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joe_mcentire

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Everything posted by joe_mcentire

  1. joe_mcentire

    Player decisions: Unlocking new Content

    well i could see a sense. everyone or at least some would know the location but it would be a risky and highly complex undertaking to - for that example - retireve the desired items/loot. the idea is that by the time ppl would know about such a location and this would give them the possibility to - should the occasion arise - team up to achieve something very special OR the possibility to fight over such things. so i think you wouldn't really need this "random" aspect. it is like your example: the power plant. everyone knows it is there, some know you could do something with it and a few may try to restore power. this would provide some kind of end game as you would need eventually scarce ressources to get these items, maybe even additional manpower and the WILL to work together. (although my idea also suggests this for lone wolves). would be nice to see which servers evolve back into somewhat functioning societes ;) I agree it would be a lot of work, but what if this work would be worthwhile? talking about complexity, it was Dean himself talking about possibilities to restore power and create even your own alarm system and security circuits (cf Minecraft) don't take the examples too serious as the are of course flawed to some extent, they are mere suggestions what these items/locations to be "unlocked" may look like. You can also think about easy examples: .) a hidden room behind a wall or a closet you could interact with (maybe with additional ressources) .) an unreachable attic (portable ladder maybe? or something else?)
  2. joe_mcentire

    Recipes

    number 1 medical treatment in surivial: ashes!
  3. I really hope places like the bigger cities and destinations like Cherno, Elektro, Berezino etc.. are filled with "former life" and will be granted their very own character and destinctive design. i am really looking forward to see if there would be red light districts (industrial areas might need the oldest of all businesses)piers (maybe in more touristic areas)football grounds (rundown in villages, mabe even a bit more modern in bigger cities)fair grounds (the same as for piers)graveyards (every place has a graveyard somewhere)those pompous soviet plazas (monumentalism can have its place at least in Cherno)atmospheric bars and fish markets in harbours etc... (this goes for every town with a harbour at least)malls (only in or around Cherno)casino, cinema, theatre, (show that Cherno or other cities deserve the term "city" or "town")parks maybe? EXAMPLES: Elektro/Cherno easily could go as blue collar towns: dirty and somewhat inhospitable, but at least Cherno could maybe show some flair of internationality as the regional metropolis in its town-center (yet we have the hotel there). Dynamo Elektro, the local football club with its rundown football ground. dirty all over the place, heavy industry, bars and strip clubs down the harbour district. Now i realize cherno, has even more industry it seems, so maybe this would be even a possibility for that city. Maybe convert one city into a touristic "agglomeration" by adding nice piers or fairs. I for one prefer quality over quantity. Expand the existing localities to more believable, more authentic ones instead of adding 7 new generic locations. I don't need a Skyrim approach where everywhere is something to find just for the sake of finding something. Would be nice to get some infos. what do you think can we expect?
  4. one thing i wanted to add: maybe at some point we could see tramway tracks and tramways as well ;) in oneof the major locations. but i guess that would be a big one...
  5. now i realized...i want cable winches! think about it...all the possibilities!! this and camel backs! ;)
  6. joe_mcentire

    Super Bloodsuckers

    usain bolt special zed....american football zed team....i could think about some nice unique zeds. i think a categorical no is never the best solution. although i disagree with mutated creatures like bloodsuckers i wiuld welcome some variation in appearance and/or abilities. why wouldn't use one or the other zed scissors or an iron post? why wouldn't be an athlete more agile, a weightlifter tougher a s o?
  7. joe_mcentire

    Player decisions: Unlocking new Content

    my idea is to create some "stationary" maybe even hidden constructions/devices/resources that could be "unlocked" due to interaction between several players or maybe even with a lot more effort of course by one alone. a sense of "End-game" that could enrich a gaming experience in the long run. next example: scenario: a crashed truck on one of the "new" northern serpentines. The truck lies in a dense forest section in a very steep terrain. By coincidental discovery of the wreck one would notice a more or less massive diesel engine on its load bed. idea: get this engine out from the wreckage and transport it back to a safe haven. One would need a strong car and a t least a strong cable winch. (add some magic here why it would be easier for more men/women than for a lone wolf on his/her own). goal: use the diesel engine stationary on a location to restore electricity......or how about a pick-up truck with a diesel engine on his load space to create a wheeled power source? ;)
  8. joe_mcentire

