Jump to content

Forums Announcement

Read-Only Mode for Announcements & Changelogs

Dear Survivors, we'd like to inform you that this forum will transition to read-only mode. From now on, it will serve exclusively as a platform for official announcements and changelogs.

For all community discussions, debates, and engagement, we encourage you to join us on our social media platforms: Discord, Twitter/X, Facebook.

Thank you for being a valued part of our community. We look forward to connecting with you on our other channels!

Stay safe out there,
Your DayZ Team

raigprime

Members
  • Content Count

    65
  • Joined

  • Last visited

Everything posted by raigprime

  1. As I started to read this I was opposed to it. The great thing about DayZ is anybody can do anything anytime and you never know. But when I realized that you were proposing a "recognition system" that would allow players to at least "recognize/remember" that someone had been friendly or violent towards them in the past you completely turned me around. There's no way in these games that use graphical assets, to genuinely make your character unique enough to be recognized as "you" time and time again. But with your proposal, each individual would have a memory (that has a graphical representation), of the type of activity someone applied to them, be it positive or negative. No one else would necessarily see the person the same way. THIS is a genuinely GREAT concept for developers to run with.
  2. raigprime

    Did Namalsk get it right?

    It's a different game than DayZ for the reasons you described. It's a Death Match version of DayZ with each match just being effectively longer that's all. The survival element they added with the weather was great and so too the inclusion of different clothing. But it's a different game from what I see as DayZ. This isn't bad; I enjoy Namalsk. And it's pretty contrived to force player interaction with food heavily available in Vorkuta, medical supplies in Old Hospital and powerful weapons in military sites. Again, don't get me wrong, I like to play Namalsk. But if you prefer Namalsk over Chernarus then you prefer a different type of game that is more like a conventional FPS but with "persistence" and longer death matches. The focus is quite different between the two..
  3. I'm not a big fan of tents but I do think there needs to be a way for items to be stored. To give the players an opportunity to create a food or weapon cache. I'm thinking along the lines of a player with an entrenching tool being able to dig a hole in certain areas of the map or types of terrain and, in effect, turn this spot into a container that is save-able in the same fashion that tents are currently. The flag indicating the presence of a cache would be much more discrete, perhaps just a small mound, if there's any flag or indicator at all. This would make it challenging for players to spot (including the one's who created the cache). Caches would be limited in the types and quantities of items that could be stored in them, more on par with a backpack than a tent and, as mentioned, would require an entrenching tool to create but perhaps also to dig it up again. For example, 20 items slots available, no vehicle repair items (like windshields or rotors, etc.). Just a thought.
  4. I've only played on the public servers using the Chernarus map. How does it work if I want to try Lingor or Namalsk? Do they use the common hive or their own? If I log into a server using a Lingor map is my gear specific to that map? And when I return to the Chernarus map will I retain the gear I had previously? Thanks.
  5. raigprime

    Other maps and the hive?

    Excellent. The other maps look really interesting. I plan on tackling these new maps without the use of third party maps and explore them from scratch. Thanks for the response.
  6. A few ideas. Some have been mentioned and in which case I'm simply endorsing their inclusion. SUSTENANCE Foraging - berries from bushes, veggies from gardens - these will only reset the hunger counter and not increase blood volume. Fishing - as per hunting Drinking directly from ponds and pumps. INVENTORY Inventory/Encumbrance - The more full your back pack the more noise you make and the slower you go. Will force players to decide whether stealth or everything but the kitchen sink is necessary. - Encumbrance should be a factor when considering the speed of the character. Inventory - should be able to sling more than one "primary" weapon but with a penalty to movement, noise and visibility. Easier swapping between primary/secondary/melee (cqc)/ and NO WEAPON. Primary and secondary is currently easy. Melee can also include fisticuffs - more for PvP - More KO potential and less Blood Volume loss. EQUIPMENT Splints Molotov cocktails ENVIRONMENT Flocks of birds that spawn and can be distrubed (flying off noisilly) when someone moves past - revealing player positions. Carrion birds to spot areas where players have been killed - there should be a delay of abou 30 minutes if the body hasn't been hidden. Harsher weather with harsher penalties (frost bite) - snow would be great. Or seasons that align with RL as per the day/night cycle. IDENTIFICATION Options for more distinguishing clothing so you can better ID friends vs. others. Option to volunteer your identity to someone who can then "see" your name on your character when within a certain range and thereby identify you and vice versa - would support squad play. GESTURES More non-combat related poses. Running around aiming your weapon at everyone suggests aggression when it isn't intended, plus I've been the victim of unintended shootings and hatchets (to the back of the head). Waving Giving the finger ;) Hands-up AVATAR Accumulated damage evidenced on avatar in the form of scars/limps etc...
×