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BLKCandy
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Everything posted by BLKCandy
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Appropriate Zombie gear + loot stuff
BLKCandy replied to [email protected]'s topic in DayZ Mod Suggestions
There should be more loot categories though. Town Residents(More food, drinks, advance/high tech stuff, lower survival gear, Rural Residents(more survival gear), Police, Military,Checkpoint,deer stand,crash site Groceries(Rural supermarket!, More Survival Item), Supermarket(More food, drinks, other advance/high tech), Pharmacy(Rural, Common meds), Medical tents, Hospital, Gunstore(Non matching gun and ammo, Matching guns and ammo left in the shop would be weird). Storage Shed(Tools) Work shop(Tools) Garage(Tools, Parts) Factory(Tools, parts) Construction Site(Tools, Parts) Farming... Well I can't think of any right now. May be more? -
Don't even make third-person an option for DayZ standalone
BLKCandy replied to Pomegranate's topic in DayZ Mod Suggestions
Well I some time need 3rd person when i am stuck and cannot found how did I stuck! So I recommend 2 option: 1st: They kinda did this in full spectrum warrior: You can look 'the world' in 3D (like now) but you cannot see any unit(Or item) beyond 1st person line of sight! Anything outside 1st person line of sight may be grayed out(Or blur, or fade, or what ever effect you can think off) to tell the player that they did not really see that point. 2nd: 'Almost' remove the 3rd person. The 'feeling'. Simulate survivor using their hand to feel around them. A 3rd person with limited vision of 2-3 meter and no color/light effect! Just plain 3D Model! Useful when looting at night! Because in reality, you would use your hand to feel stuff in the dark right? PS. 1st person hurts my eyes, even with head bobbing minimum. -
Very easy to balance, climbing and jump would drop you stance and balance, take huge stamina, survivor will need time to regain their stance and catch their breath before they could effectively aim again. Climbing should be very slow, because in reality, everyone would be afraid of falling, but you should be able to climb at least simple wall or something not above your reach. Just a simple slowly climb not fast fancy one. Jumping/vaulting are essential for getting the hell out of there. Imagine sprinting fences after fences before jump and climb over a wall to get away from upgraded zeds in SA. To balance them, jumping and vaulting should have a very short animation of getting ready to jump/vault and another short animation of survivor regaining balance(perhaps while running forward). Also they should takes huge stamina making you out of breath quickly and thus make your aim unbearable. The survivor should be crouching after jumping / falling rather high. Or roll&drop if it was even higher, I'm not talking about fancy drop&roll from parkour, I'm talking about those unsightly painful looking roll people do when they fall HARD, then force them to go prone after the roll Dropping stance and wasting breath should be more than enough to force player not to jump in a middle of a gun fight. Though vaulting would become primary method of getting away.
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This! This! Take my beans! :beans: :beans: :beans: My dollars! Here! My notebok! My watch! YOU NAME IT I WANT THIS!
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Random fly by supply drop full of high grade loots and huge red smoke signal visible from miles away! It's gonna be war zone there! Random zombies mob for hatchet samurai fun! (Well if it was a mob, just stick to guns) Random ship wreak washed off shore! Random zombie in survivor outfit! (With near empty coyote patrol pack) etc. may be even: UFO fly by! Santa fly by! Ghost fly by! "Rocket" fly by! All barely visible added in as cookies!
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First off rant then a few suggestions that I think would just make the game feel more survivalish.
BLKCandy replied to wolfshagger's topic in DayZ Mod Suggestions
Wait... The poop thingy... Was serious!?! I though it was a joke?!? I know "We are going super ultra hyper realistic". But poop!?! -
Editable computer generated diary is the best. The computer should log every thing in diary based on: Time of the day(Rough estimate/ actual time if have watch) What happen (Find item? Replace weapon?) Player condition before (Health, sickness, thirst, hunger... Example: "Found tires.... I can't eat tires! I once found this hooker who ate tires though! trigger when find any item while starving" (Reference to one of the unintentional hunger game vids) Player condition after (I eat some steaks and feels a lot better... My arms still hurts like hell though maybe I need some more rest. triggered when ate some steaks/food while not hungry and a few minutes passed, blood not full) Player inventory (I can't believe it! I found like dozens of sodas! But no food! Not even beans!, triggered when loot many drinks without finding food while starving) Other flag (First found?, Spare tools?, Just thrown the same type of item away?, etc.) Then you can edit the diary, removing thing you don't wan't, add thing you want, etc. "Guh... I'm starving! I just killed and gutted a cow, now I have raw meats. But I have nothing to cook them with!" (Gutted a cow, Starving, Lack of matches or woods/hatchet)
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Survivor camps/bases/houses + ingame money!
