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Everything posted by Very Ape
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3rd Party Interaction, and why it ruins the game
Very Ape replied to applejaxc's topic in DayZ Mod General Discussion
Some aspects of third party interaction suck. But finding a private hive with an active forum is simply amazing. Factions rise and fall, alliances are forged, rivalries, wars. It's incredible. But yeah, the whole logging out while you're critically wounded thing is kind of a pain in the ass. If there was a way to completely halt outside 3rd party voice communication, and add something similar to the ACE mod in Arma 2, that'd be great. -
Evidence of Military 'Defense' in Cities
Very Ape replied to gesundheitk's topic in DayZ Mod Suggestions
I agree with this suggestion. I played a variant of DayZ called Anyone in Cherno? wherein the entire town square of Chernogorsk had been turned into a makeshift military outpost, and vehicle wrecks and corpses littered the streets. The mood was so intense; I never felt so frightened by the environment in DayZ. -
Frag grenades are also rare. They shouldn't waste their time implementing them in standalone. Come to think of it, so are most guns. The devs shouldn't implement them, since they'll see little use. Keep the few ones that will see the most action.
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This game has no artificial experience. No levels, experience points, etc. Everything you do is something you learned to do in-game. Being able to fly a helicopter at will kind of defeats the point, since anyone could do it. The point of implementing a difficult control scheme when it comes to helicopters was to make them less accessible, without being extremely rare. This makes piloting a true skill to be valued by others, practiced and honed over time. I mean, let's face it, not every normal civilian would have the luxury of using the equivalent of a helicopter simulator in the scenario of DayZ. DayZ needs more 'skills' such as these. Hunting (as in, tracking wild game), shooting, navigating, driving, scavenging... These should all be difficult to master. What's so rewarding about this game is that fact. For example, after many months of playing, I can situate nearly exactly where I am in Chernarus at all times, no matter how I got there. I'm proud to know exactly where I am at all times just by glancing at the scenery, while my teammates scratch their heads in confusion. There need to be more of these.
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Use the ARMA 3 default stance system for standalone.
Very Ape replied to michaelr321's topic in DayZ Mod Suggestions
Yes, usually that's the case with guns. Prepare accordingly. This will just make player skill and caution all the more important, not just gear. (inb4 "uh this game is alredy hard n takes skillz y u mak it hardurrr") -
You select your character model as you respawn; why not have a few civilian/PMC uniforms to choose from? Then, you could find other suits as as you make your way in the harsh wastes of DayZ Mod.
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Yeah, there certainly is problems with the abort system. Your wording is a bit abusive. By no means does it have to be an exploit; it's punishable by death, so there's no gain. I expect players to alt+f4 when they're being griefed; I don't know how many times I need to say it. People won't kill themselves just because they've been tied up once; same reason why they don't kill themselves when you ask them to drop their guns. I'm not being very clear, I think. Perhaps it should be revamped in such a way that the abort button isn't grayed out, but warns that if you abort you'll commit suicide. Of course, this wouldn't be a 'suicide button', so to speak. You would have to be in what is now considered an 'inappropriate' situation.
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But I said why it would be cool to be implemented. :o Leverage over your hostage. Just because people can abort (they'll die if they do), it doesn't mean they will. He'll probably still be attached to whatever gear you'll have left him-- binding someone isn't only useful in robberies, but if you want to 'secure' another survivor while you're busy looting or whatnot. It is very practical for the non-lethal bandit or hero. It also adds for some fun situations. Imagine seeing a group of survivors with a hostage in tow! The aesthetic reasons would be enough, frankly. Yes, it's somewhat novel, but that's what makes the game fun-- it immerses you even more. :P As for difficulty of implementation, that's to be considered, but it doesn't seem unrealistic. Of course, there are more pressing features, but this shouldn't be off the table just because it's not 'top priority.' And again, you don't need to change anything to make it not griefable. Players already have the ability to alt+f4, and already do so when they're being griefed.
