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Everything posted by joe_mcentire
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Can a moderator...or anyone give me some advice?
joe_mcentire replied to Survivor05's topic in General Discussion
Look for private Servers get whitelisted and you're good to go. -
role playing - which additions would we need for our role playing servers (items, craftables, loot, objects...)
joe_mcentire replied to joe_mcentire's topic in Suggestions
i would like to see an addtitional mountainesque area north or west of Chernarus+ with smaller villages and people with their own traditions and costumes, hence imagine playing as one of the goraly fighting for their kind, fending off all evil with their traditional weapons -
role playing - which additions would we need for our role playing servers (items, craftables, loot, objects...)
joe_mcentire replied to joe_mcentire's topic in Suggestions
related to the banknotes idea: this picture was posted by the arma 3 dev team months ago basically thanking the dayz-dev team for the items...sooo...interesting indeed.. -
Meet & Greet hosted by [FOG] (Jan. 18th, Sun.)
joe_mcentire replied to blunce's topic in General Discussion
i am quite certain they did looking at your profile pic hahah -
I've read most recent threads and realized that there are some issues constantly emerging with some ideas. No matter if vehicles, tents or (eventually implemented) team bases, or team effort ideas (e.g. fixing up and maintaning a power plant), they all share at least at some point one problem: What happens if you and/or everyone else of your team logs off from the game? Simple as it is now: abandonment. But is this still a valid and proper mechanism, is this as good as it gets? Just some basically developed ideas from myself: vehicles, tentsas they are objects, it would be easy to attach some info to these. such as last operator/owner, time owned by this owner etc... Based on these information, these objects could simply log off along with your character as long as you're in a reasonable vicinity to them. Problem: Is this immersive at all?! team bases (hypothetical)A group could run a "base"-structure. Let's just assume again there is some mechanism that binds the "base" itself to a person. The main idea here could be that every person (no matter if it is a clan/team/group or not) becomes an owner-"candidate" as long as he is in or again in a reasonable vicinity to that base. The moment he is too far away he loses this candidate status. Now after "X" hours of being candidate you change from candidate to owner. Which means the base-structure lists you as its owner in its properties. Issue: So you have to stay in that base for "X" hours?? We are a group of 6 ppl, it doesn't make any sense that all of us must stay there that amount of time! Another idea could be to implement "quantities" which incorporate the "candidate"-idea. Let's say all candidates that stay "Y" min. together in that base-area would be identified as one quantity. So as long as >= 0% of that quantity stays in the base the "ownership"-timer still will run down. (the same if the quantity is still one single person) So how to deal with logging off? Of course it is not possible to maintain that ownership by always keeping at least one member of that quantity online. It is impossible. There are now again three possibilites: The base gets abandoned leaving the possibility for everyone to become owner, with the same working mechanism as brought to you before, leaving the owner no chance to defend.The base itself is a new instance (meaning loading screen; but only thinkable for tunnel/cave systems in my opinion).The base can get locked in some way, so no other can take over the baseIssue for the latter: What if the base-owner plays on a very unregular basis, leaving no one a chance to take it over? A "Cool-off" or "Abandonment" timer could be implemented. Let's just say 24/48 hours after the last visit of a member of the quantity the base again is free to take over; meaning the same procedure execution as above mentioned. It could be more/less fair for the opposing forces and for the team that owns the base as well. *EDIT: Of course one idea could be to build bases without the (postulated) idea of a dev-defined and fixed to a point base-area, meaning one can build (with a proper crafting-system) a base wherever and out of whatever one wants. Now go a step further: what if you have some kind of "foundation stone". By placing it you define a new base-area of a radius r = "Z" meter. This gives the chance to build more hidden bases and the chance to define the look of it way more independently. Can be almost ruled out : http://dayzmod.com/f...20#entry1204654 team effort ideas (e.g. maintaining a power plant) (hypothetical)This could work similarly as the example above. Let's just focus on the maintenace-part. Again you must stay at least "X" min/hours at the scene, so the plant/factory/whatever to start working by itself. Again two possible ideas for the autonomous functioning of the plant: You need someone after "Y" hours to come and handle the process so that it won't destabilize/shuts down again (the "LOST"-approach)or the "fuck the majority"-approach by introducing passive NPC's that pretend to oversee the process; no one ever has to come back constantly to "press the button". This would also grant the possibility to deliberately sabotage such team efforts, by intruding and killing everyone..So what do you think about that, or better what do you suggest?! edit: Maybe also check this thread out: http://dayzmod.com/f...ge__hl__regular or this one: http://dayzmod.com/forum/index.php?/topic/127431-standalone-suggestion-bases/#entry1227195
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how to handle property - the issue when being offline
joe_mcentire replied to joe_mcentire's topic in Suggestions
i thought i would dig this one up again. bases might be reality sooner or later. any information or links what has been said and done in the meantime. for what it stands, the issue remains (at least for public shards) -
awesome idea and awesome thread so far. also running shall have severe impact on the sound you make for example in a forest.
