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tomfacekillahhh

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About tomfacekillahhh

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  1. tomfacekillahhh

    I'm on a boat.

    bit late of me, but this idea needs some more support. i really like it. not only cos boats need more attention than they've been getting (besides the shipwreck, which looks great), but because it encourages other items to be used without forcing it. mainly the radio. you could match frequencies with anyone in a boat within a certain range, allowing for communication. itd be awesome trying to get in touch with the oncoming boat before it were too late. say you manage to repair a nice open decked, reasonable sized yacht. you cruise the open waters, stopping to cast a line out. its a bite! mid reel, you're interrupted by a radio transmission, some garbled noise, and then some violent threats. after cutting your line with a knife, you spot an approaching boat...
  2. its only such a big concern because tents are completely 100% useless unless you're a farmer, and theres also no way at all to conceal a vehicle. nor was there any attention paid to the concept of base defenses in dayzmod except for nerfing them. i too have had tents hidden away for weeks, only to have a hacker tp to most of them while i was there, or a vehicle passed whos driver had their graphics turned down and could see the tent without trying. i completely agree you should always be trying not to lead people back to your base, thats why i mentioned it too :). everyone is going to be worried about a clan of players continually respawning and crashing through your defenses while your afk at 4 in the morning, its not just me. instead of having a stash disappear, the new suggestion im going to lodge is like i said before, ditch the disappearing act, the same as tents, but not so obvious, and easily concealable. and more defensive items would mean its at least viable. it still helps to curb KOSing through boredom, so im all for it. also it remains yet to be seen if the SA will be that much more hardcore survival orientated, like u said. im gonna try n keep it brief cos im not nit picking, just trying to make my response a bit easier to follow. a lot of people felt the need to point out with my suggestion your gear is safe all the time, or that its like an origins locker, while it would really be vulnerable the entire time your online. i dont know where u got the idea of disappearing bases being too safe of an atmosphere tho either, these stashes would collapse on death, so if a player were to decide to be risky, theyd lose their stored gear, like they should. i dont think you should be able to rearm from your own old survivors corpse or base. thanks for more feedback, its what this forums all about. check out the post just before the first one you made today, its got the new idea for my suggestion, in 2 short paragraphs.
  3. tomfacekillahhh

    BIGFOOT

    i wouldnt mind seeing some people in ridiculous outfits, you know, the odd neck bearded hipster zamble in skinny jeans, wearing an ll bean backpack, or a zombie in a mascot suit. theres football fields in cherno....and theres hipsters everywhere.
  4. pretty convincing points man, youve even half convinced me about a few things :P. you're right i am writing them off as little more than storage boxes, but its the potential for what can be stored and shared amongst survivors that is the most attractive part to me, for the natural long term potential benefit to team play, and curbing initial SA KOS a little. i guess from feedback im going less for a base suggestion in my idea now too, and more it being just the stash system, with more options to make it hidden, or like i mentioned a bit ago, using random debris thats currently in the game as a stash input. i feel like with the hours i spend logged into dayz, in SA, id still only be guarding my stash about 5% playtime max, so for the 5-10ish hours i were online (going to be no lifing SA, got a surgery to recover from WOO :D) its still vulnerable and for a very long time. theres still always the chance im going back to my stash to store stuff and get spotted and trailed. if i were to be in a group, and all 10 of us put time and effort into a base with traps n stuff, we'd be kinda put off playing the game if we kept getting raidied by a clan that logs in at 3-5 in the morning solely to pillage bases while most normal humans are afk, at work, sleeping etc...even if you get one of them in a trap, theyd just respawn and do it again for easy access. basically i guess to me, because of even the most basic rl requirements and commitments, and because the nature of the game for most revolves around collecting and upgrading gear in any means possible, it kind of seems a little backwards to be forced to leave some of it exposed and impossible to defend it. especially with the rendering distance problem. so im conjuring something up here. what are some more things you could use to hide your bases entry? theres traps scattered around it as well as inside it, but then you could chuck leaf matter around them, some ghetto caltrops, nails on boards, even rig an alarm to the stash so invaders have a chance of tripping it off and alerting anyone / zamblers nearby. there still needs to be a ridiculous amount of ways to safeguard a base before people will write them off as useless though..
  5. wow really? thanks heeps man... i thought i was being a bit sloppy, but this whole thread really served its purpose. iv actually cut about 90% of the idea, all the incentives and % stuff. im fine tuning my suggestion into something a lot more player/user friendly and easy to understand, it should pop up on reddit in < a couple days time. im kinda just hoping it can get some attention, and spawn similar threads there. if it keeps getting brought up theres more of a chance the devsll eventually decide to start working on bases. im just gonna suggest a lot more crude of an idea for at least well hidden bases. like being able to dig a hole in the ground and cover it with leaves, or stash input objects like debris / litter so if you positioned them right they wouldnt look out of place. the incentives will just be the ability to use the storage space itself. and ill reword this whole thing but basically point out that it could help shape the pvp mindset of the game, without having any lame restrictions, or making any playstyle less viable. storing stuff away for the long run gives us a LOT more to do. this means less boredom leading to kosing for the sake of it. bandits can still be bandits, with the ability / option to stored blood stained gear, players who want to be friendly also have more of a reason for wanting to do so. share accumulated gear. be a medic and take specific meds for friendlies. also, being able to gear up any newly recruited teammates, bandit or friendly, basically just means more potential for group play, and thus less kosing without forcing it. how does that sound to you?
  6. tomfacekillahhh

