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Chambers (DayZ)

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Everything posted by Chambers (DayZ)

  1. Chambers (DayZ)

    New Gameplay Concepts

    I'm imagining a scene with 3 survivors- one guy has foolishly found himself stuck in a building on a supply run in a town, has aggro'd a ton of zeds and they are coming through the door, a bandit somewhere outside has pinned him down inside the building and is waiting for him to come out, and is running out of ammo. He's yelling for help on his walkie-talkie to his overwatch, but he keeps passing out from heatstroke in his ghilie suit, and can't get a clear shot. The guy in the building calls on his walkie-talkie to the third man, but he's 2km away, blissfully unaware of what's happening because he's on a different channel, having a wonderful time on a nice sunny day just picking berries and forgetting about the apocalypse, listening to somebody transmitting 'Electric Avenue'. Good times.
  2. Chambers (DayZ)

    Make it possible to eat raw meat?

    I like where this is going, and thinking about what has been mentioned about future updates that allow players to create more permanent camp/base constructions, some of these suggestions might work now, and some later on when new features are added. 1) Raw meat goes bad after 1 day. If you are carrying bad meat, Zeds can detect you from (25% perhaps) further away. 2) More ways to start a fire than just with matches. - New belt item: tinder that could be found or harvested from the wooden furniture in houses or dead trees. Could be done with either the axe or hunting knife. - The bottom of used soda cans when polished can be used as a lens to focus the sun during only sunny days in direct sunlight. - Gunpowder removed from rounds (used with tools from the toolbox) could be used in combination with the old sticks/friction process, or hell, even a muzzle flash might do the trick in a pinch, with maybe only a 25% chance of success per round fired. Would only work when it's not raining. - Fill old whiskey bottles with fuel, have them work like canteens, but for fireplaces, and ignite with either of the two methods above. - If you had a vehicle but no matches, you could strip wires from the vehicle and use the sparks to start a fire. - Batteries (new belt item) + wire = sparks = fire. Could be used for flashlights as well. 2) Cooked meat lasts for 4 days, then goes bad, same as rotten meat above. 3) If one could find salt (new item), then a tent could be used to preserve the meat through salting, and would not go bad. However, in real life this would take a few weeks to complete, but for playability sake, maybe make the process last 3-5 days. In exchange for preservation, salted meat would only restore 600 health. The tent could attract dogs/wolves (if they are added) with a percentage chance of either they appear while you are at the tent or came by and raided the tent while you were gone. 4) Meat, raw or cooked, should take up less slots, maybe 2-3 for one slot. I see no reason for getting less healing points from cold canned food rather than hot/cooked. Maybe if cooked, canned food would give the same benefits as a heatpack for the same duration, but not much else. Edit/addition: Raw meat could be dropped to distract Zeds, but not guaranteed (25% chance per raw steak dropped, maybe the Zeds don't notice it in their frantic rage.) This could work for the upcoming dogs/wolves as well, but with a greater success rate (near 75%).
  3. Chambers (DayZ)

    Out of bounds item/vehicles cleanup [2012-07-06]

    The six-hour limit is worth testing out, though it may be too short it my opinion. One possible development from this change is that since tires and parts will be needed more often, organized groups will naturally want to have at least a small stockpile of those parts in reserve, and essentially have escorted 'pit crews' that will try and pounce and repair vehicles ASAP upon discovery. Will vehicle parts become more rare due to this? Perhaps, but the idea of an armed 'pit crew' appearing from the woods, fixing a car, and killing zeds/attacking survivors and driving off does seem kind of fun.
  4. Chambers (DayZ)

    Task Force Chernarus recruiting!

