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Everything posted by WBK
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I was tossing up whether to put this in Suggestions or General, but ultimately I thought it's more a fantasy list than any real suggestions. List any gun you want to see in the standalone, but do try to keep it fairly sensible. Also note that Chernarus is in the Eastern Bloc, so mainly Eastern European weapons, please. I'm making an exception to my rule already, but since I'm the OP... First up, this gun from the movie Wanted. Because this... Ok seriously now, my first choice would probably be the .44 Magnum. Yeah it's American, but revolvers are universal enough I think this is ok. I know what you're thinking, "there's already a revolver in the game!". This is why. But mainly . EDIT: How do you embed pictures? Do you have to make them attachments?
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This looks absolutely incredible! Can't wait till there's an Aussie server. Keep up the fantastic work guys.
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This is Part One of two suggestions I'll make, revolving around falling and jumping/climbing. Everyone in DayZ has died because they thought they could just run off a deer stand instead of climbing down. We all know the damage values for falling are atrocious, as well as knockout %, bone break % and bleeding %. So I'm going to make a few propositions, and then show some formulas I've worked out. Firstly, I think there should be a human controlled method of landing properly. For example, everyone bends their legs when they land from a jump. The animation should include a knee bend when landing. The way you land depends on the way you fall. If it is either a jump (i.e. pressing v), or walking off a precipice, you should bend your legs upon landing. If you run off a precipice, or are pushed (I'll get to that later), then you should land without bending your legs. The damage and bone break values for both landing methods will be very different, of course. Just try jumping up and down without bending your legs. Passing out and bleeding chance should be removed from falling. With regards to the pushing, you should be able to sneak up behind a stationary person who is either crouching or standing and push them if they are near a precipice. (Maybe this will come into effect in the SA with a melee system, not sure). Either way, it'd be a silent attack, and an almost certain death, depending on the height of the fall. And now for the formulas! I'll make one damage and one bone break % for each landing style, without knee bend (NKB) and with knee bend (WKB). Here's how I think they should operate: DAMAGE BONE BREAK % VALUES If you read this far, thanks heaps and as always, I'd love to hear your thoughts!
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What do people think of the values themselves? Does it seem like realistic damage for falls at certain heights?
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A light dissertation on Morality in DayZ
WBK replied to SalamanderAnder (DayZ)'s topic in DayZ Mod General Discussion
It's a reasonably good dissertation, and it was interesting learning about the difference between descriptive and normative morality. However, I disagree with some things you say. Morality isn't necessarily fear of consequences. I agree, societal morals (laws) are imposed, enforced and obeyed partly because people fear repercussion. However, absolute - or normative - morals that exist regardless of culture or circumstance are obeyed because it is in the collective human species' best interests to do so. Absolute morals are inextricably interconnected with the human survival instinct. They aren't obeyed because people feel obliged to do so, or because they fear the consequences. True morality is based around the continuation of the human race. There is a reason that every recorded civilisation has some form of 'Thou Shalt Not Kill'. Every single one. Sure, there are exceptions to that rule, and I'm not doubting that. But the statement that morality equates to fear of consequences is wrong. So I offer this as a definition for normative morality: normative reality is the code by which humans treat other humans in kind, and in doing so protect the advancement of humanity. Within an apocalypse, a person's normative morals do not change. Do not kill is still the default behaviour for any normal, mentally stable human. Morality is not the issue. Trust is the issue. Do I trust someone? Do they trust me? Can we trust each other? When the advancement of humanity is threatened, be it a threat to personal life or societal annihilation, morals do not apply. Why? Because the situation is beyond the reach of morality. People view morality as something by which we are bound, but it is not. Morals can be temporarily discarded when the situation calls for it. However someone's morals do not change. NOTE: I'm going to be making a lot of assumptions in this next section. With regards to trust being the issue, it's the perfect application of the Nash Equilibrium (NE); specifically, the 'Prisoner's Dilemma' - a key component of interactive