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Everything posted by joe_mcentire
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DayZ Developer Blog 8th March
joe_mcentire replied to mattlightfoot's topic in Mod Announcements & Info
well imagine this as easiest way for even anything. you could even use this idea and create some sort of mini-games, without the massive effort of creating a real minigame with new anims, models, textures etc. Of course it shouldn't be overdone, but i could imagine this as "mini-feedback-games" when it comes to repairing vehicles and diagnosis of illnesses and such to some degree. It would be a reasonable tradeoff between realism/authenticity and feasibility (;) i strategically place "subtle microskills" in here ;)) -
DayZ Developer Blog 8th March
joe_mcentire replied to mattlightfoot's topic in Mod Announcements & Info
well back in the day we were lucky to find a potato to play with...well back in the day when my me and my father were just boys.. -
give us what we (do not) need! - junk and unique loot
joe_mcentire replied to joe_mcentire's topic in DayZ Mod Suggestions
- cow bells: can be used as signals for whatever, or are just for traditional costumes.. - old WWII medals from nazis as well as from commies (only stylized ones) - hobbyhorse: also useable as crutch or as melee weapon - oil lamps/lanterns: well we have communities with outhouses...so i guess they would have also needed something like that ;) (Amnesia anyone?) - mannequins: in shops, in warehouse maaybe.. could be used later when there would be electricity available at some point - fuses (both for vehicles as well as for normal building el. circuits) - light bulbs - el. cords ... -
give us what we (do not) need! - junk and unique loot
joe_mcentire replied to joe_mcentire's topic in DayZ Mod Suggestions
help this thread!! Fraggle! you! i demand at least 3 suggestions and they better be good! -
DayZ Developer Blog 8th March
joe_mcentire replied to mattlightfoot's topic in Mod Announcements & Info
i am somewhat scared from the SA. from time to time i read warz threads and there are a maaaaaaaaaanny guys which say they just wait for it to be released... the fear of the unknown i guess... -
back to topic: i once already suggested crutches, just for the simple fact that you would use it when you would have broken legs. you could at least walk upright (see possible threats and move way faster) and relieve the pain; which brings me to my "useless" junk thread...
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Huge concept with different side features: Every action leaves a trail. Players heavy influence on the world and the consequences
joe_mcentire replied to DZR_Mikhail's topic in DayZ Mod Suggestions
did you have a talk with Dean in terms of leaving empty trash behind? ;) -
personally i feel to fill the actual map with as much "life" as possible - which fine contradiction to a zombie apocalypse ;) - but i really mean it, props of ANY kind, little bits and pieces here and there, fill buildings and streets with more signs of former life... then keep on expanding the maps.
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End Game: Gardening, not "Events"
joe_mcentire replied to roykingtree's topic in DayZ Mod Suggestions
HERBS! nettles, peppermint, camomile, salvia etc BERRIES! wild fruits and veggies in backyards! -
DayZ Developer Blog 8th March
joe_mcentire replied to mattlightfoot's topic in Mod Announcements & Info
who?! -
DayZ Developer Blog 8th March
joe_mcentire replied to mattlightfoot's topic in Mod Announcements & Info
nonono.. -
DayZ Developer Blog 8th March
joe_mcentire replied to mattlightfoot's topic in Mod Announcements & Info
some things could be "checked" by pressing a button. Press "X": anim with raised hands in FOV "i look pale" or anim with shaking hands or anim with hand touching head " i'm feverish..." if things are really obvious anims could automatically be triggered; ???? --> text appears ("you feel sick") --> player starts vomitting -->player presses "X" which triggers the anim where the player checks his head "seems that i have a fever..." ---> conclusion: ???? = bad food ergo food poisoning -
DayZ Developer Blog 8th March
joe_mcentire replied to mattlightfoot's topic in Mod Announcements & Info
NO he meant everything else you could not depict by audio/video -
DayZ Developer Blog 8th March
joe_mcentire replied to mattlightfoot's topic in Mod Announcements & Info
hunger --> sound of your stomach thirst --> sound of your mouth, you eventually make when it is dry (i really don't know the proper word for this "dry-mouth-munching" :P) -
DayZ Developer Blog 8th March
joe_mcentire replied to mattlightfoot's topic in Mod Announcements & Info
you could add these systems also for a more complex mechanic-system. (a way to add subtle "microskills" btw ;)) -
DayZ Developer Blog 8th March
joe_mcentire replied to mattlightfoot's topic in Mod Announcements & Info
i mean why not? how could you display "fever"? -
!? have you ever tried to go, besides downhill, by wheelchair! try it then rethink this point ;)
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DayZ Developer Blog 8th March
joe_mcentire replied to mattlightfoot's topic in Mod Announcements & Info
huge suggestion there: veggies and fruits also as consumables, maybe in the backyards... HERBS! useable for the new medic-system! -
i'm kinda curious, as Dean and his team promised some huge structures which ones we're going to see? maybe a glimpse by the next two updates...
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haha you again ;) no one mentioned the minigames yet? hm? :P you cannot deny this is topic clearly mesmerizes you ;)
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just really check out the provided link. - we (a bunch of guys) came to a broad consent regarding "microskills", which means e.g. that they mustn't have any direct effect on combat systems. no faster shooting, no one hit kills, no taking more hits... none of this. it should give more meaning to a dayz-life, deliver more "content" besides PVE and PVP everyone how wants to focus on this should have the chance to, anyone who doesn't care shouldn't be influenced or notice that at all. again: read it from start to the end, and please try to bring arguments not "NOOOOOOOOOO"-s ;)
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that'S the point everyone cries that there is not much left to do and it leaves just PVP to players. so why not add subtle skills. of course death means ultimately the loss of everything!
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On game design, "progression through equipment", and a system of micro-skills
joe_mcentire replied to GodOfGrain's topic in DayZ Mod Suggestions
and thank you for keeping this thread floating on the water ;) (i really recommend, read through these so far 4 pages, then try to give a constructive answer) moreover: at least 40% of the poll provided in the inital thread voted for such a skill mechanism & Dean and his team are seriously considering "subtle skills and perks". as long as we do not start our stereotypical thinking process and try to be creative this could really add something for the long-term and atmosphere...even when the initial "WOW" of the SA would wear off -
you guys have to face it, that dean and his team already vividly think about subtle skills and perks to implement at some point inot the SA. edit: check this thread out and write what you think. i would recommend also the one which is posted in the initial post