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Turnipski

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Everything posted by Turnipski

  1. Turnipski

    Ammo System Improvements

    Hello, tried to search but didn't find a thread for this idea so please let me know if there is one. What I am suggesting is that 'bullets' should be separated from 'magazines' and found separately from each other. The recent feature allowing us to convert magazines seems like it is going to get more and more confusing to use as more conversions and weapons are added. I know nothing about guns but I've been told by friends that there is a lot of overlap between the bullets that different weapons use, the only difference is the magazine they use e.g. the FN FAL and DMR both use 7.62x51mm ammo but they do not share a magazine. So what if you could remove the bullets from a FAL mag and put them into an empty DMR mag? With the new changes to the ammo system coming 1.7.2 I'm pretty sure this would be quite easy to implement: * Create a new ammo type '7.62x51mm ammo pile' that can be stacked to something like 100 * Add right-click menu to all magazines with these options: - 'Fill from ammo pile' searches the inventory for an ammo box of the correct type. The clicked magazine is filled and however many rounds were needed are removed from the ammo box. This option would only be visible if you had an ammo box to fill this from. - 'Remove rounds' which removes all remaining rounds from the magazine and creates an ammo pile I would imagine with this system magazines should be rarer (but usually at least 1 drops with the weapon). Bullets themselves should be roughly as numerous as they are now. And while we're at it why not sort out the crossbow to allow more than one bolt per stack :P Sounds fun/useful?
  2. Turnipski

    Forum: Do Not Suggest List

    No forum moderator has an opinion on this then? :(
  3. Turnipski

    Some feature ideas requesting feedback

    I like the intent to add more building options, especially ones with such powerful effect. However, adding new functionality to prevent an exploit is just a terrible, terrible idea and frankly I'm disheartened to see one of the Day Z Staff suggesting this. It is neither simple or elegant if it requires multiple items and changes peoples spawn locations. It also has no 'authenticity' which is one of the pillars of this game - since when have radio waves had the ability to teleport people? Something simple and elegant is the idea that some others have suggested - make players logging in emit a beep to everyone within 100m and require 30s or so to become playable. This would discourage people from logging in to servers in dangerous locations i.e. places with nice loot. This would be SO easy to just implement. How about starting with simple solutions first, and if they fail then you can try more exotic strategies that risk opening up new exploits?
  4. Turnipski

    Dislike option for comments

    I like this idea purely for the fact that there is so much crap/duplicate ideas posted on this forum and it's impossible to make any sense of any of it. Posts/threads that have enough dislikes should be hidden. You can't really do this in reverse (highlighting posts with many likes) because you would still have all the junk in between making the threads so long. Also, you might not like a post because you disagree with it, but that doesn't make it a bad post. Posts that are trolling, whining, not being constructive, being aggressive etc. are bad posts irrespective of opinion and should be hidden. There is already a 'report' button but that requires you to type in a reason for why the post is bad, but it requires a mod to read your report and make a decision which takes time. It also feels like you're being a snitch which I don't feel that comfortable with.
  5. Turnipski

    Forum: Do Not Suggest List

    I think you need to go a step further and post links to threads that discuss these ideas. Some stuff can be tricky to know what to search for, and when you have all these duplicate threads it can be unclear which one to continue with.
  6. Seems like there are a lot of claims/assumptions being made about what effect various things will have. Are you guys actually keeping track of the stats on PKs and how theychange over time? I doubt it. So I'd be interested to see some graphs of the causes of players death and how that has changed between patches. Why not try changing the ammo spawn rates just to see what happens? If there is no change, then great we now know that prevalence of ammo has no effect on PK volume and it can always change back. This is meant to be an experiment after all. That said, my prediction like most others is that I'm not convinced reducing ammo would reduce PKs (although I would like less ammo just to make it harder anyway). My opinion is that the prevalence of PKing is a viscous cycle that can only be stopped by enabling players to create stronger communities within servers more easily via instruments other than guns! That doesn't mean changing guns is the answer, but it might be so I think it should be tried.
  7. Turnipski

    Forum: Do Not Suggest List

    Couldn't agree more. And perhaps not even letting people start new threads in 'suggestions' until they have replied at least 50 times. edit: I kind of wish there was a 'down-vote' to hide messages too ...
  8. Turnipski

    Brilliant Idea!

