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

combatcomm1

Members
  • Content Count

    516
  • Joined

  • Last visited

Everything posted by combatcomm1

  1. IT IS ALL ABOUT MAKING SURVIVAL DEPENDENT ON INFORMATION EXCHANGE I will reiterate that a few times in this post. Its the most important aspect of the success of this amazing mod/social experiment. And unfortunately something Rocket should have addressed from the start. The damage can still be undone with a quick update. Every day that goes by with global chat on, breeds new players who have already learned the game mechanics from a distance and will see no need in socialization. The culture of the game has been damaged with global chat and youtube videos. Humans are social and cultural animals. We are designed to get information from each other. A dog gets his information from the world. His sense of smell, his ears. Humans have large brains that allow us to get information from other humans. Crafting, medical, environmental dynamics should SOLEY be discovered and learned from other players. YOU ARE NOT BORN KNOWING HOW TO APPLY A TOURNIQUET OR GIVE CPR. You must learn from other players in game. Its how humans interact and learn from one another. This is essential. In order to solve the delima of player kills you have to give the person who is afraid of death so much he shoots on sight, something to gain from interacting with other players. Other humans. Information! Stop with the global chat! Stop with developer given tutorials and help. This must be removed and removed soon. Stop hand feeding new players with information on how to do ANYTHING. The only prompt they need is at the beggining of their spawn - "The only way to gain information is to communicate with other players". What about veterans who know the game or people who look on youtube or google? Introduce game mechanics that require veteran players the need to know information of the current state of the world around them on that day at that time. Ever changing dynamics, and the only way of knowing and adapting is to talk to and interact with other players. For example -introduce migrating zombie routes that change. -Allow players to train as meterologist and give them access to forcasts so they may tell others. - Change the weather system to only rain in some areas so that a player trekking south can tell the players trekking north that it is training and he should prepare himself. -Daily or monthly spawning locations of certain edible plants for medicine or energy boosts. Player A tells player B where he has seen a few. - Random assignment of dirty water ponds (algae bloom for realism) so that players can communicate that information and dont waste time going to a pond that requires more effort to drink from ETC ETC. The ideas are countless----IT IS ALL ABOUT MAKING SURVIVAL DEPENDENT ON INFORMATION EXCHANGE Intense and deep character custimization can help as well. If bandit A has a specific skin color, shirt, hat, glasses, shoes and is on a rampage in city B, than player C can tell everyone else about him. Describe him and where he was last seen. It creates a culture of information exchanging friendlies that over time will spread. People will value people for their information exchange. If a bandit kills someone and gets all his loot. As more immersive loot comes about, he may not know how to use said loot because he has been shunned by this society that will be created. He knows nothing of the current state of the world or how to survive in the world. Its so simple. Global chat is a scourge. It defeats any purpose of requiring another human being from being physically alive or conscious in front of you to tell you things. The forums will always be here and people will always make tutorials. Some sad souls will get some information and than kill you. That's inevitable. But I guarantee you that if we embrace the very reason that humans dont go around killing other humans, information and culture, this game will take on a whole new level. Over time the information exchange concept will breed a new thought into the heads of would be PKers. Global chat removal should be on rockets A priority list. Creating the variable and dynamic game mechanics that require persistent information exchange are than second . IT IS ALL ABOUT MAKING SURVIVAL DEPENDENT ON INFORMATION EXCHANGE Iv seen other ideas that are great (Making the player value his life so they value theirs, INTENSE character customization so that blatant PKers are made to value their life, that with information exchange could much more easily be destroyed) and in conjunction with this idea will do absolute wonders for this game. I will offer one more idea, somewhat inline with information exchange and human social dynamics. Rocket, take a psychological approach to this game. We want it realistic and we must all realize a game must have certain mechanics to simulate human emotion. Humans who go without genuine social contact for too long will lose their sanity in one way or another. Whether is depression, PTSD, mania, inability to socialize effectively. A survivor in post apocalytic wold is not a gamer. So while it is easy to be shunned by the world and not talk to anyone and kill and collect beans in a game, in RL this would have serious implications on an animal meant to socialize and be around its own kind. I apologize in advance for the messy orginization of the post, im not an avid forum goer or gamer for that matter. Id love to see others ideas for game mechanics that would require persistent and genuine information exchange. Thanks for reading.
  2. combatcomm1

    Knowledge / Learning

    WOW, steal ideas much? Check the date. Love how coolest cat plays it off like his idea http://dayzmod.com/forum/showthread.php?tid=7434 - Collectable loot books altenative to class system
  3. combatcomm1

    Murder by Numbers

    As these numbers go up, and they will, more mechanics are needed to circumvent this. http://dayzmod.com/forum/showthread.php?tid=6986 - Information exchange http://dayzmod.com/forum/showthread.php?tid=7434 - Realistic loot Alternative to class system
  4. How bike threads and passwords for tents get more discussion than these great ideas that the devs really need to be looking at is beyong me. Bumping.
  5. combatcomm1

    Fishing

    How do you realistically script the fishing? Iv just spent 3 hours catfishing in RL with the best cut bait for the area and caught nothing.
  6. Thanks splatteri, I would love to hear a little more from rocket as to what he thinks of this idea/concept. Id also like to hear what more people think of the knowledge levels through books as loot idea. Let me know what you all think. Here the link to that discussion. Bump it up if you think its worth the discussion. Thanks Rare knowledge books as loot idea - http://dayzmod.com/forum/showthread.php?tid=7434
  7. combatcomm1

    Empty Tin Cans + Toolbox = Scrap Metal?