decision making. Essentially, it says that people only make decisions after taking into account the decision they think the other party will take. When it comes to DayZ, assume two people spot each other across a field. Let's remove running away as an option - the only choices are to fight or join forces. Also, assume there is a scale of 0 to 150, 0 being certain death, 50 being 50/50 chance at life/death, 100 being certain life for one player, and 150 being certain life for two players (this final option is because two people working together are better than one) Another assumption: Ignore factors like who shot first, is one person unarmed, etc. Everything is equal. If both players decide to join forces, assume the outcome for both players to be 150: they work together, and both are more likely to survive when working together. And if both players decide to fight, then the outcome would be 50 for both players - assuming equal skill. One will die, and one will live. However, where this gets tricky is if Player A wants to be friends and the Player B wants to kill, the outcome is 0 for A and 100 for B, and vice versa. So the minimum returns for a player wanting to be friendly are 0%, and the minimum returns for fighting are 50%. Despite it being in both players' best interests to join forces, the addition of trust and greed into the factors is what makes people KoS. Why should I be friendly when they could easily kill me? LOOK AT ALL THE PHANCY LEWT! It is the human case of going to the lowest common denominator: you will always have a chance of living if you fight the other player, whereas if the other player gets greedy and you're friendly, you will die. So what I'm saying is this: morality or lack thereof is not what gets people killed, contrary to what OP said. Killing is an issue of automatically heading to the lowest common denominator due to lack of trust. There's every chance I explained that poorly and/or it's hard to comprehend, but for the crux of it all, head to the wiki. It's a pretty interesting concept, and quite intuitive and easy to grasp. -
I think it's because playing in a group you are not relying on just your own wits. When you're alone you react to everything, have to think of a completely different reaction than you would make playing in a group. Where you can just tell a teammate to check the perimeter if something suspicious happens, alone you have to make the choice whether to check the perimeter at all, hide without knowing what is actually there, stay and prepare yourself for battle, or simply to run. You live and die by your own choices. Also, y'know, teammates will just guard your gear until you get back. Kinda cheapens the experience.
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DayZ ideally for me, will simulate the emotions you experience within a war scenario. I've never been to war, but everyone says that it is long periods of nothing followed by short, intense periods of heart-pounding terror. When DayZ does that, it's perfect. So I like to play two or three days a week, for long stretches - about 3-5 hours at a time - as opposed to daily for an hour or two. That way I can usually experience the whole gamut of emotions, and because I don't play every day, they always feel new to me. When I first started playing, all your reactions to every event are overblown. The first time I found a Lee Enfield, I thought I was King Dick, on top of the world! But as you keep playing, you begin to control your emotions through natural forces such as repetition and through artificial methods like forcing yourself to focus and remain calm. So now I experience fringe emotions such as ecstasy and terror much less frequently. However they are still there. And even less taxing emotions still vex me. Something as simple as allowing myself to get bored and taking the lazy route instead of truly being cautious makes me annoyed and angry. I'm happy it happens though, because otherwise my playing experience would exist in a shallow grey area devoid of emotion. The single most exciting scenario for me in DayZ is being found by a helicopter controlled by a clan - or at least multiple people. If I made a list of my top 5 DayZ experiences, all of them would involve either escaping, dying or killing after being found by a helicopter. The way your ears prick up when you first hear a helicopter rotor. The slight rise in your heart rate as you look for cover. Praying silently as you hope they don't notice you. Relief (if they pass) Feeling your survival instincts kick in when you suspect they've seen you. The cat-and-mouse game you play hiding in a pine tree, always making sure you're behind the trunk and hidden. The rush of blood when you know you have to move, and both a surreal acceptance of death as well as heightened awareness and reactions when you do move. The terror when you hear bullets fly past. The sheer joy at reaching some proper cover. Your instincts kicking in again and telling you to calm down. The shock of being shot. The ecstasy in hitting your target. The thrill of escaping. The melancholy and purgatory of death. All of these things are how DayZ draws me in. Just a great, great game.
