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Everything posted by Wolfguarde
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The people who look down on bandits and KoS players = annoying?
Wolfguarde replied to crazyandlazy's topic in General Discussion
Excellent! Welcome to the club. -
The people who look down on bandits and KoS players = annoying?
Wolfguarde replied to crazyandlazy's topic in General Discussion
He does. 'I'm not judging X, but...' is probably most used by people who are judging with the words following. Judgement is a hard thing to stop doing. It requires you to set your personal bias aside and look at something without making accusations or apportioning blame. On topic: It is equal parts amusing and annoying to watch people bitching about trigger nuts. Any game with guns is going to have them; first person shooters have entrained that conditioning so firmly into our idea of the genre that very few people don't do it. I say this as a player that collects more deaths than kills in this game - I can't aim, and that makes me terrible in PvP. It doesn't bother me when I die to another player for the most part because it's what I play the game for - yet most of the people complaining about the kill on sight mentality are either trigger nuts themselves or players who fully expect to be able to get through the game without engaging in PvP. That, or they're hanging around Chernarus Ghetto (Elektro and Chernogorsk), looting and expecting to be left alone. Oh, the naivety... -
Community list of suggestions for stats/abilities/spawns for existing items
Wolfguarde replied to basinox's topic in Suggestions
Long ass list of suggestions inbound: Fire and burns should be a thing, in my opinion. If you step in a campfire or a molotov explodes next to you, you should be running/flailing/rolling around and trying to put it out. That being said, it might be taking things a bit too far to allow molotovs and fire torture; maybe simply leave this as an environmental effect, which requires medical treatment once burns occur. Snow should be collectible in a canteen, then left for an extended period or used in conjunction with a campfire to create water. Seperate stage for boiling to purify. Tranquilisers. Period of unconsciousness is determined by how healthy the character is. Excessive tranquiliser dosage may lead to sickness or death, perhaps? Tranquiliser darts could also be smeared with rotten food to cause sickness, or berries to cause poisoning. In theory, you could also treat bullets this way, but balancing that might prove to be a bit of an issue. Acids could also make an appearance as a means of ruining items. If you come across a bandit/player you don't like and knock them unconscious, you could treat their weapons with acid to render them unusable if you can't carry them. Bedrolls and blankets should be added, possibly also swags once we have vehicles. All sleeping utilities should be subject to weather damage when laid out, and the player should be subject to environmental factors when using them. For example, sleeping in pouring rain is very likely to make your character sick and drop their temperature to potentially lethal levels. Swags would provide some protection against the weather. Not directly related to item suggestions, but the player should be able to throw items in their shirt/pants pockets away on the run, simply pulling them out and chucking them to one side/over a shoulder. Not sure if this has been added or not, but in the event the damage system gets a revamp, heavily bleeding wounds should require stitching with a sewing kit. This would not need to track the number of times a person has been shot or struck, but simply track the severity of their bleed debuff and provide the option to stitch the wound once a certain threshold is passed. Chalk. Let us draw arrows and the like on roads, and add murals into the game - if not the same sort of tag-upload system as the L4D series has. I really want to see this in the game. Limit it in the same sort of way Dark Souls does their orange soapstone messages if you stick to words and symbols. Rain washes away chalk, naturally. Add snow shoes and make travel on snow somewhat slower, particularly during snowstorms. If animals are added as more than a meat farm, give us snakes we can milk for venom. Tranquiliser darts could be filled with it, or the player could treat their bladed melee weapons with it to significantly amp up the threat they pose to zombies and each other. Whips could be added as a crude means of creating loud noises and attracting zombies. Add rope-and-hook implements that can be thrown over low-hanging walls or structures and used to climb if they possess a lip. Shallow lips have a chance on every movement tick to come loose, with obvious repercussions. If zombie bodies end up being persistent, make them draggable. A group could pile zombie bodies to create a makeshift barricade for PvP or to limit zombie movement during city raids/scavenging runs. Decorative items could be added once bases are implemented to add a bit of character to your structure. Factories could be revamped to have functions, allowing players to repair/interact with equipment therein to perform functions that are otherwise impossible. The main thing I'm thinking with this one is a metalwork factory; while guns and bullets are not and should not ever be craftable (nobody's going to have molds in an apocalypse), you could create makeshift reinforcements for melee weapons (metal caps on the end of a stick/staff, for example), repair simple metal-based items and such. Naturally, you'd want a group for this sort of activity, given factories make quite a bit of noise. When vehicles are implemented, allow car doors to be removed (driving past an object/corner with a door open, or using a melee weapon/tool of some sort) and used as makeshift barricades or shields; you can knock zombies or players down while running at them with one, and (correct me if I'm wrong here) block weak weapons such as pistols with them. Obviously they would also prove useful for fending off a few strikes with a melee weapon, giving a chance for said weapon to get stuck and require effort to remove - and therefore, to be torn from the grip of your attacker if you then choose to move quickly enough. Also, I want to see swords in the game. I have an irrational and overpowering attraction to long-bladed weapons in any game I play, regardless of genre. They need to be implemented. Now. >.> -
