Jump to content

Forums Announcement

Read-Only Mode for Announcements & Changelogs

Dear Survivors, we'd like to inform you that this forum will transition to read-only mode. From now on, it will serve exclusively as a platform for official announcements and changelogs.

For all community discussions, debates, and engagement, we encourage you to join us on our social media platforms: Discord, Twitter/X, Facebook.

Thank you for being a valued part of our community. We look forward to connecting with you on our other channels!

Stay safe out there,
Your DayZ Team

Wolfguarde

Members
  • Content Count

    292
  • Joined

  • Last visited

Everything posted by Wolfguarde

  1. Wolfguarde

    Compound bow

    You could do it at that speed if you're used to a high poundage with an extremely low poundage bow... but you wouldn't have a hope in hell of hitting anything XD
  2. You do realise that by taking such a stance, you're inadvertently encouraging any trolls and the like who usually derail these threads to do so? I know you mean well, but even the best of intentions can have negative consequences. It will be a minor miracle if nobody attacks the thread.
  3. Wolfguarde

    D*ck Heads Of DayZ - (Post Your Encounters)

    I used to have a lot of fun hunting people like this. I only got a couple of decent goes at it, but they're the moments I remember as being the most fun the whole time I was playing vanilla. Whole different challenge to sneaking up on a spawn sniper without being noticed :P
  4. While I understand where this is coming from, I think there's a rather obvious solution that works for both those who want it in the game and those who do not. Part 1: They simply add a blur censor to anything that would be considered explicit. Part 2: The use of this element is solely restricted to bowel/bladder relief. It won't stop the issues with teabagging/corpse desecration, but since there's plans to add the animations in anyway I see this as being a much cleaner method of implementation. I would be surprised if it isn't how the mechanic is planned to be put into the game. That being said... modders.
  5. Wolfguarde

    Server Hopping Master Thread to End All Threads

    Yeah, it does encourage it. Not denying that it makes things easier, and as in any game where there's a high challenge factor, there's going to be people who take the easiest path to progression (resource/gear collection in this case), thinking it justified. Given the current state of the game, it is. But it's still something that shouldn't be possible, or done, in my opinion. It exploits the hive system to dodge a massive chunk of the game's difficulty factor, among other things. So long as private hives aren't rendered illegal in the course of the game's development, though, it doesn't bother me as much as it does some.
  6. Wolfguarde

    Communities

    I don't know about forts, but if base building is done right you shouldn't need anything as big as all that. Not a bad idea, having said that. I take it you're an Origins player? :P Barricading houses would work just as well, but I'd rather see permanent/built houses as a thing, either as an option or an upgrade - barricaded houses sound like something you're going to be able to tear your way into as a raiding player. It appeals to some, but personally I'd rather bases only be raidable if someone manages to kill/incap you with your door open.
  7. Wolfguarde

    Compound bow

    Not a bad idea. Strings and the 'wings' on the bow should also degrade with usage. I think the maximum usage on compound bows is somewhere around 3,000 shots (might have been 10,000 - been a while, correct me if I'm wrong) and 1,000 for recurves. Strings would be affected by wet weather and only last a few minutes before being rendered unusable unless oiled. Wooden recurves would need to be kept out of the rain or risk being ruined entirely.
  8. Wolfguarde

    Server Hopping Master Thread to End All Threads

    Not really a workable solution. Not only does it break immersion, it punishes random disconnects and network-side issues that the player has no control over and usually winds up suffering from at completely random and unexpected intervals. Big no-no. And since anything implemented now will be a bandage patch until the lasting issue is fixed by the implementation of private and community hives, I honestly don't see the point in them wasting time coding something like this. Oh, yes there is. There's plenty wrong with it. But as far as it being unfixable, where public/community hives are concerned, you're more or less right.
  9. Wolfguarde

    Communities

    Massive theme breaker. If/when Epoch carries over you will probably see this in it again, but it doesn't belong in the vanilla game. That being said, communities are something that should be built as a result of gameplay and, well, the community. Let groups form naturally, rather than encouraging them. It's always better not to have incentives for group activity, because that way you're not actively penalising solo play.
  10. Wolfguarde

