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Avelon
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Everything posted by Avelon
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Seems legit. Find some player's parked vehicle while driving, get towing cable out of trunk, back up to parked car, hook up and tow it away. EDIT: About vehicle hoarders. Vehicles do not have a chance of despawning the way tents do, so some players swear by them. Personally, I keep the things I most cherish on my person because I am the single best defense at my disposal and much easier to hide.
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Please don't put defecating in the standalone
Avelon replied to Grumpy (DayZ)'s topic in DayZ Mod Suggestions
I look at it this way: You don't leave DayZ running 24/7. Nor does your character sleep. So while you are offline, it can be safely assumed that your character has magically found a place to safely sleep. Someone who is crouched or prone in hiding and AFK in the bathroom can be considered to be relieving themselves in-game because they are just as vulnerable as if they were really and truly caught with their pants down. If we aren't going to urinate, there is no reason to defecate. And the very last thing any game needs is the ability to show another player your digital penis. As much as I would absolutely cherish the ability to knock an opponent unconscious and piss all over them, zip up, and leave them to wake up having probably observed me helplessly defiling them, I want to do that in a different game. This is just not the game for intimate bodily functions. -
Please don't put defecating in the standalone
Avelon replied to Grumpy (DayZ)'s topic in DayZ Mod Suggestions
In the Z Apocalypse I can't guarantee I wouldn't shoot people who also have guns on sight. I can't even guarantee I wouldn't deliberately raid small establishments by survivors. What I can guarantee is that I would not intentionally contract several communicable diseases and then crap on their pillows and rub their blankets on my junk.There is no clear 'line' at which simulation must end and video game begins, but I would say that, no matter how blurry, it falls somewhere in between "throwing poop" and "presenting a direct threat with weapons". -
Bring on the Toks! I'd also like to see, as a rare spawn, Luthers. Yes it's from Germany, but everybody knows Germans make good stuff. What's more is it would have made it to Russia prior to and during WW2, so it would be most appropriate as a rare civilian drop (gun collectors).
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There is a jump key in DayZ. V You just don't jump 2 bodylengths when running, perform a slam dunk, or bunny hop. Is it slower than a regular "jump"? Yes. But even a freerunner does not jump unless there is an obstacle, and V serves the purpose of getting over any obstacle that a jump button with REALISTIC jumping would get you over. Climbing, though. Grabbing the tops of those 7 foot fences and dragging yourself up and over. That would be useful.
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Oh, did I mention only you hear your own flies buzzing when stationary? This goes in line with the OP idea where zombies can smell you. Rather than it being an AoE bubble however I do think that it should simply be a chance of detection within a certain range. Cover should to some extent help with this. Ideally wind could be emulated but since it cannot be felt it would have to be gauged, which is no good. The best compromise in my opinion is the idea that if you are on the other side of a wall and the zombie is not taller than the wall, they will need to be much closer to have the same effect.
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Please don't put defecating in the standalone
Avelon replied to Grumpy (DayZ)'s topic in DayZ Mod Suggestions
OP has several good points. Following posts do not address any of said points and in fact are worded so as to imply that there were no points made in OP. For the record, for the stated reasons in OP and in Blindingsun's post, I agree that defecation should not be a feature of DayZ SA. -
One person mentioned the occasional fly buzzing around. How about this? If you are moving around you will not notice your own smell. But we're all gamers here, and I'm willing to bet most of us have sat right where we are now and caught a whiff of our own odor before. If you are stationary for several (let's call it 20) seconds and not in a vehicle, you will briefly hear flies intermittently. A single fly buzzes by your ear for a second or two - you don't smell that bad. A mild susurrus of insects starts up every time you stop moving and keeps looping like you're next to a body in the current DayZ mod? You need to bleach your whole body. I'm not sure what the plan is for player bodies - whether they will still have an audible report when you are near them - but if this idea goes in, corpses would have to have a smell timer on them as well which begins with the dead player's 'smell' level at the time of death and eventually becomes the same susurrus of buzzing you hear at maximum stench, multiplied by two. Is it really that hard for you guys to add to an idea or just not post? This board is NOT for debating about features or telling people their ideas are crap. It is for attempting to come up with an idea that can be added to the game. I took 5 minutes out of my day and if someone told me that what I just described was a planned feature, I would believe them. Please use the board for its intended purpose or don't use it at all.
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Simple common sense.