I actually really like the suggestion because of this. It provides another avenue of approach for players who want to be bandits - and let's face it, there would be people in an apocalypse who would ruin anything they can't carry to hinder others, either to escape pursuit or discourage them from moving through the same looting circles. It also means that if you catch someone with their door open once bases are implemented, you can do crippling damage to their supply stores if you aren't busted by another player while inside. Trolling is as much a part of the game as any other approach. You have an empty character - no identity, no story, no name - whose image ingame is created as you play it. If you want to be an ass, that should be well within your rights and part of the game experience for other people. Keep in mind, with me saying this, that once the game is fully fleshed out, people are going to have a lot more means by which to troll. Just consider how zombie hordes are going to react to gunfire. The lack of loot is not an issue, in my opinion; it could be rarer. A player should be able to find enough to survive, but not enough to have a constantly full backpack and have the option to throw away food or water to make room for ammunition and the like. That half-assed fix is likely just a stop-gap until they can knock together something permanent. As for loot respawning... well, I don't see that loot should respawn in buildings that have been looted at all. At least, respawns should be random and proportionately rare in direct comparison to how many people the server averages. A high-pop server should get respawns maybe once an hour; a low pop server might get them twice a day. People then have to move around and actually explore the map if they want to survive.
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Personally I don't want to see complete base customisation in the game. It's awesome, granted, but you wind up with cluttered/ugly landscapes and griefers making places inaccessible and the like, and the novelty gets old fast when the devs are actually having to implement countermeasures to hinder the creative potential the feature allows. Set a certain number of possible extensions around a core base foundation, which you can have some of in one building but not all. Buildings come in stages; you unlock more floors/space for customisation as you go up in stages. Four or five stages, or just have a set number of buildings the player can make.
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I always found it highly amusing in the mod when I walked along one of the many mountains and my character was sticking up at a 45 degree angle. I do agree though, probably better for staying alive when someone's shooting at you if you're adopting a realistic posture walking up/down hills.
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Which vehicles would you want to see in DayZ?
Wolfguarde replied to Nex (DayZ)'s topic in Suggestions
...and house, and treat when sick, and in general put a lot more effort into than you would want to invest in a survival game. I like the idea of being able to find horses, but with the level of realism in the game it wouldn't be viable, I think. Consider this: When you log out for the night, if someone else is near your base, all they have to do to kill your horse if it's impossible to shoot is stay nearby and wait for it to starve/dehydrate to death. They just keep the code running by staying in the area, and you log in to find your asset gone. I'd love to see them in a modded variant of the standalone. It is a good idea, it's just not one I see making it into vanilla DayZ... -
I dont understand why there is no AUTO RUN KEY!!!
Wolfguarde replied to Bohannan (DayZ)'s topic in Suggestions
Not hazing you for posting the argument, as someone was bound to sooner or later, but there's a few major differences between botting/cheating and having a hotkey for autorun. The first is that scripts and bots in other games are an illegal element because they are a: detrimental to the income of the developing company, and b: provide an unfair advantage to the groups using them, or skew the gameplay experience in some other way that is detrimental to some or all of the game's players. You might find some few exceptions, but in general the standard is pretty much the same. An autorun key does neither. It simply adds a function most players are using implements to do at the moment when they need to do something else/rest their hand. The second is that bots and scripts generally require a fair bit of coding, and either work to bypass something in the game's code or alter it. An autorun keybind, done externally, is more like a macro than a script. It simply holds an input command without the need for a constant check on whether the hardware input is happening or not. It alters nothing, bypasses nothing; it has no effect on the game code. Lastly, botting is generally used to make your character play for you... which I have never understood the need for outside of gatherers/RMT spammers in MMOs. Where's the fun in not actually playing the game? Autorun simply lets it move forward for you. You still have to pay attention, still have to turn to avoid obstacles or crouch to avoid zombie attention. If there's an autorun key, it just means you can make quick tabs in/out of the game when you're trying to track conversations or activity from internet tabs or other things running on your computer. It means that when you've got a small army of zombies chasing you and Norton decides to start running a scan, you can tab out to kill that process without tabbing back in to find yourself unconscious and bleeding from a few dozen newly dug trenches in your avatar (most of the time). It just smooths out what is currently a really frustrating part of the game - gives you back that little bit of multitasking ability you have with most other games, and most other activites that involve a computer in general. I don't know about the rest of you, but what little social activity I take part in is slowly withering when I actually invest time in doing shit in the mod. A major part of that is the fact that I can't actually do anything without my character standing around - usually in plain view - while I'm attending to whatever platform of communication I happen to be using. -
True, but in all fairness you're not going to be running for long at all with that kind of weight on you. Some degree of leeway has to be allowed for entertainment value, even in DayZ. I think (hope) that the mechanics for falling are going to undergo a serious revamp - some of the distances I've fallen and broken legs in the mod have been ridiculous. You can take damage falling one and a half metres down a ladder chute. Even assuming you have a backpack full of gear, that's not going to happen in real life unless you roll an ankle or lock your knees. I'd take being able to make a large drop and falling/rolling at the bottom to redirect momentum, even. Yeah, I know, rolling with a backpack chock full of gear is unrealistic, but letting your legs buckle after a fall is usually how we handle a fall that's just beyond what we can take without trying to mitigate the impact.