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Lots
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Base building - Why is it so important to everyone?
WBK replied to m.cab's topic in DayZ Mod General Discussion
I think it would work if DayZ existed at a slower pace with more realistic time-elapse features. For instance, if walking was the default movement speed, and a true stamina and weight system was built in, plus hunger, thirst, bleeding, resting, recovering etc. all occurred within a literalistic time-frame, then base-building would not only work, it would be essential. A base would be a place to recover, hide, rest, wait, defend/attack (if found) and so on. With a slower movement speed, land would be traversed far slower, and bases would be less likely to be found, which is kind of the entire point of having one. IRL, if you had a base, it would be hidden enough so as not to likely be found within a year. As it is, DayZ is relatively fast-paced (comparing to RL guys, not other games), and so it doesn't work. People aren't in game 12-24 hours at a time. There is no point for having bases, except as glorified tents, showing off and a possible end game for some. Their only objective use would be to store gear, and unless made for the reasons above, no one would make them because they'd be so easily seen. Underground base-building is even worse. In what world would an underground base be dug out, designed, constructed and fortified before someone made a simple, above-ground shed? As an eventual feature (maybe in DayZ 2 in 2017 :P) I would like it, but not with the current style of play, and not before overland base-building has been implemented and ironed out. -
NOW I'M INTRIGUED
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Creating a map/tool to help clans coordinate
WBK replied to Sooba's topic in DayZ Mod General Discussion
You lost me when you said 'help clans'... Haha only kidding. Nice little idea. But get something for the lone wolves as well, we're the ones that need help! -
New Spawn - What Would Your Route Be?
WBK replied to DemonGroover's topic in DayZ Mod General Discussion
This is my route; I've grown used to spawning on the east after having done so a few times and having no idea what to do. I can get to Msta without a compass on that route. I stop visiting farms after Msta because by then I've usually got a CZ. Polana supermarket generally has a few goodies for me and after that I'll head to Berezino, NEAF, Devil's Castle, NWAF, Stary and then to Cherno to snipe the snipers. After that I'll just do what the submarine captains do: run silent, run deep. -
Yeah if you eat while arrows are already pointing up you won't get the full benefit of the meal.
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So I was reading this thread today and I got suitably excited for my next session on DayZ, which I'd planned to be at nighttime. I'd had a scary experience of my own a while back, but it was the only one and I've come to view DayZ as more thrilling than scary now. I thought I could handle it.... oh how wrong I was. All was well as I was hunting the NWAF on a low-pop server - I think there was about 8 - at 1.30am (local and game). I had a 3 day old character, who was fairly equipped, but I wanted more, and I got it. I even found Rangefinders for the first time ever in over 3 months! I was almost fully geared, but I still needed M9SD mags and a larger backpack (I only had a Survival). So my next move was to head to Devil's Castle and then on to Stary. I left from the north barracks, heading in a straight line towards DC. The first weird thing I noticed was that after travelling for half an hour, I still wasn't there. I'd been travelling straight, but a weird looking zombie chased me for a while and I might have gone off course. I thought nothing of the zombie's appearance at the time, but looking back now it was similar to the one with a suit. It had a slight, but definite aura. It wasn't white, like a possible graphic, but more like a light red. Everytime I looked at it, it was walking towards me. But if I ever turned around, it would be about 10m closer. I loaded my G36 and aimed down the sights at the bugger, right on his noggin. I fired, but he didn't drop. I fired again, still no response. By now he's close to me and I run back to take another shot. I shoot him one last time and this time it's like there's an invisible barrier around him, I can't hit him! The bullet puffs into smoke when it's near him, like when you shoot into dirt. I decide it's just a glitch or something, and run away while looking at him, so he can't catch up. Finally, I lose him, and I eventually found the base of the hill and the dark