    NIce idea! But maybe edit the threads subject to be a bit more specific, so more people are interested. I think a non-lethal way to 'pacify' people would be a great addition for the people that want to protect themselves but only against bandits. What would make this even better is if you could study peoples bodies to try and figure out if they are friendly or not (not that current mechanics would let you do that), and then just kill them if they are a bandit.
  9. Turnipski

    Military base

    Part of me likes this idea because it would give players with full gear something to do other than banditry, and it does sound like fun. But overall I am against this idea because part of what makes DayZ great is how emergent and unpredictable it is. Also, if you want this experience just go and play some ArmA coop missions... A much cooler way to make this kind of thing happen is if you made more reason for players to do it e.g. make some item that takes way too much space in backpack to realistically carry around. Maybe it makes you walk really slowly when you carry it. This way you would have to get a vehicle (or two!) to use the item. Chopper rotor assemblies / vehicle parts would be a great candidate for this sort of thing imo. Would mean that you would need a land vehicle before you could fix up the chopper, making a higher barrier to entry and greater sense of accomplishment.
  10. Turnipski

    Role-Play Start

    This idea has been suggested so many times, I don't really see what this thread adds to the discussion.
  11. Turnipski

    Why not: Church bells could aggro Zeds?

    I like this idea! Especially if towns had much more zombies in then it would be cool to plan your raids in to town to coincide with the church bells. Would actually make the watch have more of a use
  12. Turnipski

    Underground Military Complex

    I had this idea too when saw the Arma3 would make underground buildings possible. Really can't wait for something like this in the game, especially because of the total lack of light. Should be the only possible place to find NVGs!! :D
  13. Turnipski

    Ambience/Sounds/Footsteps

    Totally agree with all of that . Those first times where twigs snapped / fences banged really freaked me out cos I thought somebody was really there. Every time I hear it I still get a little paranoid just no where near as bad. Now imagine if players/zombies/animals/the wind had a random chance to make these sounds. I think this game might send me a little crazy in that situation (in a good way!)
  14. Turnipski

    House Fortification

    Wooden barricades would be so much fun! Would be cool if you could even stop zombies opening doors just by holding them closed but it would only last while you stood there, giving your friends a chance to search the building.
  15. Turnipski

    Multiple Characters

    Multiple characters would be awesome but not if they could influence each other in any way. I bet most people here saying 'who cares about the exploits I want this' will be the people complaining when they get killed by an alt logging in on your position after you've won a fight. Yes, there are exploits already but that doesn't make exploits ok because they normally result in a game which is not as fun as when everybody is sticking to the rules. The idea of each server having it's own database actually sounds really awesome. This would also solve server hopping for loot farming/ghosting so this is a solution that allows multiple characters AND solves some exploits! Sounds like a great compromise to me.
  16. Turnipski

    I love cigarettes

    I really like this idea for the risk/reward scenario it could create. Choosing if you are a smoker or not does not require a UI element at the start when you spawn! You either use the cigarettes or you don't! This is how I see cigarettes working: * Smoking cigarettes has some beneficial effect e.g. gives a couple degrees of temperature, temporarily stops you from screaming when zombies are nearby, makes your friends think you're cool etc. * After using cigarettes too often you become addicted. * If you are addicted and have not smoked for X minutes then you being to very lightly shake. That's it. Cigarettes shouldn't be a big thing. Of course you should be able to find 20 different brands of cigarettes/rolling tobacco/weed, rizla, lighter and maybe even a pipe/bong. There should also be snus for the Swedes among us ;)
  17. Turnipski

    make hunting for food a challange

    I can't believe more people haven't replied to this thread. Probably because they like the easy mode food. Hunting should definitely be a challenge. Getting all the equipment necessary to hunt means you can be totally self-sustainable at the moment. You don't even need ammo as you can use the hatchet to kill. Hunting animals should be even harder than sneaking past zombies in my opinion as there is very little risk to it. If you are running around like crazy in the forest then you should never even see an animal. Could the zombie code for visibility/hearing be refactored into a more generic animal class that just triggers different actions for different animals when they see/hear humans? Animals would run away when hearing/seeing a human, but zombies would run towards the human. Rabbits are great at the moment even though their movement seems random, a real challenge but you only get 1 raw meat! So what's the point? In real life a rabbit could feed more than just 1 person. I can understand why cows just stand there as they do in real life. They totally aren't scared of humans unless you make a loud noise. Cows should be incredibly rare but give more meat than you know what to do with. Would be cool coming across a stinky old cow that loads of people had already scavenged from. Sheep and goats I imagine would run away from humans. These should be more common than cows but not by much. Should also give a very big amount of meat, but less than cow. Perhaps boars could run away if they hear a human, but if they see them then they will attack in self defence. Boars should have roughly the same meat as sheep and goats. They should be fairly common in the forests. Adding a deer would be awesome. Deer would rarely spawn in the forests / fields and would be able to hear and see very well, as well as being very fast. They would give a bit more meat than sheep, goats and boars. Maybe you can also take the antlers as a trophy :D
  18. Turnipski