BLKCandy replied to trexeth's topic in DayZ Mod Suggestions
The acceptable currencies in DayZ are: .45 round, .50, 9mm SD, DMR, Sodas, Beans, those high demand stuff. I can imagine extreme price fluctuation though, imagine this: "I have been looking for matches for days. You don't have any spare match? I'm willing to trade these 8 pcs. of cooked meats for it if you let me have it and cook!." "1911 for food? NO! This is my last can of beans! plus ammo? NO!... Map? you have map right? well yes then!" -
Defibrillators would be 'unfitting' to the game though. But giving CPR is an another thing! Within 1 minutes of death, you may try and give CPR to the dead player, it has a very small chances(10-20%?) of reviving the guy to 1,000 blood and bleeding/broken leg as before. You may spam that CPR as many as you like within that 1 min, but the animation should be long and thus limit how many time you can apply CPR before the gut die. 10-20% Chance of survival upon 1 CPR was not to unrealistic I think?
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I thick the regeneration 'should' heal you up to full, though at an unbearable slow rate (Or variable rate, based on health, healing item used, hunger and thirst). And self regeneration should take effect when you are in good condition and all injuries were firstaided. Since in real life, you do regenerate yourself to 'full health'. But in real life, you cannot regenerate as fast when you are wounded badly, or not in a good condition. Also you cannot heal many type of injuries by just your natural alone. So medical item would still be a must.
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Just a full biker suit is enough! Its warm, its has a good resistant against pretty mush everything zombies can do (try wearing one and you will know). You would easily survive a bunch of zombies with light bruise all over at most. And it is COOL!... And common.... and realistic... and not so loud as those plate and chains... and light... and comfortable... and so on.......
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I don't know. I'm in a rather warm country (Thai) and thirty minutes in the rain is more than enough to guarantee that I will catch a cold, or a slight fever! It's nothing serious and should cure in a day or even less, but I would feel suck for the whole day! Now I'm in a warm country, in the city and did have chances to dry myself up. Now imagine you are up in Russia, in a forest with nothing to warm and dry your self without calling zeds and bandits! Also try walking in the rain for about an hour and tell me how you fare after that! I did try that once (I missed my bus stop and I was late for my exam and it was raining) and felt terrible! Rain are serious dude!
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Well. May be just some plain pot to cook better? We don't need to focus that much into cooking. Just a random mix and match soup filled with meat, beans, some sort of these edible nuts and berries, plus! seasoned with salt!, this soup is pretty much very fancy for that type of world. (Is that even edible though) Cooking should make the food more effective (Or at least make unedible things edible), though you will need container to carry it. And by having a pot, you can 'eat warm meal' at a fire place, gaining faster warmth than just sitting next to the fire and refiling more hunger (?). I would like a pot in my camp, though 'a pot' is just 'a pot'.
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Computer generated logs, a typical diary for a beginner who start in Cherno: Day 1: 1st entry: Morning. I woke up at the beach. I was on a ship before we found that damm infected on board! I'm not risking my life with infested! I grab my pack and jump into the sea, and here I am. 2nd entry: late morning: I am now in... Cherno?, that damm thing is hard to read! The town is full of infested! I manage to get myself a hatchet though! 3rd entry: late morning: A Macarov! How lucky, I found it in this red brick house in Cherno. Now I have some thing to defend myself! 4th entry: late morning: Ah! food! my first can of beans in this forsaken land. I found it in the supermarket in Cherno. 5th entry: late morning: Ah! drinks! my first can of sodas in this forsaken land. I found it in the supermarket in Cherno. 6th entry: late morning: I found a map in Cherno supermarket! How lucky! 7th entry: late morning: So thirsty, I still have my soda though! 8th entry: late morning: Ahh! That better. I drank my soda, but now I'm out of any drinks! 9th entry: late morning: A gun shot! I'm in Cherno supermarket when I heard a gun shot! Its sound like a big rifle from faraway. 10th entry: noon: I got shot by some long range rifle in Cherno supermarket, I managed to bandage myself and hide... for now. ... end of diary... ... Total days recorded: 1 ...