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Replace M107/AS50 with less effective russian equivalent
Avelon replied to Xianyu's topic in DayZ Mod Suggestions
My thinking is that if we're going to respect the backstory of Chernarus, let's do that. Before the ZA hits and for the first parts during it, a lot of forces are going to be withdrawn from the area. Since it's a Z-virus rather than undeath, it will hit like a plague and outright kill some, cause some to go ballistic, and give a lucky few a nasty cough for a week that a round of antibiotics takes care of. We the players belong to that last group of people. Any forces that withdraw WILL take the majority of their gear, because stockpiles are typically kept mobile and most soldiers will have their issued weapons on them. If it is a hostile zone and vital gear MUST be left behind, traditionally military forces would destroy it rather than let it fall into enemy hands. So either a.) the majority of military-grade equipment is not there; only the occasional gun in a barracks or dropped on the ground by retreating forces, or b.) they're there, but mostly in pieces and would have to be salvaged from many samples and still might not be up to par. By logical extension of this, and since AMRs are NOT standard issue gear, they would largely have not been unpacked from stockpiles. Zombies don't drive. The gun itself would survive heat and explosions but would no longer fire true if it were part of a stockpile explosion - i.e. the vehicle it's contained in is destroyed or the building burned down, or just a pile of weapons and ammunition and several gallons of gas with a bullet put through once the crew is airborne. What does all of this add up to? In a Zombie Apocalypse, you are NOT GOING TO FIND a fully functional AS50 rifle in mint condition sitting neatly next to a box of AM rounds. It just is not going to happen. The chance is infinitesimal. If you DID find such a rifle somehow, your bullets WOULD pull slightly to one side or the other if the thing didn't just plain blow up in your face when you pulled the trigger (explosive or incendiary rounds are what MAKE it an AMR). Here's a simulation that can be performed at this point to reduce the effectiveness of the shot itself against personnel: At a range of 1500m experience a 25m pull in a predictable direction. That is quite enough space to hit a chopper with accuracy enough to take it down. OR Instead of nerfing the weapon itself, add in various drawbacks: 1.) Deploy on bipod if you want to use the semi-automatic function of the rifle. If you point it at the sky and pull the trigger, you suffer extreme recoil and exactly 1/2 of your stamina is depleted. If you are standing up and pull the trigger the same thing happens. Go prone or crouch and press a button to deploy the bipod. 2.) When the bipod is deployed, your vertical axis is limited to the point at which the butt of the rifle would hit the ground on a level surface. It is also ON THE GROUND. Which means if you stand up it stays on the ground and you have to pick it up again, which functions in the same way as picking up car parts. Can't shoot the top of that building anymore? Boo motherloving hoo, go get a hunting rifle. 3.) I LOVE the idea that it takes up the backpack slot. This also grants snipers the ability to carry an anti-personnel sniper rifle or an assault rifle/submachine gun for close quarters self defense. Put those 3 things in and lower the drop rate to 0.5% AS50 or 1.5% M107 at heli sites and bang! Problem solved. Campers can still one-shot people from the same spots they already use but become highly immobile and either need someone to watch their back or need to periodically take several moments to pack up and leave the location (or get off the AMR to defend themselves at closer ranges). -
This is what I want my Day Z to be like. I'll be covering a wide variety of suggestion topics; if I happen to spark an idea in you that you think might be a better version of my idea, please post it. If something seems like a bad idea and you have a better one that covers the same topic, please point out the fatal error and post your idea. If something seems like a bad idea but you've got nothing to replace it with, point out the fatal error if you want to but for the love of Armok please!!! do not turn my thread into a debate. Nothing to add = nothing to post, and that's general forum etiquette. Some of these are direct steals from other survival-horror games with a twist of Avelon juice. No, not that kind of Avelon juice. Some are originals. I'll mark the steals in case you become so incredibly lustful over a feature that it alone forces you to try the game it's from. Weapons 1.) Detachable scopes. Some guns have built-in scopes on the manufacturing level; these are actually a minority. The majority of scoped weapons have an after-market or at least detachable scope affixed to them. It would be nice to scavenge a weapon you don't necessarily want to get the scope from it, then add that scope to your own favored gun. (STALKER series, various others) 2.) I'd like to see weapons degrade at a slow rate. Simple gun maintenance (taking it apart and cleaning it) would prevent most permanent damage from occurring, but eventually (if you live long enough) your gun is going to start jamming or worse, misfiring. This could manifest in several ways, detailed below. 