    Ammo System Improvements

    My problem with the crossbow isn't the rarity of the ammo, it's how much space it takes up in your backpack. I'm pretty sure the bolts could easily be bundled together IRL and take up not much more space than just a single bolt. Also zombies regularly fall down in such a way that the bolt becomes hidden. Anyway I'm sure there are plenty other threads discussing the crossbow, this one isn't really about that.
  19. Turnipski

    More civi weapons + weapon condition

    +1 for the weapon jamming. I personally think most weapons should start out dirty when they spawn and you should have to find equipment to clean them with. As far as I know in real life guns do deteriorate and need to be cleaned regularly even when being used. Imagine a weapon that had been left out on a deer stand for months. This would be a nice extra element to heighten the struggle for survival and give us even more to worry about. Also would be great if weapons with attachable scopes/silencers no longer spawned and you had to find the pieces and put them together yourself. Would make your weapon feel even more special like this.
  20. Hah! I started a thread for the same idea as yours 30 minutes ago. Feel free to bump ;) http://dayzmod.com/forum/showthread.php?tid=29640
  21. Turnipski

    Dear Rocket. We crave direction!

    Yes completely agree with OP. I see a lot of threads where replies to the OP start suggesting new ideas in totally random directions. I understand that people can get excited by an idea and start spewing their own but it's really counter-productive to understanding how the community feels about a specific issue. Could it help to have a sticky thread of 'short-listed ideas'? I have a feeling I've already seen this somewhere actually but it was very long. Perhaps it should be the threads that the dev staff have taken specific interest in.
  22. I think this diverges too much from the OP tbh. This thread should be for discussing the 'end-game' of DayZ. I'm sure there are plenty of other threads discussing classes, so you should take your idea over to one of them just to keep this thread clean and discuss one aspect of the game. That said, I do agree with your idea so don't take this the wrong way :)
  23. Great post Oebus. Totally agree that Day Z lacks a solid end-game. Once you have good equipment there is nothing left to do except kill other players. My team found a boat and decided to visit the island in the very south-east of the map. There we found plenty of animals and a water pump so we could have lived there forever if it wasn't so mind numbingly boring. So what do we do now? We murder... I think for new players the game already has a pretty crazy amount of stuff to learn so I think it's varied enough. There are a lot of skills players must learn such as map reading that can take quite a while to master. Throw in bandits and it's a good few deaths before you really figure out the game enough to be ready for end-game content (of the difficulty I would like to see) Yes. We need a goal to achieve. Fixing up Vehicles is a decent step in the right direction but once you have them' date=' what do you do with them? This chain of thinking could continue forever so you need one 'end-game' goal/challenge to which all other goals in the game help towards. Yes please, incredibly tough zombies would make a great end-game challenge! Making the zombies more of a threat the further north you go would give people the option to choose what difficulty they like to play at. In my opinion the northern barracks should be absolutely swarming with zombies that take 6 body hits and sometimes 2 headshots to kill. Mowing them down with an M240 would be so much fun, but you would need a team with you to defend against those that make it into close range. This kind of planned operation or 'raid' is what we need to keep us challenged. Personally I can't wait until ArmA3 underground buildings - I hope they make a huge underground labyrinth that rocket can fill to the brim with nasties and loot! It seems to me that guns are a good motivator for people to go and loot. I would love to see a stalker style weapon modification system where the only weapons that spawn are the most basic i.e. no silencer / scope. Survivors would need to find the parts to create the more advanced weaponry. Being able to load magazines with ammo would also be great and would be nicer than the fiddly right-click conversion between ammo types. Also, everything in the game could be 'consumable' to force the hunt for loot to never end. Matches should definitely be consumable, that's just crazy that they aren't - guess it's an engine thing. Weapons / tools could degrade and break forcing you to find replacements.
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