    Groups

    this is kinda true but maybe a workaround with something like, if you're close enough then you can share a map marker with someone. then both players would know where to meet up after being split up. as much as i love the tracking map markers for their ease of use for playing with nubs, and meeting up, im against the idea for SA, so im talking about the map markers that are just like an x on your map. ofc this wouldnt need to be the case if we could change our characters heights and weight and. face around a little more, but new clothes in SA should help at least like others have said
  7. ballistics idea is good, but instead of a single shot, it could be properly worked to be feasible and realistic using some elements of the current system. so the chance of rendering a character unconscious via shock is lowered, as well as the damage from the shot is lowered, both by a % based on the normal bullet to range mechanism. tobacco idea is killer dude. really well thought out. one addition though, is a difference between wild tobacco, and the chemical treated tobacco. iv never even tried the real deal, but i sure as shit wouldnt go rubbing a broken up ciggarette onto my wounds lol. but hey, you could always use the chemical treated tobacco as poison, by soaking a large enough amount in water and getting someone to drink it :D. a little text based popup arises after drinking it, like they have sorta implemented into SA: 'this water tastes a little strange..' heh :P everything else is pretty sick also.
  8. all great points man, they all add up to create a pretty major flaw in the games atmosphere, despite them being technical restraints and not the dayz devs intensions. when i read 'People started to KoS because "there was nothing else to do" i felt like i finally wasnt the only one who'd noticed this, and made it known here. so far a lot of people have been adamant in pointing out you gotta be careful how you word things though, so id say 'more people started to KoS because "there was nothing else to do". it is true ther are plenty of KoS based playsyles not spawned from boredom. even i will admit i got bored and KoSd for the point of it about 2-3 times though. i felt so guilty after those few times id even stop playing for a little while afterwards. i just felt like there was a massive bad karma wave or something about own me haha. so its important even tho i feel this way, that im not pushing this playstyle on anyone, or use it in any ideas. what you just said in your post is exactly what iv been trying to say, but struggling. i didnt know origin bases were indestructable, i only recently started playing it. it sounds like they are kinda forced to do it that way though hey, else the large number of bases on a map that is that small, being destructable, would mean they were kinda useless unless you could defend them 24/7 too. i havent thought about above ground damageable bases very much but i kinda sway away from the idea cos of the clutter, like the amount of server resources it would use up, and the actual in game physical clutter. itd kinda also be useless unless you have a clan of 40 rostered defenders throughout the week, and 10 were on standby ready to jump in game.
  9. yeah, i can see why it is a special circumstance, but in a game that stresses such a harsh unforgiving atmosphere, it goes against logic being FORCED to leave hard earned gear, that would normally be close by, even if you were sleeping, unguarded. i can also see how it might be a little more of a problem in DAYZ than say WoW, but 'cyberlock'ing is a considered a valid way to store items in a lot of games. AFAIK, even in the most polished, refined and balanced mmos with storage space, next to no attempt is made at stopping a customer paying for another game to have access to a safe storage space. nor is an effort made to stop them creating extra characters on 1 account for that extra inventory space. this isnt a traditional mmo tho, you can potentially lose everything upon death, which makes that extra space more valuable. again, the 'cyberlocker' 'problem' is considered by many to just be a mechanic you can use if you really want to go to that amount of trouble, and not much can be done about stopping this, because its a tough nut to crack. also devs definetly wouldnt be against the idea of people buying their game twice, so any effort made to stop this probably will be delayed as long as possible. yes it definetly does. but im gonna have to explain something iv been seeing more and more of lately. in the mod currently, there are a number of servers that SELL safe bases, for real money. these bases are capable of storing multiple vehicles, and that is exactly what they are used for. dayz origins, the popular mod to the dayz, also has its own safe storage system, which