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Everything posted by Roshi (DayZ)
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How to stimulate an Emergent Economy in DayZ - discussion
Roshi (DayZ) replied to Roshi (DayZ)'s topic in General Discussion
Regarding this topic - in the OP I pushed for an emergent economy - not one set up artificially by the devs. The point is to produce a game environment conducive to these types of player interactions - not just (but not excluding) PvP. So suggestions how more spontaneous transactions could be encouraged would be appreciated. As to money - they have a skin for it apparently. I have know idea how that might work, but if they do use it they should just spawn it in and see what happens. -
Walking around while drinking a coke or eating should be possible too.
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How to stimulate an Emergent Economy in DayZ - discussion
Roshi (DayZ) replied to Roshi (DayZ)'s topic in General Discussion
I guess I should highlight that I'm not sure how far this 'Economy' idea would evolve. Being emergent (and not driven by explicit economy rules), the first thing that would be needed is to get trading between players to happen (which it already does to a degree) - trading doesn't need to be successful all of the time (nor should it be) - rather, enough of the time for people to consider it an option. There needs to be a real weighing-up between options when you come across another player - what are the odds of a good outcome if I try to kill them vs if I trade with them, or should I just bug out and not risk the interaction. For me this requires there to be real driving needs that aren't easily met just by scavenging (at least not all the time) - for food, water, ammo, medical supplies, etc. If you have limited ammo and need to be reasonably close up to the other player to be sure of a kill (because good scopes in good condition are rare), but by doing so put yourself at risk of being killed or injured, and injuries have a real chance of finishing you off later even if you make the kill, but you really need that food or those antibiotics, then you might consider a trade. Also if there is a wide diversity of loot, and some of it is not that useful to you but maybe to others, then you may hoard it just in case someone else will trade for it. I'm certainly not advocating a set value for items with this idea - I just want to see what emerges if the devs tweak conditions to enable trade to take off. If trade does become a real feature, then a more supply and demand economy may have a chance of emerging as well. I'm not saying it would be easy - but in Alpha you have a chance to play with this to get it right. -
How to stimulate an Emergent Economy in DayZ - discussion
Roshi (DayZ) replied to Roshi (DayZ)'s topic in General Discussion
Yeah - I don't think this approach would fit DayZ personally. -
How to stimulate an Emergent Economy in DayZ - discussion
Roshi (DayZ) replied to Roshi (DayZ)'s topic in General Discussion
I think Kos doesn't completely prohibit trade - it makes engaging in trade a lot more interesting. The difficult thing is setting up the conditions to make people want to trade despite the risks. -
How to stimulate an Emergent Economy in DayZ - discussion
Roshi (DayZ) replied to Roshi (DayZ)'s topic in General Discussion
Re: Joikd - That's also probably a product of the game being early alpha with very few item types and low maximum number of players (I understand that they are aiming for over 100 players being possible). -
How to stimulate an Emergent Economy in DayZ - discussion
Roshi (DayZ) replied to Roshi (DayZ)'s topic in General Discussion
I think this might be something of a useful social experiment... as development goes along there maybe more features that make people reconsider the kill players immediately approach and that may allow some sort of emergent trade. I don't know whether this would constitute an 'economy' per se but I like to see what comes of it. -
How to stimulate an Emergent Economy in DayZ - discussion
Roshi (DayZ) replied to Roshi (DayZ)'s topic in General Discussion
This is obviously something that would develop over a long time frame as new features are added in (e.g. vehicles, farming, hunting, base-building) but I think it is worth exploring (and possibly implementing) the roots of this kind of system to see what works and what doesn't during the alpha... -
How to stimulate an Emergent Economy in DayZ - discussion
Roshi (DayZ) replied to Roshi (DayZ)'s topic in General Discussion
I'm not sure that we're on the same page... Any system that is emergent means that it is enabled by the game mechanics but not driven or enforced by them. Money is not my idea - there is a money texture in the files there somewhere (god knows how that will be implemented). And I don't know how Pay-to-win has any relationship to my suggestion - I'm suggesting a trade based economy, not one that is linked into being able to pay money in the real world (that would never happen in this game). Suggest you re-read the OP. -
Should you only have one character per server?
