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Everything posted by IkaikaKekai
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Zombies are 28 days later Type, not the Walking Dead type.
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It's already in both. You can get an infection from eating uncooked food or water that hasn't been boiled, or randomly from being attacked by a zombie, as well as when it gets cold (rain). As for getting an infection from a sealed container like can of soda...Thats not likely to happen.
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The train and loco shouldnt be very big (A switcher or small road engine and 2-3 cars/wagons) refueling it would be the most difficult part. Things like this would be easier to implement along with repairs and such.
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Would be a good target/asset. As of right now the tracks go through 3 of the major cities, Balota Airfeild, and some high value loot areas (solnichy factory). Group of 4 on overwatch, 2-3 running around grabbing supplies, and of course the engineer also on overwatch while the train's stopped. Overwatch do their thing, Scavengers go out with empty packs and grab as much stuff as they can/whats needed, then run back to the train to unload and jump back on, move on to the next stop, rinse repeat, fight off bandits/rival groups or scare away loners. Wherever you 'stop' you got cars waiting to load up stuff from the train and move back to camp. To be honest tank traps would probably be enough to derail/stop a train (you'd be surprised how easily you can derail a train)
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Actually, from what I've read in your brief post it WOULD be better to start a new Thread about it and is different enough to warrant its own thread.
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You're assuming there's 'warehouses' of AA-12s out there, let alone in some backwater like Chenarus or even in Europe all. By your reasoning there should be warehouses and warehouses of M63s and all the conversion parts all around the globe just waiting to be looted when shit hits the fan.
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I don't want the AA-12 because it doesn't make much sense to have it in game. AA-12 is still in the experimental phase of sorts, Saiga12 has been in use for a while and has actually been issued to armies and a few police forces. I can go down to my local gunstore and ask for a Saiga 12 (admitedly a sport model) and get one, I ask for an AA-12 and the Clerk is probably gonna look at me funny and say something like, "State and Federal Law prohibit the sale of fully automatic weapons blahblahblah." that or "We don't got none of thous." depending on who's behind the counter.
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Pretty much agree, they added it to video games because of the 'OMFG THAT'S SO FUCKING AWESOME WE NEED THAT IN OUR GAME!' Factor. That aside, I'd rather not have a gun that can blow through ALL my ammo in less than 30 seconds. I'd prefer if they added the Saiga 12 if they were going to add an automatic shotgun in.
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You used Necromancy on a shitty thread to advertise your clan's, admittedly cool sounding, achievement?
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I'll let the Jews tell you. http://youtu.be/CqgZnvfJ9Jg?t=4m
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As for your idea of a something like a heli crash, have random static cars spawn like how heli crashes spawn, but along the road or very near to them. Civillian-Random Civi car (Ural, skoda, ect) cars that have more gear than normal (non immune people trying to escape), have a high chance of a civi gun, low chance of a military gun, a box of canned food and box of med supplies, as well as 1-4 zombies spawning near the wreckage. Military- Random Military vehicle (UAZ, Camo Ural, etc), pretty much the same as a heli crash, 4-14 zombies spawn (depending on vehicle), Gear would range from Metric Shit Tonne (larger than an Imperial Shit Ton) of ammo, some of the 'rare' military guns, as well as food (MREs) and meds. Another Idea based off yours (but more serious) would be zombies trapped in random vehicles (seatbelt). They can only damage you if your close enough to them, but they could 'call' other zombies to them if they become aware of you.
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Decisions which defend can holding town or island?
IkaikaKekai replied to Deaf Survivor1993's topic in New Player Discussion
They all have their drawbacks. Island with snipers in the lighthouse, you'd be able to see any boats or choppers approaching your base, but the snipers/watch would be up in a tower and vulnerable to anyone with a rifle along the visible coastline. I'd have a .50 sniper and machine gunner up in the lighthouse, and a sniper on the hill in communication with the lighthouse team. They get taken out he gets anti sniper duty. Grasslands, bit too open to really be of any use. Not to mention lack of cover. Don't plan on holding onto any vehicles or tents. Forest has its merits, depending on where you set up you can have either a lot of cover, or a lot of blindspots. Keep in mind that choppers are your enemies in this situation. Especially if your on a sever that spawns lots of them. -