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ID + Study body (POLL ADDED. PLEASE VOTE)
Wolfguarde replied to ALEXANDER10 (DayZ)'s topic in Suggestions
Ok, here's the issue: You just lost all credibility. Anyone who deludes themselves in believing that ingame behaviour mirrors real-life behaviour - or even mentality - to any major degree is an idiot at best. People might play as a psychopath ingame for fun. Some of them might happen to turn out as serial killers in real life. Some of them might turn out to be good samaritans, businessmen, factory workers or unemployed yobbos with nothing better to do with their time. Ingame behaviour is a stupidly inaccurate measure of how someone acts when they switch off their computer. Any of the above could be a serial killer. The fact is that most are not. And playing some video game that allows people to act a little - or a lot - darker a person than they would in real life isn't going to change the way they act in the real world. Give or take a miniscule percentage, but the rule holds true for more than 99% or the world would have descended into chaos ten to twenty years after video games first hit the market. You don't see your average CoD kiddie screaming down the streets with a rifle in one hand, laying waste to the local neighbourhood. Once virtual reality hits the market your argument might have some merit, but nothing short of complete and realistic immersion in a hellish scenario is going to warp anyone's mind sufficiently to destroy their ethics or morality. -
I dont understand why there is no AUTO RUN KEY!!!
Wolfguarde replied to Bohannan (DayZ)'s topic in Suggestions
Instructions complete, man-junk is now stuck in toaster. -
...occasionally? All the damn time. This is one point where cliche-ing the shit out of it would be very much in tune with the general theme of the game :P
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In my opinion, everything but cans - I don't know my metals, but I don't think syringes are substantial enough to push through a solid can. If someone knows otherwise, I wouldn't mind being proven wrong. That being said, I love the idea - poisoning has been brought up before, but not with syringes as the means.
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Not quite as streamlined as I would like it, but the general idea is sound. I would like to add that certain-size staircases should be completely jumpable going down, with a proportionately higher chance of breaking your leg depending on staircase height and your character's/equipment's weight.
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All this changes is your perception of when you log out. Your character is still in the game for the same amount of time, and doing it the way things are at the moment encourages you to find somewhere safe to do it. I personally think it's better the way it is - it means if you're going to log out with people nearby, you're a lot more likely to be punished for it. That being said, I have no qualms with it being changed either. It's not a bad idea, just seems like a sidegrade with no real positives over the existing mechanic - but not much by way of negatives, either.
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Caves come with grizzly bears. Wolf approves of this suggestion.
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I like the idea, makes me think of the old Metal Gear Solid games. Always liked how you had to individually treat and bandage each wound in MGS3.
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Given the designers plan to make everything you consume have some effect on your health, I don't think that this will wind up being an issue. Cigarettes will probably affect your endurance and how quickly you tire when running if they're added, which will make them pretty unappealling unless you roleplay.
