough balance for the risk of hiding all your other loot as far as I'm concerned. Forget new mechanics etc. The attitudes of players are in more vital need of reworking. You could either have an often-populated, well-defended base, or a secret hidden cache for yourself. But the risk of losing everything has to remain as high as ever.
  9. Read my edited post before you presume that I don't understand the implications of what you're suggesting. EDIT: To simplify, 1 day a week servers is a bad idea. It's an impractical and nonsensical suggestion.
  10. EDIT: I mean that as least dickishly as possible. You can do what you want with private hives, but you can't seriously expect the entire world to stick to a regimented program for online-play. Even out of the half dozen guys I join online regularly, we're hardly ever all on at the same time. It's just not how the world works.
  11. We're making suggestions, we haven't been given a seat on the design team. That's not the point of this. Probably every change that DayZ undergoes will have been referenced against suggestions made by forum members. It doesn't mean you get a say, it means you've been allowed to share an idea. The suggestion thread is for discussion of ideas, potentially letting the devs know what our thoughts are and helping make a better game overall. Not publicity whoring or blogging (like some seem to do). There's no sense in re-organising things at this late stage in the game IMO. It's already served its purpose for the most part. It would've been very handy to have done something along those lines about 6 months ago, but hindsight's a bitch.
  12. All I typed was "bean bag". It's not rocket science.Granted, the search feature isn't great. But I guarantee you it took less time for me to find those pages than it took for you to write the OP. Let's cut a little deal. It can apply to every member. The whole of the forum. If you use the search feature better, I won't hassle you about it. Deal?
  13. 3 examples of this "never suggested before" suggestion 1 2 3
  14. If, in SA, we have some inexplicable ability to know who shot us and with what, someone at BI will be due a slap. In an authentically geared anti-game you can have EITHER zombies OR magic psychic powers. Not both. Notes and logs would add to the atmosphere, but automatically creating logs for everyone severely lessens the impact finding thorough notes would have. If players wrote their own entries (if any) it would make for an interesting read. And well written,detailed logs would be worthwhile, even possibly becoming valuable in certain circles. If the item in your inventory fills itself in, the log-book would be boring and pointless. Nobody would read them because it's just going to be copypasta shuffled around.
  15. "Why?" isn't an easily answered question. Especially in situations that are basically unprecedented (because they're fictional). There are still many behaviours in "normal" people we don't understand fully. Maybe the zeds still have empathy, but only for each other. Maybe they attack uninfected folks because they're jealous. I don't think much thought went into the mechanics of infection until SA was confirmed. There are questions only Rocket has authority to answer, such as, whether or not zeds actually eat people. Whatever the case, I'd rather find out from in-game lore (newspapers/diaries etc.) than be told outright. It makes the discovery more of an investigation out of interest than just another "did you know?".
  16. In my opinion the less "background" we're given, the better. As soon as we're given some history to our character, however small, the freedom of imagination is broken. The beachlander spawn puts everyone in the same situation, with no clue what's supposed to have happened leading up to it. If inland spawns are added, I'd like it to be used to increase the initial disorientation rather than create a story. Being lost in the wilderness is the thing I miss most from the early days.
  17. Anything in the "unlockables" department just strikes me as a game feature which would be vulnerable to XP farmers or mob-grinders. There's no reason to add such things to DayZ. If you WANT to kill zeds, that's the only reason you should need. No gold-star sticker, no pat on the back. It's survival, not "high-score emblem arcade". On-topic. IIRC in SA we're getting gang tattoos or some such thing. I can't give you a source, but I can tell you you'd be better off using the "wait and see" approach. EDIT: To be clear, I totally support variety and customisation. I just wouldn't like to see it implemented in the way described in the OP.
  18. Whoah, this thread's an oldie. On-topic. It'd get mighty annoying for everyone else before long. I'd back the idea, but only if Orlok does the voice recordings.
  19. You're both failing to see the point of the suggestion I think. Yes, a character and player will be interlinked (obviously), but you can't hope to identify characters solely by physical appearance if there are resrictions on how "custom" you can make your avatar. Clothing will be entirely swappable. So that's absolutely useless for identification of others. Faces will be resricted to whatever BI/teamRocket provide us to choose from. (3 races at release from the sounds of things) That means, based on appearance, we won't be able to tell eachother apart. Removal of the HUD seems to have been done to show that there are less intrusive, more natural ways to indicate certain infos. I 100% support the NOHUD scheme and understand fully that knowledge of in-game conditions and surroundings shouldn't come from indicators, icons and pop-ups. But simply put, Player/Character identity isn't a piece of data that can be shared in this way. I'd like to see "humanity" associations removed entirely, in favour of player-accountability. That's not possible if we're unable to recognise people. We can only hope that in Rocket's vision of DayZ, individual identity hasn't been overlooked.
  20. Just because your mum draws dicks on all her clothes doesn't mean everyone would. :P I don't think custom textures for entire outfits are a good idea. But allowing each player a .PNG with their own emblem would allow for recognition at a glance. If it was an armband or scarf, or even just a patch, it would be simple enough that anyone would be able to figure it out. "Time to penis" could be a consequence of this, but if you want a cock to be how people remember you, so be it. It would only be a small badge anyway, so it'd be a tiny little cock at best.
  21. The zeds don't really show any indication that being bitten was the cause of their condition. If the infection is airborne/waterborne the survivors have already been exposed and haven't succumbed to its effects. This leads me to believe the survivors we control are immune, regardless of "lore" or "canon". (This is a MUCH simplified version of the post I would've made. I got D/C twice then gave up)
  22. STANAG magazine can refer to any magazine which is compatible with NATO standard 5.56 equipment. The only way to be more specific would be to label individual mags with serial/part numbers, which would be totally unnecessary IMO, considering they are all the same make and model in game. The g36 has a magwell adapter to allow use of STANAG mags, but it's also removable is it not? * Mistakes or false info in DayZ can be attributed to restrictions in the mod or the fact that such things weren't accounted for in ArmA. Every part of every weapon is being recreated from scratch for SA. EDIT: * Just looked at the magwell mod, it's just a pivot and a grub-screw to swap out. Nothing major.
  23. mr_chabowski@live.co.uk

    Smoking

    If we're basing in-game effects on propaganda, then I propse any can of Coke you drink should rot your teeth out of your head.When you eat only beef/pork you'd get too fat to run. If you eat nothing but beans for weeks at a time, you won't be able to hold in a shit with both hands. There are more urgent problems which would arise from our DayZ lifestyle than possibly eventually maybe lung-cancer or heart-disease. You simply won't live long enough. If I'd never smoked, I might have more stamina than I do now, but anyone else who doesn't smoke isn't automatically more physically fit than I am. That's an illogical assumption to be making.
  24. I don't know whether such plugins exist for this style of messageboard, but if this idea is to be taken into account it should be an option, and it shouldnt be the default. Being a forum, it makes sense for the more recently added and discussed topics to be the first listed. A rating system would be handy for anyone who wants to check the most popular suggestions, sure, but there's no guarantee the system would be used by everyone, which would render it pretty pointless IMO. More filters in the search options (RE: Bean count) would allow the "good" ideas from months past to be brought to light without having to ret-con all old posts into a rating system. EDIT: If anyone has any opinion, while I'm on the topic. Is it worse to create new topics on old subjects, or necro old threads? Folk get bitched at for both.
  25. mr_chabowski@live.co.uk

    Smoking

    Smoking improves spelling and grammar.
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