forest leading up to DC. Unpeturbed, I began to head towards it. I checked the player list to gauge the likelihood of someone being there, and all 8 were still online. I got in the forest, and realised my food and drink icons were at minimum. Maybe this was a coincidence, maybe not. I'm certain I left NWAF with max though... While I was in my gear list, I checked the player list again and everyone was gone. I was literally 10 feet inside the forest. Now I was spooked. This is a private hive, and I'd seen everyone on there a few times, so I knew everyone there was a lone wolf. This wasn't team-logging or anything. This was flat-out weird. I'm scared now, but I still dismiss it as coincidence. I'm running toward DC as I notice the forest is getting dark, like seriously. It's a full moon server as always now, so although it's 2am, everything's visible. But this forest was getting dark, like the good ol' DayZ. I'm seriously considering logging at this point, too many coincidences at once. It's about now I remember the zombie I saw before. So yeah, I'm shitting bricks here. But I decide to pull myself together and carry on. I spy the other end of the forest, which looks suprisingly bright, although it's probably just the contrast. As I step into the light, I step into the final phase of my journey.... Once I hit the light, I check the player list because I'm feeling really superstitious about now. Still no one. Shit. I would actually be comforted by a full server with snipers on top of DC aiming at me right now, but I am alone. At least, I'm the only human. I wait for about 5 minutes next to a pine tree, just so I can calm down. In this time, the sky slowly turns from black to a deep, dark blue. Is this real or are my eyes playing tricks on me? It changes again to a dark red. Now I know something evil is in the air. When my nerves had been regained, I took a step out and let out a silent scream. THERE WAS A FREAKING CAMPFIRE OUT OF NOWHERE. It was maybe 30-40 metres ahead of me, and in my fear I duck back behind the tree. It's gone. No way. I pop out again, and it's back. This time, there are zombies literally walking around it in a circular motion. I am begging with my computer, my server, DayZ, Rocket, anyone, anything, to stop trolling me. I'm scared shitless. I hide behind the tree again. Gone. Nothing. I really don't want to look out again, but I force myself to. I wish I didn't... The suit-wearing, slow-walking, aura-shining, invincible zombie is in the campfire. No words. I notice he starts slow walking towards me. Even less words.. That's it, I decide, I'm out of here. I try to log, but it says 'abort in 30'. The thing is getting closer. I go behind the tree. It's still there. I try to log again, but as I do, he starts running towards me. Not the usual zombie zig zag, but straight at me. I'm hearing vague, distant voices, growls, chants and whispers. Not coming from any particular direction, but like voices in my head. I can't hack it anymore. 'Abort in 30'. Fuck this, I say. With the zombie overlord about 15 metres away from me, I just wait and see what happens. Running isn't even an option at this point; fear has rendered me paralysed. He gets 3 metres away, gets into an attack motion, and disappears. That's it. Everything's gone. The sky turns back to normal. I can abort now if I want. I check my gear, everything is still there. But wait... I didn't have a holy book? I am positive that I didn't have one before. I click on it to drop it, and it opens up my journal. "My name is WBK [...] I have been here 666 days, and this will be my last..." I hear a slithery, breathy, downright evil voice say, "Thhaaaannnkk yooouuuuu" The entire scene before with the campfire flashes before my eyes, before everything flashes bright white and then fades into black. YOU ARE DEAD Postscript: I asked one of the players on my server about it, he said he got disco'd. When he tried logging back in, the ping read 10000. This is all while I was still in there. Creepy.
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Yeah to be precise, assuming full health you've got 1hr, 6mins and 40 seconds to find the antibiotics. I have died before due to infection, and it's not easy to survive. But assuming you place a high importance on your characters life and fight to survive as opposed to just looking for antibiotics for an hour, you have a high likelihood of surviving. Every time I looked specifically for antibiotics after being infected, I have died. And every time I've actually put in effort to survive, without purely focussing on antibiotics, I have. I'm not saying the harder method works without fail, I'm saying that the easier option is guaranteed to fail.
