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Everything posted by WBK
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The anal is very strong with this one.
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You can't submit an application yet. In the Rezzed thread (I think you were there as well), someone said that Rocket said he would begin accepting submissions around about now, but he hasn't actually followed through with that. I can't imagine it'd be too far away, probably a bit before alpha release so they can start it with some community based channels. What style of radio station were you thinking of doing?
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Yeah I really like the ideas of subtle tools to suggest a possible rebuild of society. I don't see how this could be implemented though. But regardless, the main drawcard of DayZ is that you are the story and you make the story. Any attempts to provide a destiny or predetermined goal will be met with a fair outcry.
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I love the starting in the bed idea! I think the best way to implement it would be to have designated 'spawn houses' slightly further inland and remote than the current spawn points. They'd have to design houses to look like they'd been lived in for a while, i.e. lots of empty tin cans, boarded doors and windows. You'd have to walk up to one of the doors and perform a 'remove boarding' action or something to leave the house, but it'd be a tiny thing to do to greatly increase immersion IMO. One of the things that really annoys me about the mod is that you spawn on the beach. What the hell? This place is an island, and it's infected. There ain't no way I would be coming here by sea, without any evidence of transport, to a place riddled with infection. Only problem is that some people might camp the houses, but I suppose that's not too much different to spawning in Kamenka and getting destroyed. In theory, I really like the idea that your character still exists while you're logged out. It could get rid of those pesky spawn-in-campers, you don't have to pretend that you hid in a bush between Dolina and Polana for 24 hours, it would remove some of the desire to KoS (you don't want to be killing someone 5 minutes before logging out), and ultimately it adds a sense of realism and immersion. You see the sun setting and think "oh shit I have to find somewhere to stay tonight!". But we have to acknowledge this would take up a lot of people's time, time that they might not have as a casual gamer. And it would only encourage people to play for ridiculously long hours, because the rewards for staying up when everyone else is asleep is that you could possibly find them and steal all their loot and kill them. It's a really nice idea, but the benefits don't justify the shortcomings.
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I'm just glad that this topic seems to have finally gotten over an issue that involved inadequate comprehension issues with regards to the juncture at which a certain game was to be discharged unto the public. The funny thing is, people will be able to understand this far clearer than the aforementioned statement.
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Also, and I feel this one is probably the most important in helping to mould players into specific styles: failchance should not only be a variable for crafting items, but also for using items and performing actions. In other words, there is no way in hell I could successfully administer a blood transfusion, so why can I do it 100% of the time? Or something like engine repairs on a vehicle. I feel this will only apply to some of the classes I listed in the post above - I mean, if you don't know how to eat a meal 100% of the time then you've got bigger problems than a zombie apocalypse. I assume that failchance would be associated with using medical items, performing repairs, modifying weapons, and perhaps a few other things I haven't thought of yet. In case you haven't noticed, I really like this thread :D
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Yeah I've completely gone off the whole concept of book usage - what was I thinking? Anyhoo, I think that with how Rocket envisions the effect of a crafting system - how it would create player 'classes' - experimentation is the way to go. It would really accentuate the strengths of each players playstyle. Once you die though, to make it so people aren't just a fountain of knowledge and (unrealistically) retain all information about how to craft things upon respawn, my idea about craft success bonuses should be implemented. I'm not honking my own horn here... Okay I am, but still! If my idea didn't exist, people would just be able to craft things willy nilly when they respawn. If my idea did exist, it implies that people might have theoretical knowledge of how to do something, but only practical application will make you good at it. P.S. I don't think it should be as high as 50% deduction in failchance. I'd say 20-25% is good per successful craft.
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Hey guys, just going to bump this for a couple of dayz. I really want to work with some other people from the DayZ community; new perspectives and ideas will only make it better! If you're even slightly interested, it'd be great to hear from you.
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I'm only going to keep bumping this till the end of the week, promise! I really would love to work with some other people from the DayZ community on this. Don't make me beg now!
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Hey! At least we've always had an 'R' rating. Wait...
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If the ability to shelve an 8 ball of coke or inject heroin straight into my eyeball is added, I will buy 20 copies of the SA. But seriously folks, I think with the planned complexity of the food and medicine system in the SA - what with calories and multiple antibiotics for multiple diseases - side effects would be a nice addition. If you're the sort of careless player getting hit by zeds all the time and contracting something, withdrawal symptoms and diluted effects for excessive usage would be a great way to further immersion and also teach people - I don't want to say the 'right' way - how to play sensibly.
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Requested Post for SA Damage model Suggestion.