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People can do the same if they're not bound and tied. The rope will change absolutely nothing to how players log in and out-- it will simply kill them if they do it while bound, as it does now if you abort when in combat or if a player is near. I repeat; people you want to keep alive can still always kill themselves just as easily, in the exact same manner as I described. Alt+f4. So ropes would change nothing to that, simply add incentive for survivors not to abort (because if they do without first untying themselves and then gaining the proper distance from the hostage-taker, they die.) And again; keeping in mind that survivors can already leave the game whenever they want, via alt+f4 suicide, the rope/binding mechanic does not prevent a possibility for players to grief, as you described it, because someone could not perpetually force a player to endure being tied up as opposed to simply dying and re-spawning because the player can always just kill himself, a possibility he has always had, even without the ropes. People very rarely choose death over captivity. If they don't alt+f4 suicide when I hold them at gunpoint now, why would they suddenly start doing it when ropes are introduced? It changes nothing in that respect, it simply adds more insurance to a would-be kidnapper that is present in real-life and is awkwardly omitted from a game that aims to be authentic. Ropes would prevent combat-logging while people are being held at gunpoint, making them have to endure a few extra seconds of game-play before logging out if they're trying to combat-log, which would mean they've also managed to flee the appropriate distance from their attacker without him firing at them. Given what I've said in these past posts; how can hostage-takers possibly still grief? As you described it, there would be griefing because players would be forced to stay in-game to endure being knocked unconscious and tied up repetitively by certain griefers. But given that they can always just leave via suicide if they realize they're being griefed (something they won't normally do given that they don't do it already!), how could they still grief? I don't quite understand your opinion, still. You say our opinions simply clash, but you didn't even reply to my arguments pertaining to griefing. You brought up suicide, yes, but you only mentioned griefing, without actually explaining it given what I said. Anyways, to summarize: Players would not kill themselves more frequently than they do as it is now. The option to kill yourself is already present in-game. The measure would, however, prevent combat-logging in order to preserve life and gear. Players could not grief, as they can not now. People have tried to grief already by knocking unconscious just to drag them around, but it doesn't work because once people realize they're being griefed they won't waste their time trying to stay alive, and will alt+f4.
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Allow players to log out when tied up, automatic suicide. If you're in that situation, the hostage-takers should be able to carry you around for as long as they'd like while you're still alive, unless you escape, they let you go, or you die. They can now, as a matter of fact. Alt+f4ing will automatically kill you. Again; if you got yourself tied up, you deserve to die. There should be no issue there. The point of having bondage is to have more leverage over your hostage. He'll know that if he manages to escape, he'll still need to untie himself if he wants any chance of killing you. And obviously you would make them drop their guns first. I was referring to situations where people have artfully concealed side-arms or they pick up a gun from your car or the ground. Now, imagine you're a friendly survivor, and you encounter another survivor, but you don't quite trust him. You can avoid the hassle of having him drop all his guns, without even being sure if he has more hidden somewhere, and just tie his hands up while you book it. Again; you should always have the option to log out. But if it's because you're tired of being dragged around by some 'griefers', then you shouldn't have let them get close in the first place. If they're able to repetitively render you unconscious and tie you up again, then you shouldn't feel too bad forfeiting your life. I don't understand your opposition to this. There's really no possibility of 'griefing', since you can always just kill yourself by 'illegally' aborting. Call it suicide in-game, and allow for this awesome feature to be implemented. It would fit perfectly in DayZ, and add a whole new dimension to player interaction. If you realize that you've no hopes of surviving (in other words, you're being 'griefed'), just kill yourself! It's simple! I'd also like to add that this would make for some very cool situations. Imagine you're a would-be hero, and you see a group of armed survivors marching with a tied-up person in tow. You would know; hey, this guy is in trouble, should I help him?
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Mount and Blade: Warband is the first game I've been able to play in months. Come to think of it, I think only strategy games in the vein of Total War will be able to satisfy me now, because they're so damn unrelated to DayZ. Shooters just bore me, now. I've never been so excited for a game than with DayZ standalone.
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Shooting out of the passenger seats of vehicles
Very Ape replied to KA4LxTITANx's topic in DayZ Mod Suggestions
It would make car chases awesome. Aside from it being wildly inaccurate and unreliable (unless you're in the back of a ural), you'd probably have to shatter your windscreen in many situations. I'd make it so that you can only shoot sidearms from the passenger seats of vehicles with closed cabins, and primary weapons when seated in the back of a pickup truck or a ural. -
1. Then make it so that the hostage has to accept. Usually, hostages 'accept' to be hostages, when they drop their weapons as you're pointing your gun at them. Binding them just adds a bit of insurance, knowing that if they escape they need to stop to untie themselves before doubling back and killing you. It stops them from just picking up a gun and shooting you. So, let the hostages accept to be binded. This effectively does not making it a griefing tool, since you can't just tie someone up without his consent, but they'll generally accept under threat of death. 2. Nothing is forcing them to stay online for more than twenty seconds, the time it takes to unbind yourself. If your captor doesn't like you trying to unbind yourself, then they'll shoot you. But you shouldn't be able to escape a hostage situation by pressing "abort." If you want to leave before it's over, then you're free to try your luck untying yourself and getting shot.