    Information Vs. Immersion

    While I agree in principle, keep in mind that not everyone has one. I would like to see all HUD information including hotkey bindings restricted to the inventory. Let such things as bleeding be visible in first/third person by looking at yourself, and such things as thirst, hunger and sickness be primarily detectable by visual and audio cues. Your character's stomach starts growling when he gets hungry. He starts stumbling and fainting when he starts to starve, unless he's in danger and adrenaline has kicked in. The character starts swallowing more and breathing hoarsely when thirsty. When sick, he starts coughing and his nose runs - symptoms get progressively worse the longer he's sick. These things would all show up in the inventory screen as well, but would be possible to see/hear without needing to resort to it if you don't want to break immersion. I risk someone turning this thread into a train wreck in even touching on perspective-related issues, but I think that this should apply to vehicles as well - as a result, you're not going to spend all your time in third person while driving/flying/sailing, as you'll have to monitor vehicle speed, fuel, and possibly heat and revs from within the vehicle. A vehicle might have a damaged fuel tank, which would lead to fuel leaking; you wouldn't know unless you're looking at the gauge regularly. A fucked engine might result in oil leaking (resulting in higher engine temperature?) or weak revs/speed. Bad wheels would cause the car to tilt - not so much as to be easily noticeable outside the car, but enough that you're going to get tired of looking at the world through a windshield that makes everything look like a crooked painting after a while. Plenty of possibilities. I'm sure Rocket and co are creative and inventive enough to make use of this sort of incentive.
  11. Wolfguarde

    When Bike deploy on Standalone?

    I believe vehicles have been mentioned a few times as something that's a way off - too much essential stuff to implement before vehicles and such are given serious thought. Give it time, and if you really can't stand playing without vehicles, just flip back to the mod for a while and give the standalone time to catch up to the standard you want it to be at.
  12. Wolfguarde

    -=BEARDS=-

    Yes. A thousand times yes. And just in case nobody's mentioned it yet, proper animation for them as well - so your wizard beard is blowing majestically in the wind behind you as you ride through a storm of bullets in Elektro on your rickety piece of shit pushbike/rusty motorcycle. Edit: Blasting this.
  13. Wolfguarde

    2 Things that should be implemented ASAP

    Topic keeps getting bumped by criticism. The OP understands, let it rest.
  14. Wolfguarde

    The Way of the Bandit

    Invader Zim soundboard. A great many people will love you. Nearly as many will fucking hate you XD
  15. Wolfguarde

    dont touch the old sardines :O

    If you open a can, there's a small chance of it exploding due to gas pressure, if I've read this correctly. I like the idea, though I can see it causing a lot of rage.
  16. Wolfguarde

    What's that smell?

    All good ideas. If the game is fleshed out to the point where hygene/bathing is added for keeping healthy, the player should become progressively easier to detect by scent.
  17. Wolfguarde

    empty beans can body armour

    ^ My thoughts exactly. There's nothing weak enough to warrant tin armour in the game at the moment - possibly your fists, but I'm thinking the mitigation factor wouldn't be high enough to warrant the trouble of making the armour. Where armour in general is involved, you also need to consider that you're in a very cold country - and any kind of old-age-style armour is going to have a drastic effect on your body temperature.
  18. Wolfguarde

    Rain water collection

    Take into account that there is a lot of semi-permanent air pollution - that buildup would need a very long time to be reprocessed through natural means to purify the upper layers of the air again. While the rain might become pure again in the long run, it wouldn't happen for a long time - long enough that you probably wouldn't have zombies or living survivors running around anymore.
  19. Wolfguarde

    Which vehicles would you want to see in DayZ?

    Only in this colour and flouro hot pink.
  20. Wolfguarde

    I dont understand why there is no AUTO RUN KEY!!!