Probably mentioned a thousand times and my attempts to wade through the search results yielded no success so I'm gonna try and make this into a concise topic. Add Realistic Injuries to the game, and I don't mean 100% realistic where if you break a leg you have to limp around the forest with a cast on for 2 weeks of gametime. Or so realistic that say you get shot in the (name organ here) you need a transplant to keep living. There would be a bit of things you can do yourself with the right equipment, but there would be things you'd need another play to do to 'fix'. But even these injuries would 'heal themselves' over time (depending on the wound, 12 hours to 2-3 days of RL time (not in game time) ). This would add a bit of immersion to the game, say after your group is done clearing out some bandits/survivors at the airfield, you retreat back to your base/bunker to take care of the wounded. Or you and your buddy get ambushed in Cherno, you can head to the hospital and treat your buddy's gun shot wounds from the guy who just tried to ambush you. I will add more wounds/items as people post if I like the idea or think it would add overall. Mechanics Decided to make this its own section. Pain during treatment: Would apply to most treatments where makes sense. Painful treatments (setting a broken bone, removing bullet fragments, general blood loss) might cause your character (or the character your treating) to cry out in pain, go into shock, or pass out. Treatment: Painkillers and morphine (Before/during treatment), epi-pens (after treatment for shock) Expanded Bleeding: Just something to expand on the current bleeding effect we have. Right now, bandaging pretty much instantly cures bleeding after the animation, and we can only suffer bleeding once. Separate them into Major and Minor, Major would be what we have now, where if left untreated you would bleed out. Minor would be a small cut or scrape, something that if left alone would only bleed a little and scab after a set amount of time. (Lets just say major bleeding ranges from 100-500 blood every 3 seconds, minor would range from 1-100 bleeding every three seconds, and 'heal' after a minuet). I need more time to word this right, Im starting to fal aslep at the keyboard Treatment: Same old same old, bandages and 'time', disinfectant. Exam/Self Check: This is a means of checking yourself or others for wounds or injuries that might not be noticeable. Would be a semi simple thing where the player's character checks themselves for wounds, feeling their body parts for lacerations or GSW, as well as a means of determining how bad the injuries are, and would show up in the chatbox. Example: BigMike checks Clumzy for wounds... Clumzy has Major Lacerations on Right Arm Clumzy has Broken Right Arm Clumzy has Minor Lacerations on Torso Clumzy has Sprained Left Ankle BigMike checks himself for wounds... BigMike has multiple Gunshot wounds, Torso, multiple Right Leg, Left Leg BigMike checks Nick for wounds... Nick seams to be healthy! Treatment: Would be treated as an animation from the scroll menu. Sanitation: This would greatly affect your chances of getting an infection/infected wound. For some things this won't mater as much (broken bones). This would also take area into effect. For example if your treating a partner with a gunshot wound right in the middle of the forest, or next to a mass grave you have a higher chance of giving the person an infection. Doing so inside a building reduces it slightly, in a Hospital even more so, in a player base hospital (if they exist) will be the 'best' one if the 'sickbay' is kept clean. Maybe also with the option to 'sterilize' the area your in (using cleaning products on an operating table as well as sterilizing your tools), the possibility of having medical gear (face mask, latex gloves) further reduces chance of infection. This could also work against the friendly medic, forgot your gloves and mask? Great, that Hero you treated had an infection and you got it now too. Treatment: Disinfectant, gloves, mask, buildings, hospital. Infected Wounds: This would be a chance of happening with any type of wound, would just be the fact that you got dirt or some other foreign matter in the wound while getting the wound or treating it. Treatment: Cleaning the wound (could be as simple as actually washing it with clean water, or using disinfectant), antibiotics. Redressing Wounds: This would make it so you have a lower chance of getting an infected wound after the fact. Would be handeled something like how eating is now, you can only redress a specific wound every hour or so. Reduces the 'timer' for reopening old wounds and resets it (IE if you redress a laceration every 1-2 hours the 'healing' time would be cut from say 8 hours to 6). Add in the use of additional disinfectant or clean/purified water to clean the wound again the greatly reduce the chance of an infection. Treatment: Bandages, disinfectant, clean water. Reopening Old Wounds: This would be a Mechanic added so it would be better to treat your wounds, even if only partially. Right now bandages can fix anything ranging from a large gaping hole in your chest from the 2 clips of handgun ammo dumped in there to having your neck slashed with an ax. For certain injuries bandages would be enough to 'fix' (minor lacerations from players/zombies). However, certain wounds (major lacerations gunshots) would have a chance of 'opening' back up and causing you to start bleeding again (within 8 hours of the original injury), needing you to re bandage the wound (and have another chance of the wound opening back up, resetting the '8 hour timer' so to speak). Treatment: The player or his medic would have to retreat the wound and hope that it won't reopen, or use sutures to 'permanently' close the wound. Wounds Gunshot Wounds: Say if you were shot and survived, after bandaging yourself up to stop the bleeding you have a chance (with lower calibers) of the bullet not being a through and through. After disinfecting the wound you would have to either dig out the slug (fragments) or leave it in, if left in you'd have to take pain killers or morphine regularly for about a day (real life time) before your body 'adjusts' to the bullet. Treatment: Digging out the bullet (optional) yourself with a chance of passing out during procedure. Having another player dig out the bullet (optional) still a chance of passing out but other player will continue treatment. Disinfecting, then bandaging/suturing the wound, having the screenshakes if bullet is still in (for about 12 hours real life time before it 'cures'). Lacerations: Cuts and scrapes basically Can vary from minor to major (minor being attacked by a zombie and getting the bleed effect, major being attacked by a player with an ax or machete) Treatment: Bandaging and or suturing, depending on the severity of the wound suturing might be required. Broken Bones: Magically fixing this by using a pen of morphine really needs to get the boot. And of course it needs to be added to other limbs than just the legs. Say a zombie breaks your arm from a 'Mike Tyson' punch, after you kill or lose it you can only use one handed weapons (machete I'm