althouh im not completely sure how, manages to get around this vehicular hoarding problem. im not sure exactly how these systems work around the problem, but i do know the server had a warning played every half an hour that reminded everyone playing 'looting houses=permanent ban.' so the desire for safe storage definetly exists, to the extent people will pay upwards of a hundred dollars for the privilege. this is likely because a lot of players feel as though another exception to the rule should be bases. you could definetly balance the hoarding problem with some number crunching and tweaking tho. figure out a perfect tipping point, where a clan is only allowed a second identical vehicle when they reach a certain member count. so a clan of ~15 would be able to store 2 of the same choppers, but no more. this way, vehicles COULD keep spawning every time one is taken into storage, but it wouldnt be able to be stored anwyay, so it respawns on server restart. you could even put in effects like batteries breaking if your stored vehicle isnt ran for a long enough time, or other mechanics that discourage long term storage, like rust etc. edit: rethought this, and imposing a vehicle limit is probably the wrong way to go about it. but theres a workaround somewhere im sure. im just thinking, it kind of makes sense that storing more vehicles does requires more maintenence/upkeep,. im not 100% sure of this, if u know give me a heads up lol, but from what iv read and seen in interviews, i thought they were planning on having a character being linked to the server they started on permanently. you could stop the problem you just mentioned from happening by making any item that spawns in a server, also bound to it. or even if the player could only bring tools / supplies that werent rare or had a limitation to the number of that item in game. im kinda hoping you can have multiple dayz characters, they are all just on different servers, and not able to change from their original. nor are they able to interact with each other at all. none of the WARZ shared character inventory shenanigans lol. really well constructed post dude and it really got me thinking about things, thanks! :)
  10. This is the problem with above ground bases, yes. So, its likely upon implementation even if bases do persist similar to how tents do, bases will just be a 'portal' you click and it takes you to an underground bunker, thats not actually physically connected to the map you were just playing. The underground, disappearing 'portal' system im suggesting prevents this clutter from stacking up. You did make me think of something tho. if an attacker does try to jump you at your stash, but dies, theres nothing stopping the same person, on a fresh spawn from just returning and trying again, over and over. a fair, but still sort of unforgiving system that allows you to dig up and 'relocate' your bunker a certain distance, using certain tools or something, could definetly be implemented as a counter tho.
  11. yerp, its a little off topic but its an important aspect of the base mechanic, when it is finally implemented, so thanks for helping clear that up. the 'private hive' system likely wont be implemented in the same way in SA, and if it is, it wont be for a long, LONG time. designing a fair base construction mechanic should be a little higher up on the list of things to do than it probably currently is imo, although rocket has said a few times, its pretty up their for him. the 2nd question from a reddit QA: Q: If you had the ability to add one thing to the game, no limits, what would it be? rockets answer: Underground construction using red-faction style damage mechanics for clearing out the subterranean world. if anyone has any info that contradicts what iv been led to believe about the planned 1 character for each server mechanic, please share! :) cheers for ur 2nd contribution now and helping me explain that the fact that each individual character you create will be stuck on their original server, or at least it looks as if things are going that way. appreciate it! :thumbsup:
