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joe_mcentire

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Everything posted by joe_mcentire

  1. joe_mcentire

    Player decisions: Unlocking new Content

    of course i also share the idea, like in reality you need many people, e.g. for running and maintaining a power plant. Obviously it will be another aspect for team/social players. But you can do something equivalent, on a smaller scale, also for the lonesome survivors. What comes into my mind... special clothing as a reward for example...or unique items, like a bag full of ruble. What you do with it, it doesnt matter, maybe leave a note on a table and create a quest by yourself... i think this has some potential. It is something the devs can throw out into the game, but it is up to us, what we do with it. edit: following text is now in initial post:
  2. joe_mcentire

    DayZ Devblog 15th February 2013

    it would be the best and most reasonable thing, of course, to stream videos of those closed beta-tests. It is obvious that no bugs or oddities will stay undetected under our Argus eyes. Therefore we all can help to improve the game in such an early stage... :P ...but tbh why not!?
  3. joe_mcentire

    DayZ Devblog 15th February 2013

    guess...who got one!!!11ONEELEVEN : (
  4. joe_mcentire

    DayZ Devblog 15th February 2013

    History of Mankind has shown as over and over again what will happen without proper restrictions and framework conditions.
  5. joe_mcentire

    DayZ Devblog 15th February 2013

    you got my beans because that is actually an undeniable issue.
  6. joe_mcentire

    Player decisions: Unlocking new Content

    you know that's the reason why i call it "quest". edit: following text is now in initial post:
  7. joe_mcentire

    Huge Structures in DayZ SA

    i am somewhat unsure about that. it should stay in context. so what could lead into contamination?
  8. joe_mcentire

    Zed spawn range

    Well...as Gordon Ramsay likes to say: "Shut it down!"
  9. joe_mcentire

    DayZ Devblog 15th February 2013

    i don't know but i got this idea of content unlocked by the players themselves. So therefore ppl will have the chance to unlock their own "quests" with no use of NPCs
  10. joe_mcentire

    Player decisions: Unlocking new Content

    well yeah...i mean the reverse thing... like the brakes in elevators. They are active when powerless. But :D your point, a little unclear worded by me.
  11. joe_mcentire

    Huge Structures in DayZ SA

    I think that thread could also be linked with this one: http://dayzmod.com/forum/index.php?/topic/124356-player-decisions-unlocking-new-content/ New areas could contain unlockable content due to player interaction
  12. joe_mcentire

    Player decisions: Unlocking new Content

    and when talking about unlocking content...think about electrically sealed doors. The power of "that" power plant would unseal that door eventually. So it fits perfectly to the OP. B) Your move!
  13. joe_mcentire

    Player decisions: Unlocking new Content

    hey you started that power plant thing ;)
  14. joe_mcentire

    Player decisions: Unlocking new Content

    that's the crux with dayz, you simply cannot implement anything anyhow. Everyone expects a proper basis of realism and authenticity. So firing a Power plant by simply giving 1 coal piece every 30 min., well ppl could embrace that for the sake of having a power plant which provides electricity but maybe they won't because it's too casual. I think it's all about plausibility.
  15. joe_mcentire

    Player decisions: Unlocking new Content

    Yeah but there are some issues that come with it. 1.) ppl would insist on a somewhat plausible way to repair and get the power plant back going. I think this means great effort for the devs. 2.) You should keep it running all the time, therefor everytime players would have to handle it whenever they're online. But who would do this? Hey i'm playing dayz tonight maintaining the power plant! yeah..maybe once...when you're drunk or something like that. That are some issues i say when it comes to such huge implementations. PPL won't do monotonous things like that. They play games to get away from their monotonous life (exaggerated) So i thought of little more convenient possibilities, that don't need that long of a focus. edit: XD it was not really my intention to focus on Team based experiences, as for myself, I always tried to be a loner ... so my suggestion backfired massively... ;)
  16. joe_mcentire

    Player decisions: Unlocking new Content

    yeah i would not pin it down on an overpowered godsend. This would be just a possibility. The main idea is more that, as said, you or a Team can unlock certain equipment/vehicles/memorabilia or just background info directly linked to the apocalypse or to a certain area in the game. If you want so, you can implement things like these also doable on your own. Please don't fixate on the example, it was merely an illustration
  17. joe_mcentire

    Player decisions: Unlocking new Content

    it was an example you know...really?! :o
  18. joe_mcentire

    Player decisions: Unlocking new Content

    why answering at all... :facepalm:
  19. joe_mcentire

    Player activated environment sounds

    breaking twigs are absolutely random, so it would be nice to add some generic props (old rotten trees, thorn bushes like raspberries, etc.) which will, at all events, give away a person hitting/touching it. They make louder sound and these are avoidable. So you have somewhat a chance to make as little noise as possible.
  20. joe_mcentire

    [3D model] Different Food Qualities (3/29 Update)

    I'll have my Samson to keep me calm...it also dries my tears
  21. joe_mcentire

    End Game: Gardening, not "Events"

    imagine this all handmade!
  22. joe_mcentire

    suggestion: Caves?

    some cliffs...would be nice btw..
  23. joe_mcentire

    A Way to Introduce a more Work-together environment?

    i agree..the best way is a mixture of both, as you can not deal with everything in an authentic manner in the game (like 100 highly sophisticated simulator-games in one) and you also do not want a dull grinding kind of experience. I think as far as it is possible, try to map the real life skills into the game, but you will simply hit the wall at some point. Well with the infection and treating system. At some point this all would end up in mini-games, and when it comes to this i have my doubts quite frankly. Is it easier/more effectiv/reasonable if you would have a mini-game where you have to hit the vein with your syringe properly or just a slight skill that lets you finish the procedure in 1/3 of the time than normal, because it lets you assume you are better in hitting your vein? That's where you can draw a line and say: we can implement that 1:1 or we can have something artificial in addition to add depth. At some things the one will be in favor, at other things the other one.
  24. joe_mcentire

    Player activated environment sounds

    OWLS for god's sake! Swamp at night, whhhoo OWLS! Fog at nIght,,,whaaam OWLS! i think you got me! also jackdaw, creepy little brother of the crow and bad ass noise-maker! also cuckoos! I'm sorry Dr. Planck...these are not really a valid addition to your suggestion, but i want them!
  25. joe_mcentire

    Suggestion: Bird Noises

    Dr. Planck...we meet again..i feel we have unfinished business.
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