    No, your probably right, but putting that scrap metal together and welding it effectively, yes you certainly would need some training.
  8. combatcomm1

    Safe Zones.

    ----Except where we would implement our tradeing zone would be on a hill where you have the disadvantageous position and high C walls would not allow you a shot. And our lookouts would spot your fatass and we would get the trolololols or whatever that is. Than you can go tell your bandit buddies to stay away.
  9. combatcomm1

    Empty Tin Cans + Toolbox = Scrap Metal?

    Love it! But add this, the prerequisite of having read the metals fabrication book. :) Rare collectable skill books - http://dayzmod.com/forum/showthread.php?tid=7434
  10. My only issue with not making them rare is you than take away the value of that person who has read that book. If they just dissapear its unrealistic and also takes away from the added game scenario of being able to kill and steal for that book, which as much as id hate for that to happen, it should be allowed for a dynamic game. Also book collectors could trade high value items for books. I do however like the added knoledge levels of books. But rather id like to see more of a prerequisite system where in order to read book 2 you have to have read book 1. This could be frustrating however for someone who read book one and searches and searches but cannot find book 2. Or comes across book 2 but hasent read book 1. But it adds the needed dynamic or trading asking others, if theyv seen o are in possesion of said book. Remember humans are meant for information exchange mechanics http://dayzmod.com/forum/showthread.php?tid=6986
  11. combatcomm1

    Pending Build Progess: 1.5.9

    Rocket, please implement this if and when you have time. This will not only help with PKing but also add more to strive for as well as useing teamwork. A book collecting skills/knoledge system. More details in posts. Could you at least tell me what you think of it? http://dayzmod.com/forum/showthread.php?tid=7434
  12. I hate the idea of spawned classes. HOWEVER, if rocket were to implement books as rare loot that gave one player knoledge on how to do something than maybe it could work that way. The mechanic class vs medic class is too console like. I dont know, I like the idea of books as its another cool thing to search chern for and than when you meet someone who has read that book and can repair that specific vehicle or air craft than he can let you know. If you kill him than uv lost that valuable knoledge base. So implement books, pamphlets, military manuals as knoledge gaining collectable loot. Rare enough books that coming across the player who read the electrician manual is worth not killing and can now can help you turn the powerplant back on. Because you found a read the diesel power generator manual! ;)
  13. combatcomm1

    Do people in this mod ever trade?

    I am recruiting a dozen good men who would like to establish an in game trading hub with me. If you are interested PM me. We will recruit more once we are established so that we can support a 24 hour trading hub.
  14. combatcomm1

    Safe Zones.

    Make your own safe zones. A game enforced safe zone is unrealistic! Get together with like minded people, I am one of them, who want to establish a designated safe trading hub. In order for this to happen you need to recruit enough people who would guard and patrol everyone that enters. If a bandit did try to cause a rucus, hed be killed real quick. The dozen or so armed guards watching the people trade would be enough of a deterrent. Rocket just needs to build a realistic framework that allows us to create our own goverments and areas. If anyone is interested we can create one. We will need at least a dozen guards. We can scout out a good location, gather supplies, fortifications. Establish a fee for entry. Can of beans or so. Than hopefully once radios or note posting system is implemented advertise our zone. The guards will be rewarded through loot entry fees and players have a free place to chill, trade and talk.
  15. combatcomm1

    Pending Build Progess: 1.5.9

    Rocket, any negative to chopping wood? So that there is a balancing thought process to the procedure. Such as a loud noise that can be heard by zombies or nearby players. Chopping wood is not a silent process and people would hear it.
  16. combatcomm1