2a.) First, gun maintenance. By opening your inventory and right-clicking on your gun, you can 'dismantle and clean'. Optionally, a toolbar item can be required, such as a 'cleaning rag', we'll call it for now. What happens is, your character sits down as though drinking/eating and for the next 2 minutes or so makes a little bit of noise and, while it can be interrupted, will functionally not be able to use their primary weapon. Should you switch weapons or change position, you will have a 'dismantled (XXX)' in your primary slot which does not take any sort of ammunition. You can at this point either 'reassemble gun' or 'finish cleaning' gun. Reassemble takes 1/4 the time of the total process while 'finish cleaning' takes 3/4. Reassemble does not alter the durability; finish cleaning does. 2b.) Durability absolutely must not have a visible gauge on-screen. I don't care how useful it would be. Another context menu selection 'Assess condition' can serve this function, reporting how badly the gun needs to be cleaned and if it has anything visibly wrong with it. It will also tell you what 'quirks' your gun has, i.e. if it jams on the last bullet of every mag, misfires, triggers when bumped, etc. 2c.) As the need to clean the gun increases, permanent 'quirks' (read: problems) of the gun become more likely to manifest. A well-made rifle, if neglected, will eventually start misfiring, pulling (bullets will stray slightly to the side instead of flying true), jamming, and other nasty effects. There is that risk every time you pull the trigger and every time you reload. If your gun is taken care of, the risk is so slight as to be nonexistent. A 0.1% chance of a quirk developing, with 99.9% of all selections being 'nothing'. If you fire that AS50 100 times without cleaning it, a 50% chance of a quirk developing, with a 75% chance of it being 'nothing' and drawing from the list for the other 25%. Based on guns losing durability as they are fired and jamming when low on durability, forcing a reload from STALKER series. I'd like some input on that last part especially - I'm fairly savvy but not fluent with firearms and have to admit I don't know how quickly a gun will start to have problems if it isn't cleaned and recalibrated. I'm sure this varies tremendously from one type to another and indeed from one model within a type to another. Reliability may trump raw stopping power in weapon selection, with a high-powered weapon being choice when going into situations where you expect to fire very few shots. 3.) I would absolutely love to be able to carry one extra primary gun on my person, with a hitch: It stays on the shoulder, and your other primary is in your hands. Now, you DO have two shoulders, but doing a fast weapon switch (mousewheel context menu) causes you to drop the weapon in your hands (along with the magazine currently loaded) and grab your other weapon. Switching from the inventory does no such thing, but does show the character shouldering the first gun and unshouldering the second, or shouldering and then pulling out the sidearm. 3a.) I'd also like to see backpacks take a shoulder, but the military backpacks should let you hang a gun on them, visible to other players. Sorry, but I have never seen a backpack tall enough to conceal a Dragunov. 4.) The clip or magazine you're using is loaded into the gun from your inventory and takes the place in the inventory of whichever clip or magazine you load in when reloading. It doesn't just disappear; you have to drop it yourself. 4a.) Loose ammunition of various calibers can be found around the map. They stack into 1 inventory slot up to 10, and if they spawn in a group they can be picked up as a group. A context menu from the inventory 'Load free rounds into magazine|clip' lets you select a magazine or clip, and move as many free rounds into it as possible (until you run out of free rounds or fill the clip). When you run out of bullets, you obviously then do not drop the empty clip or magazine; rather, you must do that manually. 4b.) Gunpowder, slugs, and pellets loot items. That's right, you can pick up the cartridges you ejected from your shotgun and re-pack them. 5.) Tentatively, detachable silencers. There should be suppressors in various designs which will fit different types of gun, as in the real world. 5a.) Potatoes. You can make a temporary silencer by wedging a potato onto the barrel of your gun. It only holds up for a few shots and really only works for pistols. If this goes in I WANT to see it only work on sidearms. Sniper rifles should never under any circumstances come in suppressed variants. And in case you're wondering, yes, this works in real life which is why I suggest it. Health 1.) Cannibalism. If Humanity is ported over into the standalone, this lowers it. If you are starving and the only thing around is another player, KILL HIM AND EAT HIS FLESH. If a player has ticked you off royally, KILL HIM and EAT HIS FLESH. Carries the same risk of infection as any other meat, restores very little blood, and has a chance of making you puke your guts out that is proportional to how hungry you are at the time you eat it. Flashing? You will make delighted sounds the whole time you're stuffing your face. Red? You won't puke but there's a chance you'll gag audibly. 25%-40%, you have about a 70/30 chance of keeping it down. 40-60%, you have a 70/30 chance of vomiting. 61-100% food, you will vomit. 