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Your DayZ Team
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Everything posted by Very Ape
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Standalone/Mod suggestion list to spice things up a bit...
Very Ape replied to chris_heyward's topic in DayZ Mod Suggestions
I usually escape them by running in a straight line until I find a hill. A force that wiped out human civilization should be a tad more dangerous. As for stealth; they're very often avoidable, if you go prone during the day and anticipate their movement. But even the most skilled survivors should be unlucky enough to attract attention sometimes. I wish zombies were as frustrating to me as they are to you. As it is now in vanilla DayZ, they're a nuisance when fighting bandits, nothing more. DayZ+ does a good job of putting the fear in me, though, something I really enjoy. -
Take On Helicopters (DayZ SA) flying adjustments!
Very Ape replied to finkone's topic in DayZ Mod Suggestions
I'm glad to hear helicopters will become more difficult to fly! People talk about "skills" and "classes" in-game. This is how you properly implement them, by requiring actual skill. I hope they do the same for medics, hunters and scavengers. -
It's easy enough to take cover as it is. Being able to see over walls without actually poking your head out is something we should be combating, not encouraging.
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Standalone/Mod suggestion list to spice things up a bit...
Very Ape replied to chris_heyward's topic in DayZ Mod Suggestions
Zombies need to be faster, not slower. They're easy to escape as it is. Much too easy. Make players have to either be stealthy or plan an organized attack on zombies in order to get the loot. -
Different "types"? Just make them all fucking scary and tough. The herds would be interesting, though!
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Nighttime should be colder, even if it's not raining. Wearing a heavy coat should help, but ultimately everyone should have to start a campfire at least once during the night.
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My cat follows me around when I walk my dog. She's a special cat, though.
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Take the emblem system in Call of Duty: Black Ops' multiplayer. Emblems can be created from combining pre-set symbols, layering them. I think a simplified version of this would be adequate. -
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I dearly hope there are no skins.
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I've seen and tried to take some pretty organized trading posts. I've also lended my arms in defending such posts. It's very exilerating-- high risk and high reward.
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A not-announcement announcement for the forums!
Very Ape replied to rocket's topic in Mod Announcements & Info
Thanks for this-- It's reassuring to get news! :P -
Have any of you been watching Iron Sky?
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Hardcore Action Good for Longevity?
Very Ape replied to Bonham (DayZ)'s topic in DayZ Mod Suggestions
Things like side chat, which make grouping up easier, tend to kill the game for me. I like the mixed feelings of relief, panic, fear and excitement upon seeing a fellow survivor. You don't know if he's friendly, and you're going to risk a lot getting close, but it's usually always worth it. It's the desperate search for companionship that makes me love this. For weeks now I've been scouring my server for a player I met once, but unfortunately lost to the cold clutches of death. It's really an adventure. -
It'd be nice if there was a quick way to drop your weapon. Better yet, an animation which causes the player to drop the item in hand and raise his hands above his head. :P
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It'd be nice if there were several kinds of GPS' to be found, each with their own different little quirks. As for maps, players should be able to mark their own maps with markers, that can only be seen by them, but can be picked up by other players upon their death, or shown to friends quickly and easily with a scroll-down function.[/runonsentence]
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People I hold at gunpoint tend to stay still.
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This suggestion really is a gem. If zombies become tougher, carefully planning your stealthy approach into a city will become a necessity. Sometimes shortcuts are needed, and a man with bolt-cutters could really be of use. It'll make scavengers into their own class, so to speak. I really hope to see people with distinguishable skills, honed with practice and time, and equipment arise, much like the medics we see now. Scavengers and hunters will hopefully become more important in standalone. Random suggestion; perhaps the bolt-cutter could be bigger (allowing players to get through certain locked gates), and be seen hanging at the player's hip at all times, as opposed to stored in inventory. Perhaps, in desperate times, it could also be used as a melee weapon.
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Think past the dicks. Spray-paint could be a rare find, and quickly expended, so a people wouldn't spam up the walls of Chernogorsk with a single can. And a list of pre-set symbols wouldn't be so bad.