    I'm interested. I've been soloing for far too long, and would like to have some folks to run with that I can enjoy some 'group activities' that are done in at least a vaguely professional manner.
  5. Chambers (DayZ)

    VEHICLE UPDATE (database side): 2012-06-16

    I'm okay with a bit of vehicle hoarding. They found them' date=' they fixed them, they should get some use out of it. Maybe that camp of 15 is for a group of 20-30 guys, who knows? I'm just looking address the fact that if they log in and save regularly, and primarily use it for storage, barring theft, vandalism, or server freakout, they pretty much have a perfectly working vehicle [b']permanently. Cars break down eventually. I'm just thinking of realistic ways to not only keep a little more vehicles in active rotation, but add something that adds a bit of impermanence to it, not screw players out of storage, and add some new game play factors that can keep play interesting after you've had your fun with your vehicle for a while.
  6. Chambers (DayZ)

    VEHICLE UPDATE (database side): 2012-06-16

    I'm using it. But I'm not a fkn nolifer. Perhaps the perceived 'griefing' opinion comes off as harsher than I intended, and distracts from the suggestion I made further down in my previous post. I'm not a nolifer either, but the situation is a bit frustrating. I don't expect or want this game to be easy. The reward is only as good as the challenge. I'm not looking for a change that punishes players by just taking their loot, but looking at possibilities for a balancing mechanic that would add a reasonable factor of realism and add a bit of continued challenge long after you have one or more vehicles. If it was kept at 7 days rather than just the 3 I suggested, how does the idea of older repaired vehicles breaking down permanently with a small chance of further repair strike people? I'm trying to be constructive here, and not just simply bitching.
  7. Chambers (DayZ)

    VEHICLE UPDATE (database side): 2012-06-16

    No' date=' it wouldn't be great at all. [/quote'] Use it or lose it. Yes, this is my first post here, but I've been here a while. I've been playing this for about six weeks, reading the forums and following the discussions. I've really enjoyed the mod, I love the challenges, and seeing what new stuff, for good or ill comes with each update. I like the challenges the scarcity of resources brings, except the degree of just how many vehicles can be hoarded/saved almost indefinitely. It's getting to the point where one might as well just say in the wiki '99% of land vehicles spawn in groups outside the map, that are sometimes heavily defended.' Let me be clear that I am not saying we should have an enormous number of vehicles available, nor do I think that a player can't save his vehicle(s). I think that 7 days where a vehicle just sits there off map or in an unusable position before re-spawning is too long. In regards to 'weekend only players' - if you can't spend 15 minutes in the middle of the week to even just log in and save your stuff, you're just being an ass and hogging it at the cost of other player's fun. It's almost like some kind of low level, long term griefing. Here is a suggestion, and then my 'in game' explanation of why it would happen: If a way can be found that would not tax the servers badly, perhaps a check once every 3 days, at server start-up, the number of saved vehicles is counted and the date those vehicles spawned is recorded. The oldest (from date of spawn/first repair) 10% of vehicles would be rendered 'inert/broken beyond repair' - the vehicle would still be there for 3 days, keeping equipment stored there safe, but it could not be started/moved (unmovable vehicles could be 'reclassified' as something like temporary tents, but with a vehicle skin to reduce server load). After 3 days, they would be deleted. Those 10% of vehicles that are classified as 'inert/broken' would be immediately 'returned to the wild' for regular re-spawn. (This would keep total vehicle numbers the same but spreading more vehicles around, while not screwing players out of stored gear they have earned.) How this can be explained 'in game': If you have ever worked on a shitty, near-junked car, you know that eventually something will wear out that cannot reasonably be fixed, like a cracked engine block, a burnt-out transmission, a severely rusted frame, a snapped drive shaft or fried electrical system. Chernarus was at least somewhat evacuated, it seems, and those with the good vehicles left before we arrived. We're left with shitty vehicles fixed with improvised repairs with basic parts. Eventually, the vehicles will die, broken beyond the ability to repair them with what can be scavenged. Maybe create a few unbelievably rare specialty parts that might fix some, but not all, of those inert vehicles. It might create some interesting adventures for players to have to find a certain part for their vehicle under a deadline, that even if they find the part they need, the repair might not work, which would balance out the possibility of hoarding such parts over time. I don't think this should apply to helicopters or boats, just land vehicles. I think this might spice up the vehicle scene some, spread the wealth, and not disrupt the game unreasonably. tl;dr 3 days is more fair to all players. Small percentage of the longest-kept vehicles eventually die of old age, are 'reintroduced' into the wild. Extremely rare parts needed for vehicles that have been kept for a long time.
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