Roshi (DayZ) replied to Roshi (DayZ)'s topic in General Discussion
Yeah sure that's an issue. I acknowledge that this isn't a perfect system but it could be better than the current server hopping, ghosting, loot-farming shinanigans. I'm totally open to other ideas to solve these issues but I think this is an option worth exploring. -
Should you only have one character per server?
Roshi (DayZ) replied to Roshi (DayZ)'s topic in General Discussion
True, but once the player numbers are bumped up... As for the more creative ways that might fix server hopping - would be great if you would elaborate... -
Great idea but has been suggested a few times. Here (http://forums.dayzgame.com/index.php?/topic/161874-medical-system-for-dayz-part-2-emergency-care-for-other-players/#entry1630150) for example...
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Could the devs do a quick topic (and pin it) re: often suggested ideas that will never happen.
Roshi (DayZ) replied to Roshi (DayZ)'s topic in Suggestions
Yeah - not so much confirmed features (thanks for the links though) but rather an explicit "we will never go in these directions" eg NPCs, experience points etc. Not for me (I've been lurking round the forums since it began pretty much) but rather for those who don't use search and end up posting threads that are totally out of kilter with the basic premises of DayZ and that have been post a hundred times before. -
DayZ should be set in Autumn - here's why...
Roshi (DayZ) replied to Roshi (DayZ)'s topic in Suggestions
Yeah it looks Autumnal (which was one of the reasons) but some further emphasis on the other aspects once they get round to it would be great. -
Has been suggested a few times. Even got requested in the live stream prior to release and got Rocket's vote. Hand held scope would be cool.
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DayZ should be set in Autumn - here's why...
Roshi (DayZ) replied to Roshi (DayZ)'s topic in Suggestions
True - as a longer term development goal that would be great. I should have specified that I intended this suggestion as a more short/medium term way of features such as snow without having to do what I imagine would be a major overhaul of the engine and/or map -
A camelback might be a good idea for those fancy hiking packs - decreases the need for canteens if you find a pack with a water bladder and hose attachment build in. Would still encumber in proportion to the volume of liquid you are carrying of course. Some packs might have em, others not. Could also be faster to drink from than rummaging around for a canteen from your pack (but might need its own animation).
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Hi guys - a question for the devs really: I have been on a sight-seeing tour of the North, and the place looks pretty amazing - I particularly love the detail around the railway stations - Cherno plus is pretty beautiful.However, places like Guba and the areas surrounding seem half finished - lots of roads and concrete slabs laid out suggesting building sites. So is this the case? Any hints on what might be happening in the North of the map?
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Bring me Oculus and I will never leave first person again...
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Start a poll...
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Hot keys for flashlights, bipod...
Roshi (DayZ) replied to Roshi (DayZ)'s topic in DayZ Mod Suggestions
Agreed... http://forums.dayzgame.com/index.php?/topic/162960-headtorch-tweaks/ -
I'm totally against name tags and I'm certainly not into griefing. Also, name tags and server hopping are kinda separate beasts - get rid of server hopping and the griefing argument above isn't such an issue. There have to be more immersive ways of doing this - e.g. like I said above implement individual face generation. I just want DayZ to be as plausible as possible.
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I guess the main question is how much effort would be required to make this happen from a programming point of view (not a programmer so no idea).
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And half full canteens should make a sloshing noise.
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For zombies that would work but I would love it if actual sounds were added together for the player to hear (which could give you clues as to which items you need to stow better) and for other players. I appreciate that this would probably be harder (although I would have thought that you just overlay the sound waves - although interactions between pieces of kit would be harder).In relation to trade offs, I would also love to see different animations for retrieving kit from different containers - the length of time the action takes to perform being the time taken to perform the animation. For example retrieving a pistol from a chest holster being MUCH faster than retrieving one from a back pack. Also backpacks would be a different case - I think to see the contents of your backpack you would need to take it off your back and put it on the ground in front of you (or something similar).