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Or rather, knowing who the hell is talking. And I don't mean putting a voice to a name, but putting a voice to a face. It's quite difficult to pinpoint who is actually talking when you're in a group. I don't need to explain how in real life, we have an easier time with that, and not just because of the moving mouths. We humans tend to be able to pinpoint the sound as well, something that's poorly achieved by in-game voice communication. While we do see moving mouths, we do need a bit more than that. For example, in low-light situations, I can clearly see my friends, but I don't know who the hell is talking, despite directly facing someone. It's not a huge inconvenience, but it makes forming groups with survivors you just met that much more complicated. Considering you're evading death at every turn, you don't want to waste time telling your friends to lean their torso left and right all the time. And again, this suggestion has nothing to do with identifying players by name. Simply put, when there are two people in front of me and one of them is asking me to put an item in his backpack, I shouldn't struggle to know who is talking. Granted, in day-time it isn't so hard if the person is facing you, but it's still something that can be fixed. Two suggestions, one of whichI outright dislike (but for the sake of discussion, let's not leave anything unsaid.) More visual cues when a player is standing still and using voice chat. For example, slight head-bobbing. Not much, but it'll make things that much easier. Now, if a player is aiming down the sights while immobile, this wouldn't apply. If done improperly; a lot of unnecessary gestures. To avoid. A very subtle indicator above one's head. I believe this could potentially break immersion, and it would probably look ridiculous. This is the one I don't like. However, if done properly, this visual indicator would only appear at a very short distance. The problem's really getting organized with survivors you've just met, and general communication with a group of people clustered together. Putting a voice to a face shouldn't be a challenge. It's not a big problem, but it can be fixed nonetheless!
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Could you give a brief explanation of how it works, what it does? :P
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In DayZ2017, a friend of mine and I met a British fellow, whose name we can't remember. We do know that he was a very good person, and didn't deserve what happened to him. We were in the Elektro hospital, guarding the corpse of a friend, when we heard footsteps outside. Our British friend steps out to take a look, and three bullet holes appear in his chest in a hail of gunfire. I saw the shooter, and fired my Lee Enfield in panic. The Brit went down, and I checked him for a pulse, in a mad hope of bandaging him. He didn't make it. I'm afraid that it was my Lee Enfield that did him, and I feel awful about it. We never did find the shooter, although I did mistakenly shoot an unarmed survivor in the manhunt. He didn't make it either. Please, forgive me.
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This is DayZ2017, nobody had any damn loot! And hey, that's not fair! We were on really good terms with this guy, he was our first real friend in that server, and he was suddenly taken from us, away in the cold embrace of Death. Our loss is a very real one, as he aborted shortly after dying. :( Unfortunately, as the ridiculously short and easy-to-read post details, we never did find the shooter.
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Fuel, not vehicles, should be a rarity. The thrill shouldn't be in hunting around for the car, but the parts and gas needed to run it. While military vehicles should remain rare, and thus a resource people fight over, civilian vehicles should be easy to find. The real challenge needs to be fuel-- players need to reflect on whether or not it's worth taking a vehicle and wasting their precious gas. I'm not sure how this could be implemented. It seems to me as if limiting the quantity of gasoline in fuel tanks, and regenerating them upon the server restart, would only cause players to camp the gas stations. It'd give a distinct advantage to players and groups who play at certain, specific times. An idea occurs to me; perhaps not finding, but acquiring the fuel, should be the difficulty. the rarity of it would spend from the time and effort it takes to actually "extract" it from the fuel tanks. For example: I'd need to find a decent amount of jerry cans to be able to complete a long trip without gassing up. Filling up a car from a jerry can would be easy, but filling up the jerry can would take a long time, encouraging players to make longer fuel stops and hoard as many jerry cans as they can. Finding the jerry cans would also be difficult.
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This suggestion is simple. Let's make it more of a brainstorming session. How about reducing backpack sizes just a little, and restricting assault rifles being placed inside of backpacks. In return, you'd be able to sling a rifle across your back. It seems better than having people go around with AS-50s in their backpacks. It'd also look much cooler, and probably make the whole inventory system that much less clunky. Animations to switch between the gun in hand and the gun on your back should be slow and tedious, of course. :)
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When parked in a wooded area you should have the option to scroll down and select "hide vehicle", which would have your survivor place a few pine branches and such on top of the vehicle, partially camouflaging it. It'd be very quick, and only give a slight bonus, but would save that much more trouble from helicopter crews and footmen alike.