1a.) The corpse, and indeed, ANY corpse, needs to be fresh. I'm completely up for this being an unrealistically low amount of time (say, 5 minutes to gut it or it's starting to turn). This means you can't just kill people, let them rot for a few hours on the airfield, then run in when you get hungry/everyone logs off/night falls and gut them then. 1b.) Eating human meat several times eliminates the vomiting penalty. I know this will lead to some people making it their only goal in DayZ, but paired with 1a this means they are going to be sitting out somewhere in the open for a moment while gutting. So if you're in a high-population area and someone is doing this, they're exposing themselves. Also, dying resets your immunity to cannibalism sickening, so you'll have to either get really hungry or develop your taste for human flesh again. This is to discourage it being a common practice. 1c.) Please oh please put the player's name on the raw and cooked meat. Trophies, or possibly a gift to their newly spawned self. It's deliciously evil. 2.) Z-Virus. Too much contact with the infected gives you the early stages of the Z-Virus. You will occasionally make zed sounds which alert other players but do not get zed aggro, experience tunnel vision when in the proximity of another player and looking in their direction, and you are slightly slowed and are more fragile. If you don't cure it within 4 hours with a dual round of antibiotics, you keel over dead. If it's within the scripting constraints of the game, you lose control of your character and they persist as a zed in that location until server restart, dropping your gun on the ground and shuffling around like a normal zed. If you survive your first infection (cure it with antibiotics), you're immune and won't get it again on that life. Important to note: Just because your zombie sounds don't alert zeds doesn't mean they don't come after you if they see you or hear you stepping around them. They will always prefer an uninfected player over an infected one but if there is no alternative, they will happily rip you to pieces just the same. 3.) Morphine replaced by splints for broken legs. Lowers speed, but that effect can be mitigated by painkillers (either partial speed return or a temporary return of full speed) and negated (fixed) by morphine. Splints can be made by harvesting wood and then selecting the wood in inventory to be broken into splints. Creates two. 4.) Fullness. You can't eat more than 3 servings of food at a time and must wait for your hunger indicator to start decreasing again if you gorge yourself. This way, you cannot simply kill and eat 2 cows in a meadow to go from 'near dead' to 'right as rain'. 5.) Make bandages from clothing. Tear up a piece of clothing in the standalone to make 4 bandages. In anticipation of there being a lot of decorative items around, give them a survival use as well plox. Game options Things I would like to see put under control of the server; I would like for the following to be the default behavior of DayZ, but of course with the option to change any of this server-side. 1.) You spawn with the clothes on your back and a keychain light. The keychain light has an effective range of 5-10m and a low light level. It will basically illuminate what is at your feet and let you find breaks in fences or doors in walls. It's low-profile enough that it won't really show up from a long distance. This means that finding a torch isn't just an encounter with useless loot. 2.) If skins or alignment/humanity are in some way enabled in the standalone, let the server decide whether or not they want to use the feature. A great many of us do not want the distinction on sight between a player who has killed many others and a player who has not. The perks should also be disabled by turning this off. 3.) Personal or global maps. By default if you mark your map, it should be marked only by you and viewable only by you unless someone picks up YOUR map. Probably more to come...
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If the branding happens in such a way that you can see this information, but only if you are not in the game, then I agree that this is a satisfactory solution to the humanity problem and a good idea in its own right. If however you can press a button and view their profile in-game, or look at them and see that 20 people have said they kill people on sight, having never approached them or been spotted by them, then this breaks immersion and becomes a gimmick rather than a feature, and has room for abuse. Imagine if players gave you a 'Murderer' flag when you joined the server so that your appearance would stand out from them, with them having given one another 'Saint' flags or something similar. Or just imagine if it was the view-in-game-profile variant. You see someone in the city below you, so if nameplates are on, you use that info to pull up his profile and see what his likely disposition is going to be. If nameplates are off, this function is largely useless. So, if there is a tracker on the hive itself that supports player profiles with a 'humanity' score, it'd be nice. Gradually, as you immerse yourself in the community, you would then come to find several notorious people as well as people who are commonly known as being good guys and girls. But again, being able to simply look at someone and see that they are a bandit is a gimmick, not a feature, and a bad one at that even if the implementation of it is fixed.
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SOMEWHERE TO STORE ITEMS IN THE STANDALONE
Avelon replied to THEKIDINABOX's topic in DayZ Mod Suggestions
I like this post because instead of 'NO THAT REMINDS ME OF WARZ' or 'Ideas: You're doing it wrong. Play something else.', it reasonably assesses the concept, addresses the presented idea itself with the problems the idea would introduce, and then includes an idea of its own that remains on topic. A good idea, at that. You have my beans.