WBK replied to mick17's topic in DayZ Mod Suggestions
Admittedly, three shots is alot less than 14, and 9x18mm is smaller than .45. Having said that, even you can surely accept that the story above is the exception and not the rule. And anyway, even with paramedics, the dude practically died instantly. In an apocalypse, the time would be much shorter, if not instant. But that's the beauty of the hitbox system: the % allow for extremely rare survival scenarios. I really hope this gets implemented. -
So zombies are just a nuisance again in 1.7.7.1
WBK replied to kumando's topic in DayZ Mod General Discussion
Direct quote from R4Z0R: .7.1 is supposed to be harder than .7, and quite obviously it's not. R4Z0R mentioned elsewhere about there being an error or bug - perhaps with regards to the distance check for zed range - that makes it easier than it should be. Does anyone know specifically what the issue is? -
Clan: [HOW] Looking for young dutch players (NL) age 16 -
WBK replied to ThOmAs_McCoOy's topic in DayZ Mod General Discussion
Dude, clan recruitment posts belong here. -
Bump. Mind giving me a sample?
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Dean hall = standalone, no dean hall = no standalone. When is he coming back?
WBK replied to PuRe DAYZ's topic in DayZ Mod General Discussion
Whoever is following this topic better be doing it for teh lulz. Otherwise.... *facepalm* -
Dean hall = standalone, no dean hall = no standalone. When is he coming back?
WBK replied to PuRe DAYZ's topic in DayZ Mod General Discussion
Rumour has it that he's setting up base camp at the restaurant next door. -
Yeah I might try this, I want to get better at ranging without equipment. Thanks dulix.
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Tbh I don't exactly know. I assume for the community submitted channels it'll be similar to Cherno Journo's concept, i.e. 6/12/24hr pre-recorded mix. Possibly updated on a regular basis, but I don't think there'll be any live streaming, however as I said I don't know.
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Bump! Surely there's more than just one other person who wants to do this?
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At the time of posting, I had no idea as to how possible/impossible this was to do technically. I've got a fairly rough idea now, and suffice to say I don't think 3P-VoIP will be going. So this is more to gauge people's opinions on it as opposed to demanding change or me bashing people who use TeamSpeak or likewise. Hey guys. Just wondering what everyone thinks on the whole towards this issue. I'm a firm believer in realism, and I don't think anyone should be able to communicate with their friends on the other side of the map, but that's just me. I really hope that there are three direct communication channels in the SA: Whisper (5-10m range), Talk (40-50m range) and Shout/Yell (200-300m range). There would also be a radio channel that could come with a headset (whisper radius), or no headset (talk radius), which could communicate across Chernarus. This is at the very least being considered by Rocket and the team and I think this would be cool, as well as realistic. You could call for help at your own peril, or plan an attack on a new member in your group while he's 20 metres ahead of you. They might take a step back though and start listening to what you're saying. *cue Law & Order dum dum* The first isn't possible currently with either DayZ comms (apart from side chat) or 3P-VoIP. The second is possible with 3P-VoIP. If it was on DayZ however, it would add an element to team play. Everyone would stay close to each other, and be suspicious of every time someone went on lookout, or grabbed some gear with another person. It's just a few examples of why I think it should be banned, but mainly because no one should be able to communicate 100% effectively with another player with a third player 5 metres from them, or communicate across a map. Love to hear the thoughts of the community at large though!
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Fair enough. Nice, sensible thought out reply. I guess we'll just have to agree to disagree though ;)
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Tek, firstly I want to say that you raise some valid points and are in line with the thinking of the majority of the community. But my post clearly states that this isn't a petition of any kind; I'm not trying to get rid of TeamSpeak etc. I'm just gauging the opinion of the general population of those who play DayZ. You have a different opinion to me, I have a different opinion to most everyone. That's cool. You got a bit agro there though - caps is never a good look when arguing something - so I just want to reply to some things you said. I know that now, but as clearly stated in the opening post I did not when I started this thread. Actually there is a reason. DayZ is as much a simulator as a game. The extent to which it simulates an experience is up to the community and ultimately the devs. Realism has differing degrees, and anyone will agree that not all things that are realistic increase immersion. In that vein, chatting over a map IMO ruins immersion far more than being able to repair a car in 15 seconds (after scouring for the necessary parts for 4 hours). So that's why I asked - before knowing that it was, for all intents and purposes, impossible to remove - whether people liked 3P VoIP. Assuming it was possible and no censorship qualms arose, if people decide it's a strict simulation, then it shouldn't be allowed. If people decide otherwise as they have, then it should be allowed. Simple as that.
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This isn't for the devs or anything to pick and choose. 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 or beta release when they're asking for submissions.
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It wasn't the infection that made me respect zombies again...
WBK replied to jubeidok's topic in DayZ Mod General Discussion
They're related; there's a 3% chance they'll pay