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Your DayZ Team
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Everything posted by Brittanica
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Making a Team for Dayz :) NEED PEOPLE! HURRY
Brittanica replied to markey14's topic in Clan / Group Recruitment
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Can Anyone else see my waypoints on the server?
Brittanica replied to Asegagi's topic in Mod Servers & Private Hives
I dont think it's possible to see another player's waypoint using ingame-mechanics or any hacks. I think its merely a coinsidence. -
Today I picked up a guy and promised him a car at my base. He got in and I drove all the way north (022-002) where I broke his legs with a M9. I wonder if he's still there.
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this is gonna sound weird...
Brittanica replied to RougeBronyNarwhal's topic in New Player Discussion
I've found that after you reach a certain level of skill, there's no real advantage in teaming up. Sometimes I give rides to newbies and kill them point blank because I think its fun. Dont judge me. -
Why is it I always get killed anywhere on this giant map?
Brittanica replied to scaramoosh's topic in DayZ Mod General Discussion
Some open fields have small objects/buildings. When you move in a 200m radius from it they will spawn zombies, and give any camper out there an indication of your presence. -
My suggestion has to do with a revised - character development system - which acts like a moral compass and guides the player through the empty field of Chernarusk. The longer you survive, the more immune a player gets to certain intens experiences. Right now, the only thing lost at death is your gear. The succes behind this mod is the giving fact that 'you are never safe'. I think the assumption that 'the longer you live, the more you have to loose' is a neccesary addition which hasn't been presented yet. So how does this 'moral compass' work and how does it change playerbehaviour? I've added some pictures to show you guys the mechanics behind it, dont mind the appearence for now. ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- The Lifeline. What is Experience Level? What is the Moodindicator? Psychological Effects Triggered Psychological effects in detail. Making friends. What happens when you die? Have fun!
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I suggest you make its interaction-menu only accessable from one side. This way you can fortify and 'customize' excisting buildings. This plus fixing the 'wallglitch' willl make it possible for players to turn excisting objects into compounds/bases.
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http://dayzmod.com/forum/index.php?/topic/107120-the-moral-compass/
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I posted an idea earlier, which tells you exactly how to implement this in a balanced way. Just think of the 'Adrenaline meter' as the 'moodindicator' in my suggestion. http://dayzmod.com/f...-moral-compass/
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The Dayz :D
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Simple idea to fix mindless deathmatching
Brittanica replied to thealgerian's topic in DayZ Mod Suggestions
Well said, but I like to think otherwise. http://dayzmod.com/forum/index.php?/topic/107120-the-moral-compass/ -
Drop Backpack ->"Save Backpack" Stash Idea
Brittanica replied to Trizzo's topic in DayZ Mod Suggestions
Actually, they should make a option where you can fold a new empty backpack and stick it in your backpack. -
Dude's and possible dudettes, I've just started to write down my suggestion on this blog wonderloops (It gives me more space to present it orderly then here). Updates will follow all through this week, so be sure to check it out and post feedback/suggestions/flaming here. The model suggests a balanced way of 'charachter development' (not in the classical sense of leveling, etc.) for different playstyles. I present 4 skills one can 'train', who all open new windows during mid- and endgame. As time passes I will go in deeper and explain the underlieing mechanichs such as psychological effects and advancements. Just think of someone robbing you at gunpoint over direct-chat. You now have to make an assesment of the risk, is your life worth your gear? Think of someone asking you at gunpoint where your buddies are camping, what do you do? Right now, you have to assess, is my life worth the risk? Worst case-scenario; You die, spawn on the coast, run back to your camp and gear up. The idea behind the 'experience gained' is that you actually have something to loose when you die, and life itself becomes more valuable to a player. In my opninion this will open brand new windows during the game. Check it out, and let me know what you think. I will update soon. Have fun,
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It was merely my intention to use this thread as a sort of log to share idea's during the process of putting it all together. Danny is perhaps right, I will come back as soon as I have something to show for.
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I rarely go to Cherno or Elektro to gear up, you have to be lucky to find anything good and it's to risky. And whoever's doesn't see the benefit of Kamenka or Krutoy-spawns is obviously used to - dieing fast Go north from Krutoy and you'll pass 5 vehicles spawnpoints, which you can fix right away due to the concentration of indutrial buildings here. You can gear up at Berezino, and find loads of stuff in the appartments, military tents, hospital and 2 supermarkets. Then go to NE airfield or go west towards Dubrovka and start running into a million crashsite's. You 'Chernoists' are missing all the fun.