    [SA] Endgame

    my approach to such a topic: http://dayzmod.com/forum/index.php?/topic/124356-player-decisions-unlocking-new-content/
  9. joe_mcentire

    Matches and lore elements (hear me out)

    All my yes. i would love to see "artificial" content and signs of (former) life besides content "created by the players". I can see where Dean is coming from with his idea that all content should be solely based and created by the gamers themselves but this is like Communism, it only works in theory. add cassettes to use with radios where you could hear some 80's music or last moments of ppl (use some from the dev-team or the community) talking onto them...
  10. joe_mcentire

    DayZ Mod 1.7.7.1 Hotfix

    you seem to be new to DayZ ;)
  11. joe_mcentire

    Infection benefits

    HATE! o.t.: no i don't like the idea. i cannot think of an infection where you gain even temp. something good. Keep in mind: AN infection is not the same as THE infection
  12. does it seem just to me, that now everything seems to go "blow on blow" right at the moment?
  13. to me his statement was a bit unclear. i think most of the time there are pretty neat suggestions. the ones which you used for example are pretty damn rare. i cannot totaly agree with "ideas are worthless, mechanics are useful".
  14. sooo......Rocket "complaining" about suggestions sooo....what? does it mean i can only post suggestions if have an overall concept for it?! this is bugging me a bit... http://redd.it/1lyytw although i have to admit the post he responded to was pecked with very general and over and over again mentioned suggestions edit: and YES this is an attempt to start a RIOT!
  15. joe_mcentire

    More Apocalyptic World.

    already been suggested. rocket hates the idea of a premade and "artificial" story, as he wants the player to create his/her own stories...which is imho bollocks. this would create so much atmosphere...even beyond tolerable limits ;) moreover there must be a story, made by the very events that took place when the infection broke out. so something like this is highly unlikely at the moment
  16. joe_mcentire

    Climbing in SA

    i suggested something like this some time ago. however such "team animations/mechanics" i saw Rocket posting recently how difficult and dangerous it would be to bring in entirely new animation-trees,,, :/
  17. joe_mcentire

    Climbing in SA

    yes! however i see no land for this...too massive the endeavour (anmiation-wise as well as environmental-wise) if it is almost impossible to create enterable windows in chernaurus+ this one is most likely impossible.
  18. cramps! you run and suddenly your legs tensen up.... you run like the pirate from Family Guy for a moment and then finally just fall to the ground like a fainting goat
  19. joe_mcentire

    DayZ Developer Blog 7th September 2013

    i personally think releasing DayZ without the Z would be a highly riskful endeavour. don't know what to think about that :/
  20. joe_mcentire

    DayZ Developer Blog 7th September 2013

    at the very moment: No source: http://www.reddit.com/r/dayz/comments/1lwrm9/sa_medic_vest/cc3muqn
  21. Although some conditions may have changed since we had this lively discussion about "micro-skills" or the like and some things from the initial post may now be not "valid" any more due to recent changes and infos about the SA: so due to recent talks about value of life etc. feel free to read through this thread (i also highly recommend its predecessor which is mentioned in the intial post). if you don't agree with some statements per se, maybe you still could find something that give you ideas to change this ultimate problem of player identification with his/her character. also have a look at this (happened some time later): http://dayzmod.com/forum/index.php?/topic/125087-progression-system-in-dayz-standalone/) Would be nice if we could refine ideas to make something subtle that could add more depth to a character. there must be more than gear alone
  22. and yes i read his post, but this sounds like BS to me ;)
  23. joe_mcentire

    DayZ Developer Blog 7th September 2013

    one question arises...why so much effort and focus on guns when they want to make ammo scarce as hell? ;)
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