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Everything posted by Very Ape
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I'd love to see a blood trail while tracking people in urban environments.
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It would give players an incentive not to kill in order to neutralize a threat. I'd relish the chance to live another day, or perhaps escape and kill my captors.
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Yes. Rope. You should have the option to bind a surrendering player's hands behind his back. Said player should be able to wriggle his way out, but that would take some time (say, thirty seconds), and would initiate an animation that could easily be spotted by said player's captors. Hell, we could even take it further, and speed up the animation if the captors neglected to take the player's hunting knife.
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Rocket interview, Zombie behavior: My Opinion
Very Ape replied to [email protected]'s topic in DayZ Mod Suggestions
I like the idea of using raw meat to passively attract zombies. Perhaps if you're carrying around raw meat, you're easier to smell and zombies will naturally drift towards you? :P -
There definitely needs to be less sniping and more close encounters. Frankly, the latter is just more scary and more rewarding. However, how do we keep a certain balance? The threat of being sniped should exist, but it shouldn't be constant.
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Brilliant contribution to the discussion, and how witty. Sniping shouldn't be more difficult; there should be less snipers! In standalone we should be seeing less of them-- if hacking is reduced. Even so, I can appreciate the idea of sniping being a difficult task. Perhaps zombies that are an actual threat, and are attracted to loud noises, will make snipers more cautious? That, and less sniper rifles available, of course.
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Shouldn't there be less NATO weapons? Mosin-Nagant Tokarev SVD CZ 550 It'd be nice if you could find only those sniper rifles, but with different default customization. For example-- I could find a scoped Mosin-Nagant or a camouflaged SVD.
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promote walking (will be unpopular of a suggestion)
Very Ape replied to SoWeMeetAgain's topic in DayZ Mod Suggestions
Add a bigger gap in speed between running and sprinting. Hell, make it "leisurely jogging" and sprinting. -
Aside from locking your survivor to one server, this is the only thing I can think of that would prevent ghosting. Foreword: This isn't a suggestion pertaining to PvP zones, or anything like it. If anything, I hope this feature could make the game seem more authentic (keep reading to find out how) and reduce combat-logging and exploiting. I'm perfectly aware that some of the problems this feature would attempt to eliminate would still occur-- but it would occur significantly less. I'd also like to mention that while I found a few suggestions similar to this, I don't think they had quite the same aim. The Suggestion: Create zones surrounding all cities, buildings, potential fortresses, castles and other player hot-spots that disable the abort function. This would also extend to outlying lands surrounding such areas, and not just immediately inside them, so potential attackers/snipers won't be at an advantage (ie, capable to combat-log themselves, while their prey cannot.) Anyone with the cowardice to abort in combat because they think they've been spotted would have to leave the area. For example: I'm sitting atop sniper hill in Elektro, shooting people inside. In the case of the attacker/defender (fortress, such as Orlovets factory) or sniper/snipee (Elektro, Cherno) scenarios, this feature would thusly: Disallow players inside of Elektro to escape their imminent deaths by simply hiding in a building and aborting. The current combat-log preventative feature would have snipers shoot every thirty seconds or so, even when their target is hiding, to restart the timer. That's unfair to the sniper, who would otherwise have no reason to keep shooting at the dirt, wasting ammo, pulling aggro, and revealing his position. Disallow the sniper, thinking he's been spotted, from simply logging out and ghosting in on another server. He would have to leave the area if spotted to log out, and return if he wants to set up another sniper nest. Disallow ghosting by the attackers, in the case of a group defending a base or fortress they've taken over, such as the factory near Orlovets. Disallow combat-logging by said defenders. Another issue this feature would address is dying while in the loading screen. I'll explain with an anecdote. I was in the Vybor supermarket, alone, looting. I suddenly realized that there was a survivor in a ghillie suit and an M14 AIM standing in the corner, his gun pointed at me. I immediately shot him, knowing fully well he had just logged in, but fearful for my life. I realized how unfair it was that he'd have to