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Malleovic

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Everything posted by Malleovic

  1. Malleovic

    dual weild pistols?

    Dual-wielding javelins! So bulky you wouldn't even be able to see. Or walk, probably. Still, would look funny.
  2. Malleovic

    READ: Lets get these Lighthouses up and running

    Most definitely a good idea, especially if players can turn the light on or off, increase the speed, change the direction, etc. An inventive way to communicate!
  3. Malleovic

    How to realistically simulate death

    I like the sentiment of the OP, even if the implementation would be unfortunate. Much worse are the bunch of asses who post their one or two sentence dissatisfaction because they for some reason feel the need to participate while being too lazy to actually criticize the OP constructively. Not everyone, but a lot of them.
  4. One more reason why players need to spawn on a piece of coast literally as far as possible from their deathsite. Clearly death isn't punishing enough if people can effectively do this on a consistent basis. Maybe we need a much larger map. Some way of preventing players from easily benefiting from teammates after they've died...
  5. Malleovic

    Reasons to huddle around a campfire..

    Yeah, I guess my idea was based around creating a possibility for survivors to get in interesting situations rather than purity of Zed-concept. maybe something else can keep them back...
  6. Malleovic

    Looting your own body

    Yeah I'm not in favor of that either. I was suggesting that players simply be disallowed from looting their own corpse, period. They can stay on the same server for all I care, just as long as they spawn ridiculously far from their deathsite where any teammates might be.
  7. This thread was previously titled "Expiration Needs More Lacrimation" There are a lot of topics and posts about making death more punishing, painful, or permanent, using methods ranging from taking away the so-called "starting gun" (yep, I am probably the only person who calls it that) to actually preventing players from playing at all for a period of time following death. The problem is that while the first idea certainly makes life after death more of a pain, it's not really all that bad if you died without a gun to begin with anyway, and if you have a friend who can protect your stuff if you did long enough for you to get there, then there really isn't any extra pain except for an inconvenient trip. The second idea is just ridiculously bad for obvious reasons, example: "oh hey, what a great game! it has this great difficulty feature built in that doesn't even let you play it for a while when you die" yeah I can't even keep a straight face while typing that. I just vomited everywhere. However, I have recently read two threads (one by Strategos and one by mike_mareen) that attempt to tackle the issue in the above paragraph head on (getting your stuff back). Because you shouldn't be able to get your stuff back. At all. Strategos' and mike_mareen's suggestions both entail server-access-cooldown-functiony-thingy-ideas-whatever that also has the benefit of stripping anyone who dies of any vehicles or tents that they had on the server AND keeping them from linking up with comrades, at least for the duration of the cooldown or until their comrades disconnect and rejoin them in another. As usual, a certain portion of the responses to their ideas were just a bunch of people bitching in one or two phrase responses either because the ones doing the bitching hadn't read the whole post or because they were to lazy to make their fingers work a little bit harder to engage the suggestions at hand (I know I might catch flak for this from the bitching parties in question, and I don't care. Your short posts will be easy to skip with a flick of the mousewheel). Sorry, short rant over. Personally, I'd like to suggest a feature whereby any tent, vehicle or item (equipment, ammunition, weapons, food) that a player touches should be made permanently inaccessible to them upon death (unless someone else picks it up/touches it), to the point of despawning if they get too close (obviously such a restriction would be lifted the instant another player touches the item, or else literally everything would make no sense and explode). This allows players to stay on the same server (very important if good connections are few and far between). Basically, you will never be allowed to loot your own corpse (or tent after death), under any circumstances, and someone will have to actually steal any vehicles or items you want to keep before you can obtain or use them again. This doesn't address the issue of teammate aid in keeping these valuables, but it does make it dicier. Your teammate knows that to help you get your stuff back, he would have to drop something of his (potentially for good if he's running to you rather than camping the stuff) to put it in his inventory/pack, AND that he has to pass up actually stealing for himself any vehicles or items that you might have had (and he now has the perfect chance to do so) just to help you get it back, because you can't on your own. Presently all he has to do is just camp your corpse until you get back. Couple this with a function that forces a player to spawn at a point on the coastline literally as far away as possible from their site of death, and I think dying just got wonderfully more inconvenient. Feel free to criticize, flame, bluster, call me names, and in general tear my ideas to shreds. Do your worst. EDIT: Updated thread title. EDIT: Updated thread title again to reflect the side effect of player driven missions (corpse retrieval)
  8. Malleovic

    Rubber Tube your Tent

    I like all of your ideas (especially the prospect of hunting down a mechanic just for the goddamn engine block parts he took so I couldn't steal his car) except this one. You die' date=' you should never be able to go back to your stuff without paying some kind of price*. *This is elaborated upon further in the link in my sig.
  9. Malleovic

    Reasons to huddle around a campfire..