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Think outside the box. This is a great feature that can easily be implemented. Being tied up would restrict logging out. Captured people could initiate an "untie" animation, which lasts 20 seconds and could only be stopped if they choose to do so (ie, your captor can't force-stop it without a bullet). Which means, the captors would have to keep an eye on their captives, and threaten to kill them if they begin untying themselves. If they persist, the captors will shoot them, or the captured survivor will be free from bondage. If you're tired of being tied up, just begin untying yourself, and your captors will shoot you. If you manage to get yourself in a situation where you're tired up, you 'deserve' to die anyhow.
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How do you fight players in CQC?
Very Ape replied to applejaxc's topic in DayZ Mod General Discussion
I rarely get shot at, but usually I run to cover. When I shoot people though, they fall on the floor and stay still, bleeding from their cranial area. -
Standalone: Server spawn zombies should not die at all.
Very Ape replied to Zalexey's topic in DayZ Mod Suggestions
I like the suggestion, but I think making ammo scarcer and zombies more threatening will assure that nobody can wipe them all out. -
Nothing is the same since Frank Darabont left. I would like to go around dressed as a sheriff's deputy.
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Depends on the severity, then! Zombies shouldn't break legs as much, though.
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Yes, oh god yes. This will add so much character to our survivors. Can you imagine getting your fingers shot off? Or scars criss-crossing your back and face? The possibilities are endless.
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The exact same thing happened to me yesterday. Do you play on BMRF?
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NPCS in Practice - Stealthgaming Australia
Very Ape replied to Calanen's topic in DayZ Mod Suggestions
The player-NPC dynamic in DayZ is perfect. You can 'perfectly' imitate zombies in video games, because they're already mindless... well, zombies. But you can't have NPCs perfectly imitate humans. I don't ever want to go around and ask, "Is that an NPC or a player?" But I sure as hell don't mind asking, "Was that a zombie or a person?" -
They can remain infected humans and be more challenging. Beans for your suggestion, because you've the right idea of how zombies should be. They should be able to take a few rounds to the torso, but they shouldn't be completely immune to them. Their arms and shoulders should be immune, but not their torso or legs. Repeated fire to the legs could cripple them, and torso shots could kill them if the gun is powerful enough and you've shot them enough. For example; if I try to take on a group of zombies with an M16 and fire only at their torso, I'll have to reload before I even kill two or three of them. But if I've got a friend on a rooftop with a light machine gun, he'll be able to mow down most of the zombies and buy me some time.
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How is Hell treating you? We followed your blazing trail of death and destruction all across the southern coast. We've killed men ourselves, sometimes in questionable circumstances-- but never like this. You were mad men, and your insanity had to be stopped. For every hamlet, every town, every city, you left half a dozen corpses, sometimes more. But we were right on your tracks; your CZ 550 and Lee Enfields were our North Star. Sometimes we were close; we narrowly missed the slaughter in Prigorodki, but we never stopped. We thought we had missed again in Chernogorsk, having crossed the city and found more bloody carcasses. But then we heard the CZ 550. And then the Lee Enfield. Again, again and again. Not a word from my partner and I. We bolted into the night, doubling back like you monsters had. Then we creeped through the city, going from the northern apartments back to the eastern hospital. And then we fucking found you. We followed your trail of corpses like bloodhounds, and now we were closing in, to put an end to the hunt. One of you turned the corner, and we came face to face. Even in the dark, I could see the CZ 550 clutched in your hands. You would take it to Hell. You ran into the night, and my partner tossed a flare. We chased you, but the Lee Enfield rang out fatally, and my partner fell. I heard him yell, as zombies ripped into his flesh, and you did not silence him. And I did not help him. I doubled back, flanking around the building, and found you. Your head was peaking out from the pipelines that ran above the streets. I backed up and fired, and you fell. Your blood coursed down onto me, cleansing me. I had never felt so satisfied. You died, bandit, but your partner had not. The dinner bell rang again, this time closer, and a bullet screamed past me. I ran to cover, and chased your partner through the streets, stopping to shoot and getting mauled by zombies. But finally, your partners' legs gave out to my Kalashnikov, and I put him down like the dog he was. Back to you. I said my goodbyes to my partner, and climbed up the pipeline to your corpse. It was gone-- but yet, you had died. You took your CZ 550 to Hell with you, you combat-logging son of a bitch.
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PAX East - March 2013 - Presenation/Q&A/Interviews/Articles
Very Ape replied to SmashT's topic in Mod Announcements & Info
Thank... you... *gasps* -
DayZ Alpha won't launch until launched !
Very Ape replied to [email protected]'s topic in Mod Announcements & Info
In case you hadn't been following the development, they opted for a completely new build for standalone after announcing their initial release date.