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I'm going to switch these around to make a point regarding the monumental stupidity of our government offices... ...yep. Political correctness is a farce. Anyone with common sense knows how far they can take something with most reasonable people before some kind of reaction will occur, or before they start insulting people. The minority being catered to - and it is a minority - with laws such as our censorship restrictions are a very vocal, very opinionated group whose greatest aspiration seems to be to bubble wrap communication, interaction and the world itself in general before attempting to shove the newly reformed product down your throat... and/or that of anyone else who happens to come within earshot. Equity of expression is not a bad thing; quite the contrary. Extremist political correctness... well, you can see the results in places like Australia. Most of us are nowhere near as racist as you might think. We just have a lot of oversensitives. As for the censorship board not liking the idea of people shooting police in a video game... not only is it ridiculous, but hilariously ironic. Our police force is bent, for the most part... the people who wind up trying to murder police officers are likely to do it with or without interacting with some form of media that simulates it. If they put a tenth of the effort into weeding out the corrupt from our police force that they do into policing what we see and hear... well, if nothing else, we'd probably no longer have a functioning police force. But you get the general drive behind what I'm saying.
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You somehow imply that expecting to be able to bind a piece of string between two ends of a stick and make stone-age-quality arrows is unrealistic in a situation with no technology. I understand people generally bringing this up when air drops and destroyable bases are brought up, but it's kind of redundant when you're just throwing it at any and all suggestions you don't like. I agree with you for the most part, but to elaborate on this: I can understand it, because while I would like DayZ to be a more authentic experience, I like the current structure of the game, at least as it is in the mod. A long, extended gathering/survival style game with PvP as the endgame. To the best of my knowledge, no MMO does this; DayZ is probably the next best thing for me.
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One would assume, if the map was realistically scaled, yes. But think of it this way... realistically, towns - even small ones - are much bigger than those found in DayZ. And most people would never have need to go more than one or two towns over in their daily lives.
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Which vehicles would you want to see in DayZ?
Wolfguarde replied to Nex (DayZ)'s topic in Suggestions
Hmm, fair point... if he's said as much publicly, I'm guessing he's set on implementing them. The building render solution would work if there was a way to separate land vehicle/on-foot rendering from chopper rendering... Going up and down mountains and such would interfere with x/y layer rendering if you were to make buildings not render if the player position is above a certain level, and it would be too easy for hack users to bypass without generating evidence, I think. Having the game check the render state if there were three different states (land/air/on-foot) would likely create server lag, as the check would have to happen for every tick that the player is moving and generating terrain - meaning the server or client, whichever handles the terrain load, is doing three times the work it currently does. I could be wrong on this, but from what little I know of coding, that seems to me like the most glaring issue with a render-based solution. If camouflage included dirt/leave/root mounds and the like, stuff that actually blends with the terrain, rather than the usual military blanket/canvas textures, it might work... it really depends on how they plan to implement bases. Playing Origins, I always found the single biggest issue with trying to hide anything was that the inconvenience factor of combing an area is rendered nearly nonexistent once you have an air vehicle, and a large part of that is because all the vehicle and base textures are too different to the colours of the terrain to be possible to conceal. -
I dont understand why there is no AUTO RUN KEY!!!
Wolfguarde replied to Bohannan (DayZ)'s topic in Suggestions
Care to post a tutorial for us ignorant people? :P What he's getting at is that there was no fatigue mechanic in the mod - at least, not in the vanilla mod, and not in any variants I've played. If there was a modded variant with one, let me know and I'll take a look at some clips an whatnot to see how the mechanic worked. You could literally run for hours on end (yes, I've done it) either loot cycling, and therefore constantly stopping, starting and dodging zombies, or simply use Steam/a stack of coins on your keyboard to set your character to run cross country while you went and did whatever it is most of us wind up doing when we're not glued to our computers. I crawled/crouch-walked a lot in the early game, thinking it was necessary to survive... after a while of watching how zombies behave and realising it was a hell of a lot more time-consuming and aggravating to try sneaking past them when you can ditch them by breaking line-of-sight with two or more obstacles in between the two of you, I simply started running everywhere. Crouch and prone rarely see use for me unless I'm either hiding from someone or bandaging, or sorting through my gear. I'm expecting there to be a fatigue mechanic of some sort in the standalone - they're going for realism, after all - and it will likely result in your character sicking up/collapsing from exhaustion after an extended period of activity, particularly strenuous activities like running. I still think there should be an autorun function, though... even if you're only doing it for a few minutes along a road, every so often you're going to want your character to keep moving while you get food, or tab out of check something on a social media tab, or take a piss. Even if you're not actually leaving the computer, it makes the game that little bit easier to play - and more importantly, allows it to slot neatly into the rest of the activity on your computer without requiring you to constantly stop/hide/start. It gets annoying fast, especially when you're trying to talk to people. -
Could have been soft drink. THAT fucking hurts. Especially coke.
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I disagree with removing guns from DayZ - they're part and parcel of the game, and have been since its conception, given the game it was based on. Creating a medieval-style mod variant of the game, however... That would be incredibly interesting. And something I would likely spend more time on than the original.