die because of such a mishap (he wasn't ghosting, he'd just chosen a dumb stop to abort.) Now, obviously this will eliminate ghosting, to a certain extent. The same thing happened to me atop Devil's Castle, where a survivor magically appeared in front of me, even as my teammates were guarding the stairwell, and I shot and killed him. One would argue that that survivor deserved to die, and that we shouldn't cater to stupidity. But would have happened if he shot me first? That wouldn't have been fair, since I canvased the whole supermarket and was keeping an eye on both doors. If I hadn't happened to turn around, I probably would have died because of some ninja that appeared out of thin-air. That's hardly fair, even the other hardcore players would agree. I would suggest not making the areas it is possible to log out in being mapped, as that would surely be exploited. This feature would also work best if the flashing indicator (pistol) was removed altogether. In anticipation of a few arguments against the implementation of this feature: Attackers will not have the added advantage of being able to abort just because they haven't been spotted from their sniper nest. The outlying areas of a fortress will be included in the non-abort zone. "People can still ghost in the woods!" "The supermarket thing could happen anywhere, even in the woods!" It's less likely to happen there, and even so, you should always be cautious when you're not surrounded by four walls. Threats can appear from anywhere, not just the entrances. "omfg stop whinin u just hate sniprs theyre realistic to the game and your just hating geting sniped becaus your not good enough to get ur own sniper peopl like you want to make the game so easy its hardcor dude deal with it" This suggestion doesn't aim to eliminate sniping, even on the coast. I just think snipers should actually have to move into position, unseen, if they want to do so. They shouldn't have the ability to just materialize out of thin air. The fear of a bullet braining me from half a mile away is one I dearly enjoy, Let's just make snipers use real caution in avoiding detection while getting in and out of position. "you think it is almost time to quit anyway and you hear potential player chatter/footsteps and want to avoid confrontation, also this idea would make the big cities potential death traps for survivors against bandits, run into a bandit ambush, no way out"If you play like this, you should find another game. Aborting to avoid confrontations or escape confrontations is pathetic.
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We can assume that hacking won't be the problem it is now in standalone.
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Perhaps you would need to test your blood-type by finding a blood-type testing kit in a hospital or a pharmacy. Or better yet-- trial and error.
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A simple set of zombie changes to make DayZ what we've all wanted it to be
Very Ape replied to Blay Wayne's topic in DayZ Mod Suggestions
I disagree. While they will kill if they want to, they'll feel less inclined to doing so if there's actually something else they can do that's worth doing, ie surviving. Make zombies a threat, and people won't play just to kill survivors. They'll feel scared, threatened and alone, and will want a friend to help them survive. Right now there's nothing else to do but kill other players-- it's one big deathmatch. The focus of this game is survival. -
Who sits around near a building for two hours? Unless they're besieging you, of course. And you're really overplaying the "bambi" card. This barely ever happens, unless you make a mad dash for Cherno, taking no mind of being stealthy, in a 50-player server. It's quite easy to get geared up without dying, regardless of how many other players are in the server. This game is meant to be difficult, and combat-logging to get around it is just ridiculous. None of this changes the fact that what you detailed is combat-logging. It doesn't matter how much gear you have, or where you are. It's combat-logging. I consider my suggestion a worthy one, since most of the complaints faced with any topics pertaining to fortification are "THEYCANGHOSTYOU."
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Ottawa. Maybe one of them would get Stephen Harper.
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Blood types will lead the way towards direct transfusion, survivor-to-survivor. *inserts taunt about how the game is hardcore and blah blah blah* I'm surprised some people are actually opposed to this. This would simply make players plan ahead, choosing blood-types that'll suit their team. It'll also cause them to have to make more hospital runs, as opposed to just stock-piling. GOD I HATE LINEBREAKS.
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SOLUTION! Dynamic system of "bandit" recognition
Very Ape replied to GodOfGrain's topic in DayZ Mod Suggestions
Problem will be solved with fully customizable clothing. -
Side chat is a feature that should not exist.