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I think basing on the skill book and have a limit of max skills is a good idea, + you must lost all skill when you die (Obviously!) What will happen now is: "OK. We found the car. We gather the parts. And no one know how to fix the damm thing!?!" Thus causing the team to find skill books or someone who can fix a car. And: "Wha! I just learned how to fix a car, then that damm bandit snipe me?!? FUCK!" This will promote teamwork & skill trading, as you cannot loot skills from the corpse. Plus, die after you just learn the skill will be heart breaking! And I am against gaining skill from background, since if you can gain skill from background, people would just 'hide their stuff', commit a suicide, reselect their background and respawn when they need some skill.
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House hold / crafted item! Most of them would be rather impractical and ineffective though. (But better than bare hand) Weapons I wish to add: Fill up the houses with these 'trashy' weapons instead of just empty cans and bottles just to make a better atmosphere. Scissors Kitchen Knife Metal Pipe? Long Metal Rod Sharpened Stake Screw Driver Claw Hammer Pan Fire Poker Baseball Bat ?May be more? And for more serious weapon: .22 Guns: why?: Their tiny ammo weight practically none, minimum sounds, best accuracy at close range, they are extremely cheap ammo you can find preferred by many hobby shooter to spend the day away at the shooting range without bleeding out their money. .22 LR Rifle (Common civilian gun, extremely poor damage, minimum sound, good accuracy, for stealth head shot) .22 Standard Sport Rifle (They look really 'exotic', even more accurate) .22 pistol (Like rifle, but louder) .22 Standard Sport Pistol
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1st: Advance equipping In real life, there is no limitation of you must have one pistol, one primary, one melee, one backpack etc. In real life, the limitation is can you fit and carry it? So I suggest breaking the 'equipment slot' in to the followings: Primary weapon: Hung around your neck in the front like actual soldier, extremely fast to equip and unequip. Low encumbrance Left belt, right belt, left/center/right back belt, left/center/right front belt (total of 8 slots on belt): For melee or pistol, fast to equip, slow to unequip. And also for pouches to carry stuff (Need to find pouches). Low encumbrance. So belt can be used to expand your inventory slot or carry more sidearm and melee Shoulder (strap on back) left, right: To carry guns or other bags (like golf bag) by strapping it on your sholder. Very slow to equip and unequip. Medium encumbrance Shoulder (slung side) left, right: To carry bags(like a notebook bag) or guns, slow to equip and unequip. Very high encumbrance(as they would swing around and get in the way). Back: For backpack only. Very low encumbrance as they are strapped tightly on your back. Torso: For vest, tactical belts and jacket to make extra inventory slot. May be even more? So technically from my suggestion you can carry up to 5 rifles + 8 sidearm + backpack + vest for gun nuts set(though you won't have any spaces for ammo) or up to 1 rifle + 8 pouches + 4 bags + 1 backpack + tactical vest for walking supply truck set. This will open a lot of freedom in inventory and equipment management. Although to balance it there need to be encumbrance, to survivor should be weighted down, move slower and get tired faster. 2nd Advance swapping and dropping When you swap your weapon you will need to put away the weapon you are using before reaching for the new one. But when the zombie is a feet away no one would calmly put away their rifle and draw their pistol. Instead have a interrupt button to stop putting your weapon away, just drop it to the ground and quickly draw the weapon you are changing to for faster weapon swapping. Also when reloading you will have to put away the mag before loading the new one, there should be an option to just drop the mag and quickly reload. Then to save those 'supply truck build' there should be a button to quickly drop all bags. This suggestion will be very hard to implement, and may make those end game becoming even more unbalanced compared to the started though.