    We're also ignoring a big reason that people build fires in the wild: to keep animals away. Currently I believe that Zeds are drawn to fire because they are drawn to light in general. I'd like to see this tweaked to make fire draw Zeds from farther away but repel them at a distance of 10 or 15m. If fires were also temporary, this would allow survivors to create small "safe" patches of ground wherever they wanted, but just don't let that fire go out, the horde is very close...
  10. Malleovic

    Removal of Regular Difficulty.

    Same here. I'd love to see people actually be challenged for once. And I'm not being elitist. I know full well that I'd initially die and die and die and die just like everyone else.
  11. Malleovic

    Looting your own body

    I completely agree with you. There are a number of ways to solve it, including your idea about item restrictions.. I'm sure it'll never get implemented, but eh, I think it's a good solution.
  12. Malleovic

    Coup de Grace

    "I swear to god, the knife just slipped"
  13. I feel for you only because you've got an unfair disadvantage compared to fellow survivors. I'd correct it by removing the starting text entirely. For everyone.
  14. Neither does respawning and knowing the exact location of a corpse some large distance away with gear. I'm trying to make up for that by taking solo corpserunning out of the equation.
  15. No, you have to make sure that anything he wants to get back, you have to hand him directly because he's a stranger now and not some friend who died and then magically came back to life. We're stuck with respawning because this is a game and not real life (though by golly I wish we had it in real life); what I'm trying to do is make respawning carry as few advantages as possible, to make death as friggin annoying as possible. Because then you'll worry about it more, and it will suck more when it happens to you or a teammate. No problem, there's a couple ways to deal with this. Either put people on a timer that overrides all possible respawn points inside of a certain distance. Even better, combine this with a system that automatically despawns your corpse (and anything in it) when you get too close to it. Like 50m. There is a lot of harm in it, if you consider that the current first priority of a recently-killed-with-good-gear-survivor is often to do something that you would never be able to do in a post-apocalyptic nightmare world: get back to my own corpse to get my stuff back. It breaks the authenticity (***BOOM) of the experience in a big way. Therefore if it can be gotten rid of, it should be. It's also massive, hypocritical metagaming in the worst way for a mod based on consequences and how players have to WORRY about them, (though apparently there's nothing wrong with metagaming itself). It's called the "Suggestions" forum. Not the "fix all of MY in-game problems" forum. If you have bug issues, there's a forum for that. And it's not here. EDIT: I've just realized that an added benefit of this will be a lot of people on servers requesting the help of others (how about THAT for combating KoS) to retrieve their shit, and having to trust the person who they enlist to help. This means the creation of essentially entirely player driven missions, the outcome of which is dependent on the players themselves, rather than on some scripted nonsense. Players can accept to help, kill the survivor who needs help (who could be lying to gain their confidence), or help them juuust long enough to steal the pot of gold (the other player's corpse) at the end of the rainbow. More opportunities for something to do (which I hear people whining about all of the time), more opportunities to backstab eachother in the course of doing them. Think about it, each player would have something the other wants (one has knowledge of the location, the other is the only one who can retrieve it) but NEITHER could just up and take it by force. This would of course either simply piss off the lone wolf types like myself who'd rather not have to trust anybody(too bad, playing alone should have disadvantages, especially when you die), or push those types to start trying to talk to people if they reeeeaaally want their stuff back. I've updated the title to include this massively interesting side effect of adding the main feature I proposed.
  16. Is it possible? Is it real? Could it be that the many howling cries* of hunger for a more savage, more violent, more bloody way to cut down or bludgeon our shambling foes and our would-be traitorous friends alike in an shower of gore, a fittingly sudden and ghastly tribute to vicious desperation and nervous, shaky-handed greed in the face of an apocalypse might finally be answered? God I hope so. There is nothing more brutal than being forced by hunger, thirst, sickness, or fear to go toe-to-toe with the screeching nightmares that wander Chernarus, ravenous for your flesh, or choosing to do so against your fellow travelers out of desperation, madness, or pure, vicious opportunism. *Here's mine anyway