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I understand the point of this suggestion, and it's a good one, considering the zombies in the mod aren't challenging enough. However, I would simply make zombies really fucking scary. Monsters that will hunt and kill you, smelling the air for your scent if you get too close, etc. That way players could continue to plan their approach into a city, which they see is swarming with zombies, but there would be actual consequences to being spotted, such as: death, or an intense fight (lost if you're without a group), or a very difficult escape. In each case, blood must be shed. Your suggestion is a great way to make zombies a bit more unpredictable, and I like that. But there are other things we could do to make them less predictable, without the awkward moments the timer would produce (ex: a zombie spawning directly in front of you, materializing out of thin air.)
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Agreed! I'd like to see players actually worry about their ammunition, and scavenge with desperate hope of finding more. Your first thought before shooting a random survivor should be, will I have enough bullets left over after this to survive the onslaught of zombies I'm about to attract? That's assuming, of course, they make zombies the harbingers of death and destruction they need to have been to wipe out civilization.
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If you're careful, you can avoid being sniped. This game needs to be a desperate bid for survival, no matter what gun you have. In standalone, sitting on a hill waiting for a kill needs to be risky. Shooting needs to risky. With any luck, truly horrifying zombies will balance the game. Zombies that will chase you, catch you (even if you try to hide in a bush), and eat your face if they hear you firing. I'm not a big fan of map-markers. I hope that we'll never have to see that again in standalone-- it's pathetic. For now, just avoid those servers. Hopefully the game won't cater to would-be snipers, making their task a very difficult one, but a rewarding one nonetheless.
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Add Martial Arts fighting to the DayZ SA?
Very Ape replied to ResidentEvil's topic in DayZ Mod Suggestions
It would be nice if you could push zombies and players away, like a shove or a punch. It wouldn't be very useful, but at least you could defend yourself feebly. -
I'd like to see more maps available, but I don't like the idea of having one character you can use with all maps. I'm all for locking your character to one server, so that would defeat the point. :P
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This has probably already been suggested. If so, I couldn't find it with the "search" function. I find side-chat makes you feel less isolated. I avoid all servers that have side-chat-- it kills the game for me. Players can instantly warn everyone of an enemy position, which doesn't seem very authentic. I would much prefer the thrill of monitoring your hard-earned radio, in the desperate hopes of hearing something. Anything. How about giving admins the option to disable side-chat and incorporate radios, which can be used to communicate with other players on the server who've been lucky enough to find one. To simplify things, I would suggest a channel all radios are set to by default, with the option to switch channels to communicate with friends. Limit the amount of channels, so monitoring radios and eavesdropping is easy! But that's just my two cents. :P Players could turn their radio on and off. If I want to monitor the radio, great. Keep it on. If I don't like hearing the chatter, or even the flooding, then I'll turn it off. In my mind, the radio is something difficult to acquire, but not impossible. This will weed out some of the players who aren't at least semi-serious when playing the game, and would only flood the channel. Worst case scenario, implement a "mute function" for certain players broadcasting. Or better, allow for radio-tracking. :P
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That's what I had in mind. The zone would apply to the biggest player hot-spots, of course. No need for that on secluded farmhouses. And I completely agree, Shadow Man, and I dearly hope we get to see that in standalone. Still unclear how this would hurt bambis. Everyone would be subject to this, and I can only see the high-geared players who combat-log or ghost while assaulting an important location being affected. As for picking up where you left off. Cities are meant to be dangerous, I believe. I hope. Woods would be the ideal location to camp for the night, not in a city, however safe the building. I hope in standalone cities turn into the very pits of hell, but still a viable source for loot. The inconvenience of not being able to log out in a city is trumped by the inconvenience caused by ghosting, combat-logging and ninja-snipers. Avoiding confrontations in this game by logging out, whether or not the other survivors in question are friendly or not, is still combat-logging in my eyes. I imagine the atmosphere of a game where you suddenly hear footsteps, and don't know whether or not you're going to die. You hide, in a panicky haste, and waste for the footsteps to recede. And then there's you: Logs out in case it turns dangerous. Kind of takes something out of the game, if you ask me.
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It'd make looting somewhat more lengthy, and authentic, as opposed to just glancing around the room. Who the hell removed all the food from the shelves and placed them on the floor in neat piles?