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I don't get why people equate infection to death. It isn't, plain and simple. Antibiotics are rare, yes, but this is a survival simulator. If you have an infection, then of course curing it is the end goal. Viewing the infection as a countdown timer to death however, is wrong. It is possible to survive for ages without a cure; I once had a character who got infected about 15 minutes after spawning, and ended up surviving for two days before I found antibiotics. All it takes is an increased focus on gathering food to maintain health. Do not go looking specifically for antibiotics. By specifically I mean at hospitals. They are more likely to appear at hospitals, but hospitals are generally danger zones, both hard to get into and out of. Plus, while a single hospital is more likely to spawn anti's than a single house, there are way more spawn points around a city than in a hospital, so your best bet is to stay away from hot zones and stick to calmly looking for food in houses, while hoping there's some anti's there. You can survive off canned foods for a while, but eventually you will need meat to sustain you while looking for anti's. So the first item I look for after being infected (if I don't already have it) is a hunting knife. You can always light a fire at a barrel (without matches), so hatchets and matches aren't compulsory, although they're handy. My priority list upon being infected goes like this: hunting knife > meat > other food > hatchet > matches > antibiotics. It's not easy to survive without anti's, but it's nowhere near impossible either. To the people saying "I love a harder game, but it has to be reasonable/not tedious", there are so many choices you can make. I'm not going to say that staying away from zombies and players and being generally stealthy is the right way - there is no right way, you should be able to play the game any way you like. But it is the way that increases life expectancy the most. This is a survival sim at it's core, and so you have to treat the character's life as if it's the only one. Proceed with caution. If you don't like the direction it's going, I have bad news for you: it's not going to change. This is the direction that both the mod team and SA team want to take. But thankfully for you there are other DayZ mods, enough to cater to most everyone's needs. Or you could even roll back to 1.7.6.1. I'm not going to say 'play cod' because that's silly. But this specific game might not be for you if you can't be bothered putting in time and effort into a characters life. Don't respond with 'a casual gamer won't get any enjoyment out of this'. I'm a casual gamer in terms of how often I can play; I can only play about 3 hours once every three days. But I make those hours count, and I love it because this game is exactly what I want. This game requires devotion and attention, it's not a stopgap measure for boredom. Those sort of casual players can and should find another version of the mod or even another game. TL;DR - When infected: hunting knife > meat > other food > hatchet > matches > antibiotics. Infection does not equal death.
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Hey guys! I'm guessing a few people will want to make their own radio station for the SA, so we'll make this thread the default for advertising and recruiting for radio channels. This thread isn't for the devs to pick and choose which ones they like the sound of. This is for members to get together and organise a potential radio station 'audition' that they can submit to Rocket and the team come SA alpha release when they're asking for submissions. Just a few quick guidelines which will make everyone's life easier: First rule of Radio Channel Club is: You do not talk about Radio Channel Club. Second Rule of Radio Channel Club is: You do NOT talk about Radio Channel Club. Seriously now; To the respective OP's, use the following format: Type: (music channel, talk-show, emergency broadcast, etc.) Language(s): (duhh) Time Zone: (either use general geographical area or GMT) - this is so people can work on the same schedule. If your schedule is open to all hours, say so! [OPTIONAL] If there's anything else you want to say to help sell the idea, go right ahead! No longer than 5 or so sentences though, let's keep these fairly concise. Quote the original person posting the call-out when responding to their application. That way everyone knows who is applying for what, and the 'advertiser' gets a notification. Nothing other than applications and responses on this thread. This one is just a housekeeping note, let's keep it short and sweet. DO NOT send a PM as a response to an application. Unsolicited PM messages can get you banned. Once you've finished recruiting, edit your application with a note in red to say so. This is so OP's (faux-P's?) won't get useless notifications. (Example: 'EDIT: Applications closed') Happy recruiting! As a side note, is there any way I can request to moderate this thread, or not? Serious PM's as response only, thank you. I'll remove this section when I have an answer.