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so what about this idea Hicks? haven't heard about skills in ages.
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Russian Community Consolidated Suggestions - A huge presentation for Rocket.
joe_mcentire replied to DZR_Mikhail's topic in Suggestions
a little reminder for our devs right here... -
can't stress this enough. a tarp would be (imo) one of the five most important things to have in a survival situation. so much room for activities! makeshift...bag, shelter, stash, trap, water shield, weather protection, container, poncho....
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Objects and their impact on everything - effects detached from us players
joe_mcentire replied to joe_mcentire's topic in General Discussion
that's really a design question and a bit a litmus test right there. are pros outweighing cons? i'd say yes but yes, no one might stop you destroying everything. you could, however, add noise and functioning zeds and there you have an convincing way to stop you from doing so. -
Very overpowered steam feature? Recently played with...
joe_mcentire replied to yazar8's topic in General Discussion
offtopic: kichi your sig is from reddit, isn't it? i think it's actually quite useful to have such an option, what do you mean with OP? -
haha this is actually an awesome idea XD. only being able to eat powdered milk, add straws to this and there you go ;)
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i wonder what the new overhauled melee system will comprise in that regard.
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different stages for craftable objects - proper workflows with proper time consumption
joe_mcentire posted a topic in Suggestions
what i want to do: adding several different stages for craftable objects - proper workflows with proper time consumption. a simple example to start with: to craft a bow you enter the inventory to drag an ashwood stick onto a rope or vice versa and select the proper option et voila you now have a proper bow. bland and boring if you'd ask me. not really worthy of a true survival game how i think it could be done - Part I: the basic considerations: the idea is now rather similar to how we consume goods already ingame. you can eat/drink your rations in portions or everything at once. everything takes a defined amount of time providing a proper trade-off between being vulnerable for the amount of time or/and gathering needed energy to stay healthy. how i think it could be done - Part II: the idea: How can we use this idea now with crafting? back again to our initial example: the bow. You can craft now a bow in X stages. By selecting craft bow you start an (i'd suggest - at least for a while - generic) animation that indicates that you're about to craft something. Now let's say to finish your piece of work you need Y seconds. So if you let your char finish the whole crafting procedure you shall be rewarded with a fully functional bow. However interrupting the procedure can leave your work only partly finished - it remains in a certain stage of the acual workflow. (let's just say Y/X seconds to jump to or remain in a stage.) what i would like to achieve: give time and time we spend on objectives more value, more weight......which also leads to a deeper and more rewarding crafting-experience......and overall again to a slower pace of gameplay......and an imho better survival experience.anything left to say? yes! you would have several options and could build on such a system. some examples: you could deconstruct certain objects to get seperate fully functional pieces of loot until you haven't reached a "certain" stage of "no going back".You (the devs) could experiment with longer times to refine the crafting ingame: improvised weapons/objects would become much more of a reward and objects of (personal) valuenot fully developed (finished) objects could still be usable but wouldn't work quite properly or have distinctive drawbacks, might even be harmful if the player is unaware of the current state/stage of the developed piece of workcertain loot and objects need to be added at certain stages to add correct workflows for certain tasks to the game. you need to remember them or use your notes.etc.So please, share your opinions with me and... Cheers! In addition: also consider this thread (reddit):"it's about time" - or why we should give "time" more weight, also with Rocket giving a good explanation why "time" is quite a problem within the realm of MMOs. -
different stages for craftable objects - proper workflows with proper time consumption
joe_mcentire replied to joe_mcentire's topic in Suggestions
my new year's resolution: give more time! the whole hermit/makeshift lifestyle can only benefit from such a mechanic. -
Objects and their impact on everything - effects detached from us players
joe_mcentire replied to joe_mcentire's topic in General Discussion
That was the impression given to use by DH some months ago: you can add any new property to any new item. i thought it would open doors into possibilites beyond believe tbh. however turned out to be way more restrictive and difficult atm to implement such a system. (see banana in holster e.g) -
different speed "modes" for our actions: from cautious/slow but silent to fast/hasty but noisy
joe_mcentire posted a topic in Suggestions