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Rising realism and difficulty(?) regarding health system while being easy to implement
BLKCandy posted a topic in DayZ Mod Suggestions
Hardship and Struggle! Admit it, without other player, the game is pretty much a walk in the park after you get the hang of it. And the player kill other player not because they really need what in their bag, but mostly because either ‘Ooou! Shiny gun’ or ‘Killing is fun’. 'So here are some ideas of how to rise the pressure for survival from the game itself (Hardships) increasing its 'Hyper Realistic' even more and a idea to balance it. (Struggle!) (I know they already discuss this, but I want to suggest some ideas that improve the 'realistic' feeling while not being too much difficult to implement and not a pain for new comers who doesn't used to hyper realism game) 'Health' The fact is: human are fragile. But survivors in DayZ are super human! (If you exclude their sluggish movement) They can run a marathon at night in rain and took hell of a beating from zombies and then walk away just fine with a simple heat pack and some steaks. So here are some idea regarding health: Healing: Instant healing take away all the pressure from fear of getting yourself hurts as long as you have the healing items in the back, so: Hardship: Remove the instant healing function! No more munching steaks and jump back to the fight! Balancing: Health regenerates over time in relative to ‘nutrition’, ‘hydration’ and a new variable ‘healing’. Gain ‘nutrition’ and ‘hydration’ by eating and drinking, gain ‘healing’ by taking healing items! (Meds, herbs, special food, whatever!) Pros: More realistic (?), Health always gain over time so you will no longer need healing item to heal a scratch, make keeping yourself full and hydrated more useful. Put some pressure to not get hurt (not badly at least), And no more eating stakes buffet and back to the fight in twenty seconds. Cons: Player will have to wait to heal, Player may waste healing items by using them more than needed (But from the example formula, they would be healing faster though) Example formula: (Health gain per second) = (A)(Nutrition %) + (B ) (Hydration %) + (Healing function)| When A and B is a constant number to determind the size of the effect from food and drinks, nutrition and hydration is a percentage of current nutrition and hydration, and healing is another function (Example: Healing function = 10*(100+'Healing')/100) to determind the effect of healing item. This regeneration formula ‘A,B’ and ‘Healing function’ must be calculated, set and tested carefully to balance this regeneration function (Example: setting ‘A,B’ to very low will reduce natural regeneration, setting the healing function higher will rise the effects of healing items, etc.). Fatigue, Illness and infection: Zombies apocalypse is not really scary without infection and illness. They are scary because everyone can turn into a Zs! But right now it is really hard to get an illness and infection. Here is the idea. Hardship: Poor health, nutrition, hydration and environments(Wet/Cold place/being near sick people or zombie, etc.) will rise the new variable ‘fatigue’ over time. Fatigue will reduce the stamina and speed making survivor run slower and get tired faster (Getting tired cause survivor to breath heavily, hands shacking, etc. as in the current mod) more fatigue mean less speed and stamina, once the fatigue exceed the thresholdsurvivor starts to get ill they will slightly coughing which will rise the fatigue of everyone near by (Spreading the illness), their hand will always shake a little and because the high 'fatigue' variable they will be slower and tired faster, and if the 'fatigue' exceed the 2nd threshold, survivor will get 'infection', loosing health faster, coughing louder and more often spreading the 'fatigue' even more, they may suddenly feel dizzy(Shortly loss visual and hearing, unable to perform fast movement), and once this 'fatigue' exceed the 3rd threshold, the survivor will die and turn into zombie shortly after dead. Also all dead survivor should turn into a zombie sometime after dead unless somebody properly dispose of the body. Balancing: Good health, nutrition, hydration, environment(Warm/Dry Place) and 'healing' (Refer to 'healing' concept above) will also reduce the fatigue overtime. So no more rushing into Cherno just to cure a simple cold. Pros: More realistic(?), No longer need meds to cure a simple illness (Though meds will help a lot). More pressure to take better care of yourself. More pressure to avoid the rain (even if you keep the fatigue below the illness threshold, you would still suffer speed and stimina penalty). Cons: In real play, it would be very easy to build up fatigue, thus suffer the penalty, thus might be a pain to take care of a survivor (But that's the point!) More time would be needed to take care of your survivor, thus less time to do 'action' stuff which the player would like to do like raiding, kidnapping, airfield loot, etc. Example formula: (Fatigue change per second) = (A)(a - health ) + (B )(b - nutrition) + ©(c - hydration) + (Environment function) - (Healing function)| When