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Your DayZ Team
[email protected]
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Everything posted by [email protected]
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Player decisions: Unlocking new Content
[email protected] replied to joe_mcentire's topic in DayZ Mod Suggestions
I have to disagree with you there. The number of times it's brought up leads me to believe there are people who see the situation differently than you. Players will no doubt attack the plant, because that's just how things work (why do dogs chase cars?). So there's very little risk of it being constant monotony, since "lights on = power plant is manned" will be the bat-signal for bandits. It'd also make a decent default area to set up a community, cosidering the functionality and defensibility of the complex. As far as I can be aware, the power plant needs coal to function. There's nothing else wrong with it. Granted, civillians IRL wouldn't be operating such a facility, but when's the last time you repaired and flew a helicopter IRL? -
Player decisions: Unlocking new Content
[email protected] replied to joe_mcentire's topic in DayZ Mod Suggestions
Still going by the assumption that we'll be learning what's going on through death messages?! BOOOOOO! >:( -
Idea to make tanks and aircraft harder to use
[email protected] replied to dulix11's topic in DayZ Mod Suggestions
Even just adding manual gearboxes would be QQ fuel for most. :lol: The more thought required, the better. YES, vehicles should give you an advantage. But their operation definitely shouldn't be simple. EDIT: Handbooks? No. More in-depth functionality. Definitely. -
Player decisions: Unlocking new Content
[email protected] replied to joe_mcentire's topic in DayZ Mod Suggestions
I get it, and the thinking behind it is totally sound. Just in my view, anything which requires teamwork and ends with power (whether by loot, vehicles or otherwise) will invariably lead to pre-existing teams gaining greater advantages. One thing that comes up occasionally is re-engaging the Elektro power plant and bringing light to the night. It's about the only example I can think of where the benefit isn't merely a personal one. -
Foraging is one of those things that everyone had considered at some point. I've no doubt the devs are aware of the idea. I'd appreciate it if a haggis-hunting kit could be added to the loot tables. Big net, PVA glue and a towel. Help us catch some wild haggis'. Super nutritional, and native to any country where it rains at least once a day.
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Player decisions: Unlocking new Content
[email protected] replied to joe_mcentire's topic in DayZ Mod Suggestions
You might just be taking the piss, but there's not a single bad point in that post.I can't imagine this being used as anything other than a way for powerful clans to become more powerful. Cooperation and competition are two sides of the same coin when there's something of value at stake. -
Now it just sounds like you're making excuses. You SHOULD need a shopping cart, or at least someone to help you carry things which are too big for an individual to carry. There's no reason for a shopping cart to be unreasonably rare either. Have you ever been to a supermarket? They've usually got more than one of the things. If the game is supposed to be trying to simulate real life to some degree, there are a few things which should be adressed. You CAN NOT run around carrying an engine. Even a pishy wee two-stroke engine would be cumbersome enough that a wheelbarrow or shopping trolley would be needed to move it more than maybe a few hundred yards. The same should go for crates, tank-traps and ALL large, heavy objects. You may think adding complexity is "lame", but I feel that shying away from authentic challenges is worse. "super lame", if you will.
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I don't think it would take much coding at all TBH. DayZ already has detection levels based on how much your profile stands out in certain terrain and how quickly you're moving. This idea would basically consist of reworking that concept to fit bird noises in forested areas. I might be totally wrong, but it seems like a lot of the required programming is already present.
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I'm pretty sure a swift boot to the nads would put most folk out of action for a while, let alone 4 bullets in the chest.On the subject of player health/blood count. IMO players and zeds should have the same health, with the difference being that zeds don't bleed, so "on-contact" damage would be all that counts. I can understand why people want to survive more gunshot wounds. It takes a long time to get geared up, so death is a pisser. That doesn't mean the game should be made less lethal to accomodate your fears. It means you should try and avoid getting shot so often.
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Different Lighting abilities at Night
[email protected] replied to Lillouislim's topic in DayZ Mod Suggestions
In an ideal world : Fire propagation. As a more manageable target, I'd like to be able to hold a pistol in one hand and a torch in the other. -
End Game: Gardening, not "Events"
[email protected] replied to roykingtree's topic in DayZ Mod Suggestions
The problem isn't difficulty in construction, it's the load on the servers and database.The apparent plan was then to have underground "instances" (loading screen to a different area). Buuuuut, from the sounds of things, the devs are keen to have base building done properly, in-world, without instancing. Fucked if I know how they plan to do it, but all power to them. It's sounding like it'll be a truly impressive accomplishment when it's done. -
Veteran or Normal, your marker should be on the map.