Long time ago i made a post on reddit about time: "it's about time" - or why we should give "time" more weight with the idea that the "right" amount of time every action and task may demand could change the whole gameplay. the idea back then was to stop any animation at will so that you would need a dynamic amount of time for every action. (eating fills a %-bar, if you'd stop the animation, the bar would halt at the current level e.g.) /u/rocket2guns responded to this bascially saying: full link here: Rocket comments So basically things that consume a "dynamic" amount of time are (at the moment) too taxing and demanding for the already stressed server. However, i'd like to use this opportunity to make maybe a much easier and straight forward suggestion (hopefully my understanding and assumptions are correct): (at least two or) more different modes for different actions. two or more types which can be used in any given situation, the normal animation: takes a defined amount of time X (as before) and a moderate amount of noise, normal effectivitiy/chance to succeed the slow animation: takes a defined amount of time Y > X and causes a lot less noise. can be used in ambush or general stealth/sneak situations, higher effectivity/chance to succeed the fast animation: takes a defined amount of time Z < X and causes a good deal more noise. can be used in getaway situations or general situations where swift reactions are substantial, lower effectivity/chance to succeed Also for the sake of simplicity we could assume that each action with its set of different speed modes would require the exactly same animation which would only vary in its processing speed. Also an alternative: get rid of e.g. normal and provide just slow (as a default) and fast animation modes. Things to consider: fixed/constant processing-times, no dynamic time - everything fully deterministic, only one animation per action which only varies in its processing speed The idea is to give more freedom to gameplay: do you want to reload your gun cautiously and silently to ambush someone or do you want to just reload as quick as possible to prevail in a standoff situation? Do you want to devour the last pieces of food because you see a torchlight in the distance or did you just hear something in the bushes so better swallow the rest of your meal as silent and careful as possible? to summarize via examples: reloading: slow, silent (stealth) vs fast, noisy (standoff)open cans: slow, silent and leaves you 90% in can vs fast, noisy leaves you 70%picklocking: takes fair amount, with little noise, high chances to be successful vs hasty and tinkling with high chances to be unsuccessful tl;dr: different speed modes with deterministic "exec-times" for different situations with different benefits and drawbacks. fyi: - Rocket -
different speed "modes" for our actions: from cautious/slow but silent to fast/hasty but noisy
joe_mcentire replied to joe_mcentire's topic in Suggestions
in addition this approach wouldn't even need a new animation-tree for every action, the same animation tree only accelerated/decelerated might to the trick. -
The idea: instead of generating objects with single doors to open/close and "actively" search for loot add just a looting process of/for containers (cupboards, fridges, lockers, etc.) and therefore add these containers into the game world. The action menu shows loot xyz when the cursor would point to such a container. by selecting, a 5s to 10s animation starts that indicates the looting process. Either during the looting process or afterwards "random" loot items are added to the vicinity window of your inventory. You could "save" the actual loot for every examined container. but you still wouldn't have to spawn the loot actually into the game. you would need basically some kind of lookup table in place for every (already, at least once checked) container. that way you would guarantee that loot wouldn't change every single time someone browses through. Cons: of course not that immersivePros: you don't have to actually spawn the loot into the world as long as nobody searches for iteffectively more items available for players but without the corresponding load for the serveradds slower pace to the scavenging aspect of the game, as there is already more a rushing through in the current buildsAny ideas and thoughts? what could be tweaked? why is it a bad idea? am i missing something?
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Do you think Bi will add that little bit extra when dayz is done?
joe_mcentire replied to Sooden's topic in General Discussion
i think they will focus in a DayZ 2.0 and leave the rest for us to create the wildest mods to think of....which is a good thing i would suppose. -
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has anyone infos about how they pulled off rivers in the new VBS 3 engine? pretty damn impressive. i know most likely there has nothing changed regarding the roadmap....but damn rivers, actually a bigger stream running across the map creating some strategic narrows. ah yes at least for DayZ 2.0 that'd be something
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different speed "modes" for our actions: from cautious/slow but silent to fast/hasty but noisy
joe_mcentire replied to joe_mcentire's topic in Suggestions
Being fast is not always reasonable. Hence i would provide this tradeoff between fast BUT noisy and slow BUT silent. I think every Addition to more depth in gameplay leading to more variety in tactical choices is worth to be thought about