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Yeah my first (and so far only) DayZ chopper experience is pretty hopeless. Found a chopper in NEAF, fully repaired but almost empty on fuel. I found a jerry can, and refuelled it for the next 20 minutes so it had about a quarter of fuel. I hopped in, and trusted my instincts. I'd seen a few videos on how to fly, so I knew to gently increase the thrust and tilt ever so slightly forward. I made it out of the hangar ok, and I was about to get ready for some great adventures as I scrolled my mouse wheel to 'auto hover on' and accidentally selected eject. Even if I hadn't died from the fall, the heli practically landed on top of me. Most anticlimactic thing ever. It was an awesome character I had, too...
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DayZ Community Events in Australia
WBK replied to skitzMACHINE's topic in DayZ Mod General Discussion
When I'm about to murder someone I always yell 'Aussie Aussie Aussie' in direct. If they respond 'Oi, Oi, Oi' I let them live. Otherwise... -
What Problem do People have with dropping their Guns?
WBK replied to spacecow's topic in DayZ Mod General Discussion
So I was right in between the two farm properties just north of Vysota, when I heard someone tell me to stop moving, and that he had a shot on me. I used my trusty guide above, and deduced that he was evil. I knew he was from the high ground to the north, or how else could he have seen me? I put my M14 down, and walked towards the dark brown warehouse. He told me to stop moving, so I decided to bolt. I heard a steady stream of AKM rounds, and one or two of them hit me. I made it inside alive though. I kept running out the other end and sprinted for the treeline. I could see that he was running after me, not staying in his spot, so I knew he couldn't hit me. Long story short, I got away, hiding under a pine tree near Nadezhdino. I decided to follow him. I had my CZ550, and knew that I could outrange him. I followed him up to Zub, where I devised a sneaky plan. I'd been about 500m behind him this whole time, but I thought I'd make my play at the castle. So after he went in, I hid behind one of the walls and lobbed a smoke grenade inside the main building which he was in. I heard the screech of zombies, and heard him running out. So now I threw a frag I had in his direction, heading east out of Zub, but I over cooked the throw. However, this scared the shit out of him and so he turned around and went west. I threw my final smoke grenade to where he was headed so that any other zombies would trap him there. I popped around the east side and watched him get attacked by about 15 zombies. He managed to kill all but two before he passed out. I walked up, took out the other two zombies, told him I was the guy he held up and bandaged him up. Broke his legs with my reacquired M14 though, stole his morphine and left. I think he managed to climb to the top of the tower and suicide about half an hour later. The most satisfying revenge I've ever had in DayZ, without a doubt. -
What Problem do People have with dropping their Guns?
WBK replied to spacecow's topic in DayZ Mod General Discussion
I like being held up, and holding people up. If I get told to drop my weapon, I have a simple process for dealing with it. This is assuming you get jumped out of the blue, because I've never been told to drop my weapon by a player I could already see: Make small talk with the other player. This distracts them, and no one will shoot you immediately after they talk to you the first time. While doing this, you can move around, look around and try to get an idea where they're coming from. Some people will say 'stop moving', some people won't. But if you're walking in their direction, everyone says 'don't come any closer' and now you know where they are. Listen to the tone of their voice. Are they clear, loud, nervous, mumbling, aggressive? This is fairly instinctive, and enables you to get a fairly good read on what they want. And respond clearly yourself. Any weakness might make a player want to kill you because it's easy, or you're a bambi and don't want you to burden them. Using the above info, I have always been able to assess whether a player wants to help, make friends, rob me or kill me. For a friendly, I drop my weapon and cooperate. If they want to make friends, they'll usually tell me to drop my from my weapon and then run straight up to me. I avoid these people most of the time, because they are usually a burden. If they approach with more caution, they're a helper. Helpers insist that you stay well away from your weapon. I'm the most wary of them, because by their nature they have lots of gear and are generally skilled. They'll gladly help, but will kill you if you do anything wrong. If someone appears hostile, I don't cooperate. However, I don't turn and shoot. It requires more subtlety than that. When you've seen them, identified the cover they are behind or know the general direction