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I have thaught about this idea for a long time, and made a quick little sketch with paint. English isn't my first language, so I'm sorry for the bad grammer. Right now, the only end-game objective is vehicle hording and no tools are provided for an alternative. I think campbuilding could be a pretty good alternative for most players, and I would like to present this system I've come up with. Building a base comes with 2 mechanics 'Building Levels & Advancement'. Each level promotion requires you to be alive for a certain period or have a certain amount of zombie kills or playerkills or humanity.So whatever your playingstyle might be, they all pay off. This is just an example BTW, numbers could be fset different. Level table Level 1 - none Level 2 - 2 Hrs. 20 Kills 1 Kill 3500 p. Level 3 - 5 Hrs. 100 Kills 3 Kills 4500 p. Level 4 - 10 Hrs. 200 Kills 6 Kills 7500 p. Level 5 - 15 Hrs. 350 Kills 10 Kills 10000 p. Level 6 - 20 Hrs. 500 Kills 15 Kills 15000 p. Level 7 - 28 Hrs. 700 Kills 20 Kills 25000 p. Level 8 - 35 Hrs. 1000 Kills 25 Kills 40000 p. Each time you die, you loose 1 buildinglevel and each building that comes with it. When building the medical tent, you actually have a chance of 50% to spawn back at your camp. However, dieing wil make you loose 1 buildinglevel, so if you have just managed to build the medical tent, you will loose it. Summary of available buildings for your camp. So what needs to be added? Keys for locks; Each type of vehicle should have it's own key which spawn at residentials. Should not be hard to find. Gates and garage's require a own type of key which is rare and can be found everytime you build such a structure. Buildingtools; Each structure requires a foundation which costs 1 bag of cement, further more we need steel bars. Machinery; High-end stuff which is extremely rare and can be used to upgrade your structure; Vehicle repair system, medical care system, ammunition construction set & alarmsystem. Sensors; Linked to your GPS these items can be placed all over the map and will signal your GPS unit once movement is detected in it's proxomity. (50-100m range). Dogs who only take orders from their boss. See you in Cherno,
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This idea is pretty awesome. Right now, the woods dont provide any real challenge to the survivalist, this could defintely change it. I think there are plans for some kind of wild-life allready, and this could fit right into it. However, I think less then 10 type of species is more then enough, considering the amount of injuries one can have which can be fixed by herbs.
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I dont think you get my point.. The experienced player can die, spawn back and yet still know where to go, when to go, etc. Except for his gear, he hasn't lost anything when he's dead, am I right? So death is not permanent, it has no meaning when you could basicly just run back to your body, loot it and pick up where you left. Of course navigation, city-information and the ability to track players is something you learn playing this game, and is not bound to your ingame avatar. I propose a system in which players can gain 'skillpoints' for some actions like killing zeds/players, medical assistance and staying alive. These points give you the option to build new structures. So when this charachter dies, he looses all his skillpoints and all the experiences from his past life. In order to construct a high-end campsite, he needs to earn each and every 'skillpoint' back again. So this guy actually has something to loose when he dies. I think the main theory behind this game is that YOU ARE NEVER SAFE. And the proposed concept ('The longer you survive, the more you have to loose') is a neccesary addition which hasn't been presented in this mod yet. The game itself can provide the player with all the freedom he wants, but an end-game objective is needed eventually. What happens when you have everything you want? Right now the only choice you have is to go and snipe people or run circles around black forest looking for meat. Why not set up new windows during mid- and endgame so surviving actually has a purpose? This should not mean that other playstyles have to suffer from it, if you dont wanna build a campsite and just enjoy the weather, that should be possible to. I think a difference in charachteristics is mandatory to keep this game exciting.
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I was thinking of basic materials such as cement and steel which require a great amount of inventory slots to move. So, 'just like in real life', you'll be better off using a vehicle which is capable of moving large quantities of material. The amount of deterioration at the camp should be determined by usage, amount of storage, time and damage. With usage I mean, the more people that interact with a structure, the sooner maintenance is required. There should not be any advantage in regard to groups and solo-survivors, except for the fact that groups have more 'working hands' available to them. With damage I mean, the amount of damage a structure can take. Structures can be upgraded, but not downgraded. Let's say you finally managed to upgrade your workshop to a ammunition side - and it gets destoyed. Then it will not downgrade back, but immediately disappear. Campsite's do not attract zombies, but when a zombie spawns near it should be able to damage your camp with time. A guard dog can kill it in your absense. Also, each player should be able to build one 'advanced camp' per time, and set up unlimited tents across the map.
