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r3volution (DayZ)
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Everything posted by r3volution (DayZ)
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I believe he succeeded in trolling the suggestions board. Trolls aside though, I do think this idea would add something to the game. The other alternative to using AI is that when a military operation happens random players could get the option to 'shelve' their survivor character and participate in the military op as military personnel. With the caveat that they will almost certainly die but they can then just go back to being their old character. Obviously there'd be the risk of people just going rogue and trying to take stuff to where they last were with their character then suicide so their char would get the stuff, but there should be ways of killing them if they go off mission to create a disincentive. This would also work better with a larger number of players on the server so maybe its going to be better to wait till Arma3... either way though the idea has promise at adding some additional threats to DayZ without totally corrupting the game.
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Don't kill for the last can of beans! Split it!
r3volution (DayZ) posted a topic in DayZ Mod Suggestions
Based on the new ammo splitting mechanics I think there should be a way of splitting food! Obviously the new food unit (be it half a can or half a steak) would have to have half the stats of the original, I suggest would only take you back one stage so you're just hungry, not starving to death. But this way, no one has to kill for the last can of beans. I know there's not a heap of circumstances where it literally is so dire people do kill one another for the last can of frank & beans, but it always did seem silly that I couldn't share a can of sardines with a mate... What do you guys think? -
Don't kill for the last can of beans! Split it!
r3volution (DayZ) replied to r3volution (DayZ)'s topic in DayZ Mod Suggestions
Glad that at least some people didn't think this idea was stupid. I just thought its really not going to wreck the game for anyone and it does mean that at a pinch if shit is really dire you can share your food with a friend. -
After reading all the doom and gloom reports in this thread of superhuman omniscient zombies spawning relentlessly my buddies and I were a bit unsure about jumping in. Honestly its not that different (this is on a full veteran server running the arma 2 OA beta also) to what it was before. There were probably only two incidents where we were spotted where we wouldn't have been. One a zombie saw me when I snuck out of a church, he was around the corner which was a bit weird. Then the next was a zombie which saw me while I was prone from about 50 metres away in broad daylight prompting me to run like a bastard while pissing blood with my mates laughter in my ears till I could turn around and shoot the fuckers and patch myself up. Bit stressful. I'm very keen to see whether you can in fact lose a zombie, but the practical fact is that most of the walkers move so fast when they're aggro that losing them isn't really a practical reality. Apart from that, gear spawns seem good and better balanced, though a southern barracks raid on the airfield in the NW didn't produce much. The ammo recombining is great though, just got a mate to give me a DMR mag which lo and behold became 4 mags for my new m24. WIN! :)
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How Survivors Should Conduct Themselves
r3volution (DayZ) replied to zokk's topic in DayZ Mod General Discussion
I believe there are far worse post-apocalyptic role models than Captain Mal Reynolds... -
Chernarus is becoming stale. New map?
r3volution (DayZ) replied to imagelesskjc's topic in DayZ Mod Suggestions
I'm up for Takistan if anyone else is. As long as there's enough water pumps to stop the lakes being a death-zone, I think it could be do-able. Sure it would be quite a different play style due to the open terrain but this would be a new interesting challenge. Also, every building is enterable which is a plus. I wouldn't recommend replacing it, but giving servers the option to run something else too would be cool. -
More Clothing and a way to differentiate Bandits
r3volution (DayZ) posted a topic in DayZ Mod Suggestions
So I have two suggestions for the game, which sort of combine into a solution to the bandit ID problem which has persisted since the removal of the bandit uniform. I don't really agree with having one skin to force on a player, but I thought when making a test mission in the Arrowhead Editor that there might be a solution. The Independent side Guerillas in Arma2 have player models with semi civilian mixed with military clothing. Some of these have hoods and face masks and look quite menacing, others have balaclavas. These would be ideal models for bandits, who presumably would want to hide their faces. This would also add player diversity to the game. The flip side of this is to also add in more of the skins from the opfor insurgents in Arma2, and the Independent Guerillas without face masks as diverse camo for loot. This would stop the one camouflage pattern being the unlikely UK DPM pattern. Would also make the survivors a bit more diverse too. But if you distinguished between bandits having models with covered faces/face masks, and survivors having non-covered faces, you get a way to start to tell friend from foe again, without making it screamingly obvious. Knowing how hard modding is for Arma2 it may well preclude this being used as a solution, but I just thought I'd throw it out there! http://www.arma2.com/arma-2-factions/national-party_en.html http://www.arma2.com/arma-2-factions/chernarussian-movement-of-the-red-sta_en.html [edited to include links to arma2 info page on factions] -
ARMA 2 regulars and people who got it for DayZ
r3volution (DayZ) replied to eddie820's topic in DayZ Mod General Discussion
I'll admit I only found the series long after Operation Flashpoint but I started playing Arma back in 2007. Since then probably in excess of 1000+ hours spent playing Arma + Arma2 and expansions. And now suddenly all my friends acknowledge Arma 2 is a game, now that Day Z is out. Hah, nubs... but at least they're playing! -
You know what, I think this would be good. I don't advocate switching all the servers, but having the option to play in Takistan would be great. The map would be pretty full on without heaps of trees for cover, but at the same time the green zones would be great cover with all the enterable houses. Lots of lootin. Plus the lack of cover in the open cuts both ways, snipers will be way easier to spot where they are if they open up. I think it would change the mechanics of the game relative to Chernarus, but variety has always been one of Arma's strengths. On another note though, are there many water pumps in Takistan? Cause there ain't many lakes or rivers... Gets my vote though!