[email protected] replied to electroban's topic in DayZ Mod General Discussion
All the little flourishes help to round out the experience. The more complex the better. Frankly I couldn't care less if I'm facing "true" North when my "map" is just a Chernarus postcard. :D :thumbsup: -
is dayz 100% PvP on the long term?
[email protected] replied to _Anubis_ (DayZ)'s topic in DayZ Mod General Discussion
The lack of features is due to the fact that this is only a mod demonstrating the idea of DayZ. It's still a sandbox, where players can do anything they can imagine. Therein lies the problem. It's a brainpower bottleneck more than anything else. EDIT: Before I get complaints, think about it. Why is it as soon as we have the freedom to use our creativity, people start complaining about being bored? -
Mouth calls (Animal noise-makers)
[email protected] replied to UnarmedCiv's topic in DayZ Mod Suggestions
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A Way to Introduce a more Work-together environment?
[email protected] replied to Steam_Power's topic in DayZ Mod Suggestions
Don't get me wrong, I'm pretty sure I understand the motivation, I just disagree with the idea that it's the best way to represent abilities. The use of meta-knowledge in DayZ really grabbed my attention, (navigation by shadows during the day and stars at night for example) and to lose it to a generic "character skill" system would be sorely disappointing. EDIT: Just read in another topic, FlashHawk4 has learned to read the Cyrillic alphabet after having to deal with it in DayZ. See? There's a LOT of potential for "skills" learned in game to have real-world applications. Mechanics has already been mentioned. Disease diagnosis will be a feature in SA. You never know, learning "skills" from DayZ could save someone's life! (a little dramatic, but you get my point) -
Here's a cave-painting, from before before before. What do I win?
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A Way to Introduce a more Work-together environment?
[email protected] replied to Steam_Power's topic in DayZ Mod Suggestions
A simulator which simulates things? What a joke. EDIT: DayZ made a name for itself by doing things in a way that defies expectations. If Rocket suddenly decided that skills, XP points and level-ups are the way to go, I'd check the back of his neck for an "off" switch, because he's been abducted by aliens and replaced with a robot. -
I'd actually like to see everyone forced to resort to melee combat for the first couple of weeks. Not that I'm totally serious about it, but removing ALL guns would be interesting, just to see how the game plays out. And it would be hilarious to be held up by bandits with pointy sticks and table legs.
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[TOOL] Traveler's Guide/Language Dictionary
[email protected] replied to [email protected]'s topic in DayZ Mod Suggestions
Wandering and exploring is a better way of getting to know your surroundings, I can find my way home from the pub just fine, but I don't know the names of the streets, -
Add back some of the banned weapons from 1.7.5?
[email protected] replied to obviousrprsnts's topic in DayZ Mod Suggestions
It's probably too quiet aswell. It'd save a lot of hassle if, to portray supressed weapons properly, instead of being silent to zeds they were just slightly quieter than non-supressed ones. -
End Game: Gardening, not "Events"
[email protected] replied to roykingtree's topic in DayZ Mod Suggestions
All we'd need to have is the option to harvest from the allotments dotted around the place and replant stuff if you feel the need. Growing food doesn't necessarily have to be a full-time job. Plants tend to manage just fine by themselves. How many times have you walked past some dead dude's pumpkin patch? Wouldn't you just hop the fence and grab one if you needed food IRL? With base construction, or the formation of in-game communities we'll have to start our own plots, or do something like the suggestion above. But it doesn't have to be excessively complicated. Seeds + dirt + time = food. -
Anybody Else Noticing This?
[email protected] replied to FlamingDefibs's topic in DayZ Mod General Discussion
I'd rather be looking AT it than looking FOR it. -
To everyone else. If you ARE going to hold your breath, don't do it for too long. You don't respawn IRL.
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End Game: Gardening, not "Events"
[email protected] replied to roykingtree's topic in DayZ Mod Suggestions
If you start eating swans in a computer game, you just know the queen is going to kick up a shitstorm. -
End Game: Gardening, not "Events"
[email protected] replied to roykingtree's topic in DayZ Mod Suggestions
Just out of interest I looked this up.It takes round about 12/13 weeks for carrots to grow. The average life expectancy (according to the front page) is an hour and 9 minutes. (wtf? Lots of suiciders I guess) So, the average player dies roughly 2016 times in the time it takes to grow carrots. EDIT: Of course, that' using the term "average" VERY loosely. :P EDIT 2: On-topic. I'd like to see some form of farming in DayZ. Currently we have ZERO long-term gameplay. People seem to be forgetting that the mod is just the very bare bones of what to expect. @ FlamingDefibs - Don't you think that presuming to know what the game is trying to make you feel, is taking the piss a wee bit? Considering what we've experienced so far is little more than a proof-of concept. What Rocket did with the mod could be likened to an architect drawing on a napkin.