    The Moral Effect Theory v2.0

    Why is it that noone sees the phychological impact killing people over and over again by yourself with no positive human contact would have on someone? You think everyone who is bandit is not a human being? A social/cultural animal? The player on the other side of the keyboard does it because he knows its not real life. So game mechanics have to take that into consideration and balance that. Because bandit A can go online and find all the info he needs, or ask question is global chat from the comfort of his sniper perch he feels no need to go out and socialize in game. In RL this would have profound implications. Bandit A would also have a real hard time survivng in the world. How is he going to learn first aide, navigation? CPR? he isnt. because you learn that from other humans. Enough with the hand feeding of info online and in global chat. This will help. We arent robots. Depression, PTSD, insanity, mania. All these things would eventulley result and as such implementation of a realistic sanity system can have negative effect on bandits who go to long without contact with other humans or kill to many. Its realistic, phycologically and scientifically sound. Lets use it. Just ask any criminal phycologist or military phycologist! Human beings no matter how twisted or cold are effected by constant loneliness or death.
  17. I agree with bullfrog. The need to talk and learn from people will be the initial draw to talk to one another long enough to get to know each other. The prospect of making the world (server) a better and more survival place for themselves or human kind as a whole will lead them to stay together. Objectives and game mechanics that can only be completed with multiple people. And why is that noones agrees that crafting, medical, environmental dynamics should SOLEY be discovered and learned from other players? YOU ARE NOT BORN KNOWING HOW TO APPLY A TOURNIQUET OR GIVE CPR. You must learn from other players in game. Its how humans interact and learn from one another. This is essential.
  18. +1 all the way man. Edit- I guess I should try to clear up or defend my information exchange concept. The ultimate goal is the addition of game mechanics that reward or rather give the upper hand to those who seek to gain information from others. Varying loot location in different servers = This example mechanic would allow people to exchange information about where things have been spotted lately as opposed to once u know where to find loot a, its always generally in the same spot. Varying Location of edible plants and animals - Are deer in season in the north this month or the south? East West? Are penicillin mushrooms growing better on the outskirts of stary or pusta this week? If these things change it allows people who conversate ask questions the ability to get a one up on survival. Ponds with algae blooms or bacteria = this can change so that water sources are more desirable than others. The socially savy player who learns from others what ponds are dirty that day wont waste time, energy, temperature loss, and food to get to a water source that he can only drink from if he boils. Recipes for food or medicine & crafting= All medicines, foods, instructions for crafting skins, items etc should all be soley found or taught to you from other players. Sure all humans know how to drink, open backpacks, eat from the start or whatever. But you have to learn how to make medicine, which plants are poisonous and which help, how to build an effective fire, first aid etc. Humans are not all bestowed with first aid or CPR training. This should all be things learned from other players expiriences only. Again, the reason humans have come together throughout history to form cultural groups and dont kill each other on sight like many other animals, is we survive, and survive better than any animal because of information exchange.
  19. Yes, a lot of it will lay on the server admins to not provide a teamspeak server for the game. Or is this something that individual groups and players can set up themselves?
  20. Nothing will help those who seek to circumvent the game and make things easier for themselves. If someone chooses to go online for all their info than sucks for them. They want the game easy, they dont want the same immersion expierience I want or that rocket is trying to create for them. Same as players who print out maps to look at on their desk in the real world. I dont do it because it kills immersion and makes the game easy. Rocket said that he would always seek to make the things available for people to play the "hard way" People will always use teamspeak, cant do anything about that. As for teamspeak, I don't know exactly how it works but if you come across someone who isn't in teamspeak and they have information that is awesome and relevant to u and you than cannot get it than sucks for you. I guarantee that direct chat will create a MAJOR difference in the culture of this game. That is why i suggested the ever changing dynamics that would give the IN GAME communicator an upper hand. You cant go on a forum to get information that changes on the fly in a game server. Its too complex, no one would know everything. Another thing is a lot of people play this game for a social experience. They will feel lonely if they are not in teamspeak and want to find people to talk to. Server admins should discourage teamspeak and encourage in game chat only. Even bandits will get tired of not being able to boast their kills to someone. It will get old. So they will seek to communicate and talk. All this no PK area and safe zones stuff though, they are a bad ideas cuz they are unrealistic. Its about allowing us to do what we need or want to do based on a realistic framework. If you want to create an area that's "PK free" you as a survivor should band up with other survivors who all have the same goal in mind and create it within the realistic realm of the game. So enlist people to guard the "PK free trading zone" With enough like minded people guarding/patrolling the area no bandit would survive long even if he killed one person in the trading post/city. Make it so that its PK free because its dangerous for a bandit to act up there. Not because some magical zone that dosent allow bullets to penetrate flesh was created.
  21. Hypothermia is in most cases much more dangerous than a common cold, which as stated earlier is not caused by temp drop. So rocket, awseome mechanic! If you care to make it more realistic for the sake of it I guess you could just scrap the antibiotics and let hypothermia just be hypothermia and kill after a certain time. Colds can be randomly generated so that the infection group dynamic remains in tact.
  22. combatcomm1

    Player run towns?

    The retake time should be completely random to keep with dynamics and realism. But I like the power plant dynamic. Maybe the random time is lessened (more frequent) if the lights are off. So the lights are what help keep the zombies away? I dunno that goes to rocket to decide what his zombies are attracted and not attracted to.
  23. combatcomm1

    Player run towns?

    I love this idea. Certain criteria met == zombies spawn outside of city and slowly and sometimes quickly and en mass, come back into town. Allows for a player made objective. Rocket just needs to provide us with the mechanic. Which is more realistic than the current implementation of zombies magically spawning back in town. This also helps promote my suggestion here, http://www.dayzmod.com/forum/showthread.php?tid=6986 about information exchange. Players can exchange information about which towns are bandit held, survivor held, which have trading posts etc.
×