  17. Because the first thing any utterly insane responsible member of the community must do is post a list of suggestions with only a cursory, half-hearted check using the search function, maybe even subsequently putting an obnoxious link to them in their sig! Having utterly no familiarity with the underlying principles of the engine, modding, or any of the other very important details, let me blunder through an explanation of things that I believe would improve the mod. Feel free to flame, criticize, bluster, banter, and in general rip these suggestions to shreds: 1. It makes utterly no sense and feels completely "inauthentic" (which is apparently the new acceptable buzzword for whatever the fuck this mod is aiming for since those members of the community who apparently can't deal with "nontraditional game dynamics" (speaking of buzzwords) pushed 'rocket-from-whose-keystrokes-flow-sacred-quotable-gospel-for-whatever-argument-needs-boosting-this-minute' to reject the word "realism") WHEN encountering a lone infected, a newly-spawned survivor can do literally nothing but run, hide, get eaten, or find a gun. The infected aren't burdened by pain, they have apparently limitless stamina (granted, this really should be a biological impossibility for both survivors and infected alike), but they are still built out of human parts. Given suitable luck/a tool/the right situation, the average human can bludgeon another average human to death, or at least push them to the ground and kick their head open against a rock. This is in my opinion the most glaring feature completely left out (not glitched, which is another story entirely) of the mod, along with the lack of common items that we could use for this the glorious purposes of righteous bashing and slicing (baseball bat, crowbar, knife, machete). Risky business, but fun AND authentic (SCOOOOOOORE). 2. Remove the murder counter. There should be no visible "score" except days spent alive (and we're talking real time here, not just how long the character has existed). This will mitigate a good deal of the so called (and often whined about) "unnecessary" amounts of PvP, because players will have less to pat themselves on the back with when just shooting people for the fuck of it. Personally though, even if it does't change a thing, I don't care. I have no problem with the threat of wanton, senseless murder. It's the apocalypse, and people are animals. If you want to appeal to your fellow player's sense of humanity, go right ahead and talk to them directly. That's exactly how much weight it has. 3. On the flip side, zeds need to spawn much more densely in high-value loot areas. This will throw into starker relief the natural, UN-CONTRIVED (there should be no other type) advantage of working as a team: raiding parties, even organized on the fly, will have a much higher chance of getting good loot and sole actors will have a much lower chance of the same. 4. And please nerf somehow (rarity, effectiveness, etc.) the smoke grenade/campfire/etc. diversionary style tactics of kiting what could be a massive horde of terrifying zeds into a massive horde of harmlessly stampeding morons chasing after a hissing noise. It shouldn't be as much of a surefire way to allow a sole survivor to do the work of a whole team as it currently is. Like I said, teams have a natural, "authentic" (there's the magic word of the week again!) advantage, and it shouldn't be cheapened so easily. In a shameless effort to frustrate everyone, I'll probably update this list semi-regularly with interesting things that may or may not be useful edits or additions to the current suggestions. In fact, it may or may not even be interesting! Do your worst.
  18. And THAT, ladies and gentlemen, is what we're looking for. I actually feel a bit guilty (not at all actually) about talking about it still because it might be exactly like what we're getting.
  19. I think one of his points was that a melee system like the one in the video above wouldn't really contribute anything to DayZ and that a better system (realtime, unscripted melee attacks) must be impossible because he couldn't find any other mods that had it. Personally I think the game would be better off with ANY additional melee at all, but obviously the latter type would be the most valuable for gameplay purposes. Does anybody have any official news on whether or not a realtime melee system is possible? I've only heard doubters, but nothing solid...
  20. Malleovic

    You've created a Bandit.

    "You've created a bandit, cause nobody wants to see Daggo no more they want DAGGO, I'm canned beans" Off-topic I know, but I honestly couldn't think of anything else when I read the title of the thread. Sorry about that.
  21. Malleovic

    Forges/Recycling Centres

    Whoa whoa, everyone calm down. No need for him to be dismissive, no need to blow up at him for it. I rather like your idea, and besides even though:
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