  12. cheers for the very reasonable response. theres a little bit too much negativity in these forums, and the energy could be much better spent trying to tweak suggestions than to make jokes and just shut them down. there likely are a slew of problems that i havent even considered yet, but im doing my best and have run over a lot of potential ways to make this system better. the main concerns are this underground disappearing system allowing players to just disappear and take their bases with them if they are in any sort of danger. a lot of these problems could be solved with cooldowns tho. say, if you log out and you arent close enough to your stash, itll still stay in game for a few hours. or if you are in combat, but still in proximity of your stash, you have to have been out of combat for at least X amount of minutes before you can logout and your stash disappears. if you were still in combat, it would persist for X amount of time. which part of the underground instances dont you agree with? i could bring up a few (dated) interviews rockets done and its been expressed as much as theyd love above ground base construction, its likely not feasible. too many bases would pop up in a very short timespan, as well as theyd potentially cause a lot of lag. underground instanced bases seems to be the most logical to me because it wont need to load near as many resources as an above ground so it would be no more laggy than the tent input system, which was fine in that aspect. its just clutter and lag i think thats causing the devs to lean more towards underground base. thanks for the criticism and opinion again mang :thumbsup:
  13. finally a real question. thanks dude lol. clan bases would be essentially the same, although having more sets of hands helping eath other out means 1. gathered resources could be used a little more efficiently than by one person 2. larger structures could be built than by one person. stash nodes that have shared access with your buddies, and that are in a close enough proximity to each other, would be able to take advantage of these natural feeling, realistic mechanics. im probably scrapping any incentive other than the extra bonus storage space you could get from having a second set of hands to help at this point, so its still entirely up to players how much they want to reap the rewards of a storage system.
  14. well you dont understand the concept buddy. your joke kinda serves to discredit your own point. tardis would serve to explain HOW ON EARTH my amd everyone elses character is able to disappear from the game world. magically disappearing when you logout is something every player experiences, your tardis joke highlights the contradicting mechanic currently in place. your character can be poofed away, but you have to leave any excess gear behind. gear that in the real world, you would wake up to defend, if you were sleeping. so your tardis suggestion definetly makes more sense than currently being able to disappear at will, magically, and phasing back into existence when you have the time to play. at least i could go into said tardis and logout with the gear i have on person, knowing and understanding why thats all im allowed to keep safe... in the suggestion i am making, anything stored in a base will be invisible, like weapons in a tent. the only thing 'poofing' in is a tiny 'stash' node, the contents of which are inside. then when you logout, ZAP! the single tiny stash node (a rock or an underground bunker entry, like currently in the mod), disappears with you. its no less feasible than your character disappearing and saving the gear they have on them, or 'zap'ping into existence when they log on. this is in line with the idea rocket has mentioned being interested in. so far, what seems to be the most feasible approach to base building is an underground instanced base, the entry point being the only thing anyone can see/access in the game world. if you still think its more realistic and fair that a character that disappears from the game when they are logged out, should be unable to respond to any invading looters at their base, im hearing what you're saying, but dont agree. and i dont know where you even got the idea of a fortified base appearing. my suggestion never says anything about these bases being above ground, except for the node which could even be similar to the current dayz stash input system. my suggestion helps the game by attempting to utilize base building realistically and feasibly, while not lagging the servers to bits (or making bases pop up EVERYWHERE) like above ground bases would. it also elminates the possibility of people simply rearming at their old toons tent. this shouldnt even be possible, how the f does a toon know the whereabout of this mystery tent, after just respawning? simple fact is, you arent going to be able to have persistent above ground bases at all in standalone, nothing more really than the current tent system anyway. i dont know anyone whos used a tent for months, besides to exploit, or as bait. they were just too poorly implemented of a mechanic, with the rendering distance problem especially....
  15. rofl, if i were raging youd know it. anything in caps or bold in my is for emphasis of a point, not emphasizing its supposed to be shouted or something... starting to think this suggestion forum is filled with people trying to just shoot down any ideas instead of even trying to help. no worries, thats why im taking this to reddit.
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