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Everything posted by IkaikaKekai
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Make train locomotives function with possible ability to put tents on flatbed cars
IkaikaKekai replied to Uncivilizedgaming's topic in Suggestions
Doubt it, but railways don't exactly refuel from jerry cans, modern US rail facilities have dedicated fueling stations where the loco pulls up, a crewman hooks up a hose to the tank and starts up a pump. But, that 30 jerry cans of fuel might be enough to get it fired up and either closer to another fuel source or to such a facility as mentioned above, then you'd have a lot of fuel that would last a few days of medium use. The biggest hassle I would see after getting it repaired and fueled would be keeping tracks clear. The main line we have access to is single track, with only a couple of sidings here and there, with most of them being in the cities. That and there's a lot of rolling stock and other locos on the track that would be blocking. It would be a lot of effort but could have big payoffs, you wouldn't put barrels or tents on flatcars, you could load boxcars up with loot, with possibly a passenger car or a caboose to transport other players (assuming we don't just sit in the boxcar or on the loco). You and your group could clear the tracks from Vavilovo to Kamenka and use the train to move loot between the major cities to the closest point you set your base up, assuming you don't make your base on the rails or in a railyard. -
Make train locomotives function with possible ability to put tents on flatbed cars
IkaikaKekai replied to Uncivilizedgaming's topic in Suggestions
This conversation has taken place many times before. I too would love to have trains, and it would be possible (people have made mods with working trains and locos in Arma2 and even a couple of mods based off Dayz Mod), but for the most part it wouldn't be realistic. I'm not too familair with European/Russian rail equipment (I'd love for a dev or a Euro trainbuff to chime in and tell me what model they used), but an SD40 (which looks simular to the locos in game in size) have a 3000-4000 gallon fuel capacity, a jerry can isn't going to cut it. -
TwitchCon - DayZ (Tisy Mil Base, Little Bird, Beards)
IkaikaKekai replied to Yuval's topic in General Discussion
To add to Whyherro Tisy already exists, they're just going to add to it and make the area contaminatied. -
There's mosques in chenarus? And why would straw hats be rare? Or suits for that mater, just becuase it's a mostly rural area doens't mean everyone's the Russian/Post-Soviet equivlant of a Redneck. They might not be running around in Hugo Boss or Armani but suits aren't exactly rare.
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Textbooks sound like a good idea, might be able to tie it into the soft skills thing they're thinking about. They could add 'uselss' textbooks (math, economics, histroy) as well for filler/fuel. Even if they were in russian/crylic they would still be useful with the images in the textbook. So you might be able to learn how to purify water from a science textbook, or get crafting recipies from them (home made smoke bombs for example) just from the illustrations, but those who can read the texts will have a fimer understanding of what to do. I don't know about using skateboards as human transport, considering how rural the area is and they're not exactly off road friendly. Now if you could say take a skateboard and use it to transport heavier objects (skateboard+ rope + barrel), or even as a weapon. I believe chalk also has some non-drawing/writing uses as well. So it could be used for some crafting as well
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Well I think they'ed still have to 'delay' the release of SP, if nothing but for modding reasons, till after they get rid of the 'last' of the legacy code in the engine, which I think is the 'milestone' they have in mind before they declare Alpha over and we move into Beta phase.
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I would assume they're working on it, and as you say, it won't delay anything as it's already on the roadmap and schedualed to coincide with modding support.
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Canteens.....and that voice in the back of your head
IkaikaKekai replied to Jex's topic in General Discussion
The voice in the back of my head since they added waterborne diseases. "Hey look a canteen, finally!" Dump it. "But, but it's not even 100% full." Dump It. "There aren't any waterpumps nearby." Dump, It! *Whining and whimpering and the sounds of water pouring out* -
Pretty sure the pressure of the tire would fuse the skin around the wound, so at least you wouldn't need to worry about bleeding out. Just missing a leg and possibly dyeing of shock.
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More likely another game.
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Is it time for single player mode yet?
IkaikaKekai replied to UltimateGentleman's topic in General Discussion
Hosting our own servers, not yet. Single player is in the works from what I hear but not out yet. -
"Mop...mop..."
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I would think with a wipe it'd reset our skills, but I haven't been keeping up on development and couldn't really sit through the last video they posted. It would make sense that they'ed get reset if we lost our skills on death, as that's basicly what a reset is.
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Heh, that looks pretty cool, but more like, "Mosin .22 Replica confirmed"
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Think they're disabled on stable for the time being because of some issue.