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More Clothing and a way to differentiate Bandits
r3volution (DayZ) replied to r3volution (DayZ)'s topic in DayZ Mod Suggestions
Ok Dinnj you don't agree, fair enough. I don't refute your right to have opinions different to my own. I just happen to feel that having some small marker to help differentiate those people who will shoot me on sight from those people who will probably shoot me in 5 minutes is helpful. I don't feel its overly punitive to those players who want to kill everyone, as most of the time I've been shot by people I haven't seen. Thus whether or not they have the same camo or a different skin as me + a balaclava is irrelevant and wouldn't have handicapped them in any way. Until there is some workable way to get factions into the game, which Rocket has said he is interested in doing, then I thought this might help. You don't agree and that's fine too. Either way what's said here is probably of no consequence to what happens in the game, I just thought it was a nice idea. -
More Clothing and a way to differentiate Bandits
r3volution (DayZ) replied to r3volution (DayZ)'s topic in DayZ Mod Suggestions
I think the point is more that at the moment everyone is blowing you away and nobody wants to be your friend... -
More Clothing and a way to differentiate Bandits
r3volution (DayZ) replied to r3volution (DayZ)'s topic in DayZ Mod Suggestions
Alive Characters: 159,798 Bandits Alive: 28,815 So survivors are clearly the minority here. These skins that I'm talking about are basically very similar to the skins I'm suggesting for the survivors, with the literal addition of a balaclava or bandanna on the face. I have even seen mods that (I think) have managed to add the Balaclava in as an option much like glasses which would mean that bandits wouldn't need a different uniform at all. They could just use the same lootable player skins except that they would have a balaclava or a bandanna on their face. Personally I don't like the way in which the people who grief this game have exploited the lack of any differentiation to basically make the game entirely about them and their desire to get a kill every 2 seconds like it's COD. Having at least a consequence to being a psycho, even though I totally acknowledge their right to do it in the confines of the game world, gives the other players a chance. Otherwise bandits should realise that without survivors, its just going to be some hot bandit on bandit action like COD in 6 months time if nobody else wants to participate. Back to my original point though, I do feel that adding a variety of skins would definitely start to increase the immersiveness of the game. Even if we don't have any way to distinguish bandits from survivors (although I definitely think that would help everyone but the bandits, which means it would help the majority of players). -
Beware The Hordes of Chernarus
r3volution (DayZ) replied to ewitwins's topic in DayZ Mod Suggestions
This would be fucking epic! Great idea just to add a bit more random threat to the zombie menace. Though it would have to be way more likely to happen in populated/built up areas. -
This would totally help. I've done this once before and it was just the worst feeling ever. I wanted to hit 'Options' and hit 'Respawn' instead. Significant FML moment. Small thing that could save a huge amount of heartbreak!
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More Clothing and a way to differentiate Bandits
r3volution (DayZ) replied to r3volution (DayZ)'s topic in DayZ Mod Suggestions
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More Clothing and a way to differentiate Bandits
r3volution (DayZ) replied to r3volution (DayZ)'s topic in DayZ Mod Suggestions
Well I'm going to take a wild guess and say that most people who are playing as Bandits will not like this idea one bit. For survivors who want to at least have a chance of distinguishing friend from foe, this is a method I thought wouldn't actually penalize Bandits in the way that the full on 'Bandit Uniform' did, given it was ludicrously unsuited to terrain in Chernarus. Also thought that the suggested models had skins that somewhat better suit the non-military environment of the game, being cobbled together out of different european camo patterns and civvy gear. -
If You Could Add 1 Weapon to DayZ...
r3volution (DayZ) replied to zak757's topic in DayZ Mod General Discussion
I want some variety in the AK47/AKM line. There are already at least 2-3 other models/weapons using the same magazine including the AKS, and SA-58. All use same ammo but would be nice to get more in the game for variety's sake. Also more hunting rifles! Would be really nice to have a CZ .22 calibre weapon even if it used the same model as the 550. Much quieter! -
North Chernarus Militia to begin operations on Oceania Servers!
r3volution (DayZ) replied to [email protected]'s topic in DayZ Mod General Discussion
It's good to see some vigilante stuff gearing up on the Oceania servers. I've been playing with a number of mates IRL due to the rapidly escalating hostility in the game, used to be we could just team up with people we found but lately that doesn't seem to be an option with everyone's twitchy trigger fingers. We've been playing as survivors relying on stealth to get us in and out while we raid towns for supplies, we don't engage unless shot at and we are friendly to all who are friendly to us. But in the last week we've been shot down without even a warning on at least 2 different occasions while not presenting any kind of obvious threat, so we're getting f%$#ing sick of banditry and psychos in general. I don't know whether we'd want in on the North Chernarus Militia but we definitely don't want to be considered as hostile as we seem to have similar goals.