A,B,C are constant numbers to set the scale of the effect from health, nutrition and hydration, a,b,c are minimum level of health, nutrition, hydration before start to gain fatigue, and enivironment(Body temp, environment temp, wet/dry, etc) and healing are well... functions to determind the effect of them. Low health effect: No one could run or fight at 100% when they are wounded, there are already some in the mod, but lets take it even further! (More pain for you wounded!) Hardship: Sudden pain: Once the health has been reduced to a curtain level, the survivor may suddenly feel pain from their wounds when they start moving, stop moving, rise weapon, or do any other actions, causing them to grunt (Simply just to tell the player that they are in pain), drop their stance (lower their weapon, or pause their action) for a very short time and unable to do fast movement for a short time. Sudden daze: Once the health has been reduced to a certain level, survivor may feel dizzy from time to time, causing them to drop their stance, loss visual(Vision darken) and hearing and unable to perform fast movement for a short period of time. Balancing?: None really, just make sure the effects suggested were done in a reasonable way, otherwise in may be too much of a pain for the wounded player Pros: More pressure into not getting wounded, more intense feeling once you got wounded to that level. They are just a small extra for the mood. Cons: They simply make the game harder, with nothing to balance it out, comparing to the current game. MORE TO COME! I'm thinking about how to improve the food and drinks stuff. -
Rising realism and difficulty(?) regarding health system while being easy to implement
BLKCandy replied to BLKCandy's topic in DayZ Mod Suggestions
Yes I have heard of that, but I don't know the detail though. But from what I heard they sounds complicated and I fear it might takes too much resources to be implemented at first released. So I suggest some similar idea involving only some messing with variables which should be easy to implement, while not being overly realistic and scare off someone who doesn't really appreciated 'Hyper realistic' type of game. -
I'm fine with removing 3rd person. However I will scream if they remove the third person and keep the first person as it is. The screen just keep shaking and it makes me dizzy. But however 3rd person might be a must have when you navigate in a tight area and suddenly stuck and cannot see what make you stuck. So I suggest making a special 3rd person view! The feeling! When in 3rd person view you can only see 2 meter away from yourself in grey scale with no texture and environmental light effects, like a plain 3D model, which you can rotate the view and zoom in/out freely . This can be explained by 'You are using your hands and feet to touch and feel everything around you' therefore the light will have no effect, you cannot see the color or texture, but you can feel its shape as long as you can touch it. This will help a lot when navigating in some place you can't see very well, and also help with looting at night, while not really 'unbalanced', 'unrealistic' or 'exploitable'. Because in reality you would use your hand to feel things if you cannot see, not adjusting brightness and gamma of the world.
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I believe it's the 2nd one. It also happened to me and I was far up north with no morphine. Always have morphine on you.
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(Original)Standalone close quarters struggle...
BLKCandy replied to finkone's topic in DayZ Mod Suggestions
The system was interesting, but you shouldn't not make it too complicated, it will be hard to put it in the game as 'melee' was not that focused. How about a simple 'shoving' (press a set button to melee push the enemy away with low-no damage) and 'clinching' (or grab, or struggle). Clinching initiated by pressing a set button in point blank range. Then the game will put them in the motion of survivors struggling. The chances of winning the struggling should be totally stat based, perhaps based on stamina, blood, hunger, thirst, who initiate the struggle and a random value. Then the struggle ended with a set motion and ending stance/position. This will be a lot easier to implement (And more practical) Both will take damage during the struggling and of course the winner will take less. The winner would end the struggle pointing his weapon at the loser torso(Pointing it at the head would be OP), the winner the may shoot or press 'shove' to stomp the loser dealing more damage and may put him unconscious The loser will fall to the ground and may try to get up and run or pull the winner leg to try for another round(If the winner didn't shoot or stomp them first), which may cause a loop if they just keep going for another round(but it shouldn't be too long since they both take damages). This will be a lot easier to implement as all that they need are 'Win/loss calculating function' and a lot 'Motion capture' for different stances and weapon in hand. (They can keep the motion simple like by just having them both grab and try to throw the other down left and right)