guessing and a handgun with a accuracy penalty). You would have to set the bone and splint it, your limb will be usable again but with minor impermanent (speed mostly) Treatment: Depending on how bad it is the bone might require setting (chance of passing out during procedure) or just simple splinting. Of course this requires new items to help with treatment. Loot Sutures-Ranges from a pack of dental floss and a sewing needle to a suture kit you would find in a hospital or Medic's bag. Splints- ranges from bandages and a stick to the 'harnesses' with a steel bar in them that most hospitals use. Disinfectant-can range from high proof alcohol, rubbing alcohol or actual disinfectant. Medical tools- things like clamps and forceps to help with treating another player's injuries. -Surgical mask -Disposable gloves Cleaning products- Things like bleach or even simple soap to keep the 'treatment area' clean to reduce infection chance. Medic's Bag, Medkit- Something like the toolbox we have now for vehicles (all the tools in one neat package), the medkit would be the 'basic' version whereas the Medic's bag would be the 'deluxe' version. Medkit would hold an additional 4 consumable med items (bandages, bloodbags, epi pen, morphine) medic's bag would hold 8, and you don't need to open the kit/bag to use them (would act as if it was in your inventory, IE you have to take a blood bag out of your pack to use it on another player, medkit acts as if the blood bag is in your inventory). Not quite sure what the inventory system will be like in standalone yet so this is just working on what we have now. Things to Add: Sunburn, heatstroke, dehydration, injury indicators, 'Exam' animation, Sanitation, Med kits/bags, Redressing wounds, 'Fainting' mechanic
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Added Pain and an expanded Bleeding mechanic, need to work on them more when Im not head desking.
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Nice idea, but think of it this way, the 50 slot tents we have now would be considered small military tents. Your average Civilian tents are usually much larger than the 'pup tents' in game, only downside is that their usually made with medium/high visibility materials. I would rework it as Small (military and civilian puptent) 50 slots, 10 tools/weapons medium (civilian only, 150 slots, 20 tools/weapons) Large (military and civilian, 500 slots 50 tools/weapons) The differences would be that Civilian tents are more easy to spot, while Military tents will be camouflaged coloring.
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It is cool, I've seen it recently and it's made my 'list' of things to get as part of my doomsday prep, but as far as a player setting one up don't think it'll happen.
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Added Added That's my idea, while you can treat your own wounds there would be a danger associated with it like passing out (now that I just wrote that thats something I need to add, but Im getting pretty tired now so its bed for me). Although I'm sure there'll be the guys that 'fuck it' and just suicide rather than get their wounds treated and run back to their gear. Maybe it'll be something fun/bragging rights to have lived so long or suffered so many injuries. Study Body Inception seams to have died from a Nuclear Device. He also has 163 healed gunshot wounds, 684 healed lacerations.
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Never had the chance to play either of them. The splint would be visible on you while your still 'injured'. As well as other telltale indictaros like a limp if your walking and a slightly lower running speed. True, never thought about that, maybe add in a 'exam' animation you can do that can tell you your injuries/wounds or the wounds of another, after all from what I hear in the heat of battle some people don't even feel the bullet hit them and only find out when someone else points out the large patch of bloody clothing and the hole in them after things die down a little. Also didn't think about things like sunburn or heatstroke or dehydration. I'll try to think of how to word adding in sunburn and indicators before editing the post.
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The Range Rover seams to be my favorite vehicle so far, but I'll use anything I can find.
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[Questions & Suggestions] DayZ Standalone
IkaikaKekai replied to supertine's topic in DayZ Mod Suggestions
I pretty much share most if not all of Clumzy's sentiments on the subject. As for sleeping, what do you think your doing when you log off, jumping jacks? This should be one of thous things determined by RL. If you can't shoot for shit with a mouse and keyboard, your character can't shoot for shit, if you've been playing for 48 hours strait on nothing but redbull then you'll suffer the consequences in game. If you had to 'take a nap' every 6 hours in game for 2 hours it would SUUUUUUUUUUUUUCK. -
I think the other addons add higher rez textures to some things (PMC gives higher res character textures, BAF makes some of the cars more 'high def', not sure what ACR does if anything).
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Any items you store in the backpack will stay in the backpack while in the vehicle, but at least for now they will empty if you leave the pack in the vehicle when the server restarts. Before I found this out I started putting Vest Pouches with Morphine, Painkillers, and Blood bags in my car for when I would play medic but didn't trust someone, along with an empty Alice pack (when it was still 20 slots) for scavenging (load it up with food and drink and tools and load it into the car when it's full)
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Just Some Ideas Stuck Inside my Head for DayZ
IkaikaKekai replied to Goreman's topic in DayZ Mod Suggestions
I like radios, the zombies aren't really 'dead' and rotting so that might urk a few Censors. Horses have been discused, think the problem was getting the animations right so they got at least tabled. Zombies are avoidable if you know how to use stealth. -
We're only immune to the zombie virus, not any sort of STDs. That's what ring gags are for. ...well this topic's ooc went downhill quickly.