they're in, turn away, but use alt-look to stay in view. This helps for two reasons: you can keep an eye on them, and you can immediately tell the skill level of the player if they notice and tell you to stop. Skilled players don't want you looking around, and beginners don't notice. If they tell you not to look around, drop your weapon and walk away from the weapon and the assailant towards the nearest cover. If they tell you not to move again, you have to get out of there ASAP. Those people will try to kill you. I've been hit once, but thankfully it wasn't a fatal shot and it didn't knock me out either, so I managed to get away. If they let you move, get to the cover casually before running away. You should ALWAYS have a second primary, and so you can use this gun in the meantime. Half the time anyway, they will not take your gun because they are trying to kill you, or watch you so you don't kill them. If they shoot at me or take my gun, I will always try to regroup later and kill them. If they leave my gun, I leave them alone. I've managed to kill 2 players who stole my gun, but one did get away with my precious CZ. The dude who shot me? Great story behind that... If they don't notice you looking around, take note of whether they are moving towards you or staying still. If they stay still, they will try to kill you. If they move then they want to rob you. For the robbers, I just run away and don't bother them. But if they stay still, I'll run away and laugh as their shots miss. But once you start running, all you can hope is that they're not a good shot. I've eventually killed all the players that shot at me. So there you have it, a bit long winded, but a way to come out on top the vast majority of the time! As for that story, I'll put it in the next post. -
If we can coast down the hill on trolleys, could we also stuff unconscious players in trash cans and roll them down Green Mountain? I'm not a fan of the trolley idea though. Something like that requires a far slower paced game where human contact is not only unexpected, but practically impossible. If we can roll in bins and on couches though, I might change my mind :P
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[SA] UVB-76 and other mysterious radio stations.
WBK replied to Abu Bakr's topic in DayZ Mod Suggestions
Yes anything that is creepy but subtle should definitely be in! Get 'The Pip' and 'Squeaky Wheel' as well, just for variety. And maybe a community developed number station. I can imagine shitting myself turning on the radio at Green Mountain hearing random Russian voices. I only just found out about that thanks to you. Even though I knew it was fake because you said so, it was still really creepy! I do wish it was real though... That would've been the coolest easter egg. -
Some ok suggestions here, but it's the wrong section for it. Also the heading is too vague. EDIT: Props for moving it quickly. I like all the non lethal ideas, I think banditry is more about looting than killing, and survivors and heroes would use them as well. I don't like the camera idea, it's based around revenge which I see as more applicable in a FPS. Plus it's a bit too high tech and would seem more like a luxury than a useful item. The others have more or less all been suggested in the Crafting Suggestions thread.
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NB: This isn't a clan advertisement, so if that's what you want look in another thread! Hey guys, Seeing as there's going to be radio stations in the SA, and Rocket mentioned that he wants some of the channels to be community-developed as well as some internet streamed themed channels, I've decided to start work on a proof of concept. I'd like to do this with a group of 3-5 people. It would be preferable if you're from around the +10:00 GMT time zone (AEST), although if you're willing and able to work and contribute at differing hours that's fine with me. My concept at the moment is something along the lines of a half-serious, half-satirical news channel in a similar vein to those on GTA, although not quite so brazenly silly! However, that is only a suggestion and if you want to join the group then we will obviously have a brainstorming session and sort it all out. Only English-speaking applicants should apply, although if you can speak other languages that would be awesome. If you're any good at accents too, I'm sure that would come in handy. Someone with experience in sound editing and mixing would be greatly appreciated. And if you have any experience with aspects of DayZ IRL (i.e. you know about hunting, eastern europe, maybe if you've been in the army, etc.) then that certainly won't hurt. You don't need to have any of these things - enthusiasm and a good work ethic are the main requirements - but if you can it would be a bonus! If you are interested in joining, please quote this post in your reply and I'll PM you as soon as possible :) If you want to start your own Radio Station Ad, just use this thread.