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I will start a new thread one of these days, pitching all these ideas in a single detailed format to explain all the mechanics and philosophy behind this model.
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Dude, I'm sorry but ideas just keep popping up after every post. Maybe some of them will make sense, so don't mind my enthousiasm if it irritates you. I did read something about someone suggesting an idea to write notes in-game. Lots of people liked it, so how about you can actually build a mailbox at your camp? Let's say someone wants to trade something, or team up, warn you or perhaps he needs your help with a campraid. This way he can drop a note in your mailbox to gain your attention. You could even become friendly neighbours when securing the perimeter is in both people's interest.
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Vechile hording can be stopped by introducing 'motor oil'. If your vehicle runs out of this rare product, it will loose it's 'save' and respawn back at it's original spawnpoint on the map. Unless it's saved on a vehicle pad/garage in your camp. You can only build all structures once, so we can limit the amound of vehicles to let's say 3. All other vehicles which are not in on a vehicle pad or garage require 'motor oil' to be saved..
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I see what you mean, but let's say we have 2 type of survivors; The 'new survivor' and the 'experienced survivor'. The New survivor just spawned of the coast with some bandages, while the experienced one has survived for multiple weeks so far. Dont you think the experienced dude should have managed some sort of skillset by now in regard to the green guy? This skillset should give him access to more advanced building abilities, that's it! No advances in any other fields such as stamina, fighting skills or vehicle-handling. There's no such thing as a Lvl.2 Hunter of Lvl.5 Sniper, but the time one has survived so far should count for something.
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Dude, we could have endless structure upgrade's. I mean, we could even go so far that you'll eventually are able to build your own bysicles from steel bars. We could give the tractor a purpose by allowing agriculture and farming to take place. We should be able to build a camp which provides in food, drinks and (with the right basic materials) ammunition. Security. Another idea would be to offer some sort of protection on your camp, thats why I added the key/locks and alarmsensors to the list of buildings. This game is not taking place in the '40's', we should be able to use today's technologies. Let's say this would happen tomorrow, the first thing we do when we would leave our shelter is secure it properly. So that's where the keys come in, it's not farfetched at all. Gate-, garage- and vehiclekeys should be available everywhere with a different spawnchance. Let's say you find a camp which is secured, then you first need to find a gatekey. Vehicles spawn with their keys, but they can be found in residential area's also. We could even have a extremely rare skeleton key, which works on everything. When a survivor spawns, he first needs to find these important items, instead of just coinsidentally bumping into someone's camp. Destroying camps. It should be possible to destroy someone's camp, but not be made to easy. The advancer the structures on it, the more firepower you need. Stone structures can only be destroyed by satchel charges, wooden structures by firepower and others by simply driving over them.
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Ma point exactly. You guys inspired me. Maybe a better idea would be to combine all those bandit/survivor achievements mentioned before; Zombiekills, playerkills, humanityscore & 'playtime per life'. You could set different milestones for each where a player can earn overall skillpoints which are shown in the interface. A certain amount of skillpoints is then required to build a specific type of building in your camp. We could even have an option where if you have achieved the most of your skillpoints through banditry, the buildings in your camp will look dirty and dark. Important question is, what happens if you die? The first thing people do when they spawn is head straight for their tents to gear up, thats why I added a high-end structure which makes it possible for you to spawn at your camp. Building a perfect camp takes lots of work so it would be sad to see all your hard work go to shit because you accidently fell off a roof. A better idea would be to introduce something called 'Maintenance'. Your camp stays just the way it is, but needs some kind of maintenance work, like cement bags and steel bars. After you spawn from death your skillpoints will be 0, in order to do some maintenance you first have to aquire a certain amount of skillpoints. So if you die, you still have a chance to save your camp before it starts to erode by for example; killing x number of zombies or gaining a certain level of humanity. I think this model is perfect because it provides the same chances for every playingstyle. Also, groups dont necessarily have an advantage over solo players to build a safe camp, because of the skillpoint system. They can't just sum up all their skillpoints, it requires at least one person to have a certain amount of skillpoints to build these structures. Also, this model will keep everyone bizzy since you constantly need to work on your camp because of maintenance requirements. I