    Because sometimes getting to the next city on foot is ten times as fast as collecting the myriad parts you're going to need to make a vehicle drivable ;P
  21. Wolfguarde

    Building a house from scratch (like rust)

    Because I see full customisation as being impossible to balance, and problematic for the future. Don't get me wrong, I love that sort of customisation as a general rule. I'd love to see it in one of the mod variants of the game. I've just seen a few similar issues to what I predict pop up from the addition of a creatively unlimited and usually unlimitable feature to a game/server, which in one case resulted in the community getting shitted off and abandoning ship. I don't want to see people flocking to mod variants of DayZ for balance. The mods are allowed to be unbalanced. The vanilla product should be as balanced as possible, even to the point of losing quality in a couple of features.
  22. You do not want to start this argument in your thread. It's going to derail very, very quickly once the right idiots see it and decide to start waving their flags again.
  23. Wolfguarde

    The 'Dirty' State

    This relates to items like canteens, open food and the like - or really, anything that can touch your mouth or a wound. Dirty items will have a chance of inflicting sickness on the player when consumed, or applied, or fired at another player. Different things would obviously have different degrees of impact; dirty water would have a good chance of sickening you, while dirty food would be proportionately more likely than water, as it stays in your system longer. This could also apply to the character's hands after picking up or holding a dirty item, and require some form of sanitisation to make eating completely safe again. Dirty bandages would almost always result in infection, morphine injectors/epi pens as well. Dirty clothes could result in sickness or infection, or both, if they are separated at some point. Dirty trash items could be used by bandits to infect the wounds of captive players. This could also be expanded to stuff like weapons and car parts. Oily substances might be applied to guns, making them have lower accuracy when fired in bursts, or greater recoil, due to difficulty gripping the weapon and holding it still. Melee weapons might have a chance to fly out of your hands when you swing due to a similar application (or they could simply be found like this). A dirty engine might degrade over time; a dirty fuel tank in your car might taint your fuel and cause the car to stop working. Obviously I don't know the specifics involved with how vehicles work IRL, but you get the picture. The severity of the sickness/infection would depend on the item and its application. Dirty blood would probably sicken your character to the point of killing them. Eating with dirty hands would have a small chance to make you sick. Different items are cleaned in different ways. Car parts require a specific tool to clean. Hand sanitiser or soap could be found in residential buildings. Bandages could be boiled over a fire. Bad medical supplies would have to be thrown away. Weapons could be wiped down with a rag and some kind of solvent. Needles could be heated over a fire. And, of course, this state doesn't actually show up on the item unless it happens as a direct result of something you do. For example, you might put an opened can of food on the ground. You know that's dirty. You could probably safely assume that a person could identify damage on a blood bag, and thus judge it unfit for use. However, if another player were to tamper with something and give it to you, nothing pops up. You might pick up an axe and not use it immediately, thus not triggering the label because you have gloves on; you pull it out later to use, and it slips out of your hands. You wouldn't actually know until you've swung with it or raised it whether it's dirty or not, and so the status label doesn't show up on the item until that trigger is activated. And so on, and so forth. You get where I'm going with it. One more little detail that would make the game that little bit more complicated and interesting.
  24. Wolfguarde

    Ctrl+Z to go prone and takeoff your backpack at once.

    I like the idea, but I don't think it should be quite that quick. Take the weight of your pack into account - if you're carrying a lot of weight, it's going to be hard to swing that thing onto your shoulder, especially if you're trying to do it and push yourself upright at the same time. I'd say at least three to four seconds. Of course, the animation timer could always be made completely dependent on how much you have in your pack as well.
  25. Wolfguarde

    Building a house from scratch (like rust)

    My solution is limited customisation based on templates, what I did a short of in that last post. Basically, you have a number of template 'rooms' which can be added onto the core building; the building core has storage and sleeping space and nothing else. Additional rooms contain enhancements such as extra storage compartments, cooking utilities, basic workshop equipment and the like. External utilities such as wells could be built where no underground structures/improvements are present, within the build plot. Perhaps add in some purely decorative elements, but keep them small and limited to within the total size of a plot. The building can go up X number of levels, and down X number of levels (likely around 2-3). Underground space is limited to the total plot size, in order to prevent overlap when multiple bases are built in close proximity. The player unlocks progressively larger structures with more space to build as they complete their buildings, much like in Origins. You still have a bit of room to screw around, basically, but you're limited to what is easy to fix. In the vanilla game, this is what I believe will be best for balance and preventing exploitation/map defacement. One look at Rust was enough to convince me it's something we don't want to see in the base game. Better it be left for the modders once the standalone's developed enough to warrant new variants.
×