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Your first picture is more than feesable in DayZ. Shelters like these honestly do not take much skill to erect, just common sense, and could be made from a variety of material. Thatching would be doable but it'd be more resource/time consuming than say just finding a bunch of nails and plywood/sheet metal/tarp laying around in the cities (should still be an option for the 'pure' survivalists playstyle, "I made it out of guts, sticks, and grass!"). On a gameplay aspect they'ed have to keep player made buildings small and destructible. Don't know if you've ever played Star Wars Galaxies, but playerhousing ruined some of the immersion. You get 1km away from a major city like Mos Esiely or Theed (outside the nobuild zone) and there'd be shittons of small houses cluttering up the landscape acting as player stores or storehouses. I could see structures like these being tools for greifers, (EG using a bunch of them to make makeshift walls in a major loot spawn to protect it from non server jumpers) but that could be said of anything. There could also be the problem of them taking up server resources and causeing lag, again a greifer move, building many of them on the outskirts of the map to cause lag. That said, lots of places to aquire building materials for them already existing, junk piles, lumber yards, general loot in cities, ect. Something like this would take a bit of skill and a lot more resources (even for a mud and logs thatch house) to do, don't really think it'd fit as something player built, but if it was an existing structure added to game to add a little more variety to villages that'd be awesome.
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I didn't say anything new was bad. But this isn't quite new, 99.9% of the suggestions to this forum have been said time and again, most have either been confirmed as something that will be in, or something that won't be added for one reason or another, weather just not being feasible (as an engine limitation or a 'realism' limitation), offensive (adding sex/rape and masturbation) counter to the goal of the Game, or just downright silly (check the graveyard for some examples). Maybe I'm still speaking in the SA mindset, but NPCs don't really fit in the game. I've ran into NPCs on the mod on otherwise vanilla servers before, just a bandit Zigzagging (literally, zigzagging in perfect 90 degree angles) through the forest before it saw me laying prone and watching it from 200 yards away and killed me in the first two shots of a full auto barrage. We've already got enough threats from players without literal fully kitted aimbots wandering around. Speaking for the mod, yeah an unarmed civi that spawns in high zombie areas with the sole purpose of getting killed, I could go either way. In SA, I don't think that'd fly too well, unless they made it more like a dynamic event (Chopper Crashes) where a recently dead body spawns in random locations and has a chance of spawning some low level gear (food, civilian gun/ammo, a pack) around it and be an attractor for zombies. But still, that's a bit redundant, we have players that do that already, we just need to work on the despawn factor so the body and gear wont disappear after 5 mins (or whatever the current timer is)
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Mmm...sorry about that, mostly go by recent radio chatter and not used to people talking about adding NPCs for the Mod since it's fairly easy for a server to put them in themselves.
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Devs have said time and again, there won't be NPCs or AI other than Zombies and Animals. There won't be AI Bandits Roaming the Hills, there won't be AI Survivors scavengeing for food in the cities, there wont be AI heros running around trying to kill AI and player bandits.
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http://www.amazon.com/Forum-Novelties-Shell-Bra/dp/B0087UH814/ref=sr_1_2?ie=UTF8&qid=1439409320&sr=8-2&keywords=clam+shell+bra
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Instructions Unclear, sitting in HPD lockup...
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Hmm, like the idea of a working gun range, but no safe zones or 'zombie pidgeons'. Would be good for testing/zeroing weapons as well as general practice. The idea of the steel resetting targets, as well as paper targets (another use for paper notes) for testing accuracy and 'spread' of guns would be nice. Might even be a good spot for gun related loot (civilian accessories, bullets, and magazines)
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However they tweak the timers for them. Plants a week and trees a month, with 24 hours required for fruits to regrow after harvest. Hmm...that sounds like it'd be cool, but easily greifable at the same time. In the Mod a guy with a Ural could deforest an entire area if he was going at speed. Maybe not so much that you need to replant a tree once you chop it down, but that the tree won't respawn on the next restart.
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Planting slow growing trees isn't very realisitc. Much as it might add a little bit to the game via basebuilding and such. Although really for those of us that 'memorize' the landscape it might help is find your base more than hinder it. "Wait a sec, there aren't any apple trees to the north west of Zelnogorsk..." or just noticeing that there's trees where there shouldn't be. That said, there must be some tradeoffs between realism and gameplay. If they could find a way to balance it so say you won't have a fully grown apple tree in an hour. Now whenever they do the 'final' tweaking for horticulture and if they add trees it should take something like a week of real time for a tree to grow and start to bear fruit, and about a day for a plant to go from seed to fruits. Not sure of the needs of banana trees to grow/prosper but they do grow pretty fast (not a true tree however).
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Didn't they add in vodka, dimebags, and cigarettes a while ago? Granted I've never seen any of them...