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tomfacekillahhh
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Everything posted by tomfacekillahhh
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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...
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SA: trying to change the kill on sight mentality, *without unfair disadvantages to that or any playstyle
tomfacekillahhh posted a topic in DayZ Mod Suggestions
TLDR- The sooner into release even the most basic stash/base system and/or a party/group system is implemented, the better. edit: SUMMARY OF WALL OF TEXT. people werent really reading it haha. the idea is, upon its release, a base system that hides your tent / stash when you are logged out, will allow for players to start 'farming' for 'end game' items like repair kits and medical supplies right away. The aim of this is for it to encourage social play a little, particularly upon release, which could potentially shape the future of dayz pvp. Any idea im suggesting still offers advantages to everyone, with only one disadvantage mentioned at all, and thats to lone survivors not being able to construct underground bases as large, thus not being able to store quite as much. Thats along the same lines as players not being able to blood bag or epi pen themselves though, some things are quite difficult alone, and so need 2 people in the mod, and likely still will in SA. Adding a few other balanced incentives for group play, that still dont put lone players or anyone at a disadvantage could also be implemented, such as 105% loot spawning for a 'party' of 2. This means they will still only recieve 52.5% loot each instead of the 100% that lone wolf players get. This system doesnt force any changes to anyones playstyle, unless they want to actually be social and need an extra pair of hands to expand a base. Reasons why i believe this is the case. It seems like the majority of players got bored of being kitted out, ran out of things to do, and thats what they said led them to turn to banditry. Many players often added they attempted setting up a base, or stashing vehicles, only to find it was kinda pointless when you have other commitments like working and family, which mean your hard work can easily by stolen while you arent even logged in. Tents were an ambitious idea, but flawed in the fact they would persist in game when u werent there, and would still be accessable to you post death, meaning players can just rearm at their tent after respawning. This game is just about as close to an mmorpg as a shooter can get, yet it has completely avoided becoming a click spamming hack n slash grindfest. With this in mind tho, the same mechanics from a traditional mmorpg can be used to discourage kos hostility stemming from boredom. Even the most basic form of a fair, guaranteed safe while offline stash system implemented means survivors can begin 'farming' for 'end game' items. Time will mainly be spent focusing on farming and stashing things away, like repair tools, resources and the like, and expanding your base, instead of getting bored and pvping. If a system could be implemented which offered incentives to group playing / group base building, but didnt put lone survivors or bandits at any unrealistic disadvantage, this could potentially change the whole dayz player base mindset, making dayz into a more coordinated, welcoming community. This will have an even greater effect if it happens early on in dayz and not 7 months into alpha when the player base is full of sour, hate fueled, bored pvpers getting revenge on the world. This needs to be clarified now too, this concept of stashes entails they will be mostly if not entirely destroyed when you die, so its not just a way to go rearm straight away after dying. A little more depth. So to begin, i gotta say i have been mulling over this entire concept for a long time now, and read over dozens and dozens of suggestions. I've searched round for a while and feel like this suggestion is pretty fresh still. I rewrote this thing bout 4 times, cutting it down as brief and clear as i could possibly write it, and saved little balance issues for follow up questions that anyone may have. All numbers in this post are just estimates too, and im very open to constructive criticism, id like to see how the ideas in this suggestion are flawed and could ruin anyones playstyle or experience cos thatd rule it out obviously. Keep in mind! this system was thought up with sticking to the current plans for base building, which AFAIK are going to be portals to instanced bunkers. The system i am suggesting could be adapted over to this instanced system when it is developed and implemented, or even if it needed a wipe, im sure most dayz players wouldnt mind a few wipes if it meant a hugely expanded base building feature. I am also very open to the idea of losing your entire personal stash upon death, because none of this 'bonus persistent clan stash tab' and fortification salvaging stuff mentioned below needs to see the light of day for the goal of less KOSing to be achieved. I believe merely being able to store gear safely when you are logged out would be enough to make people want to utlize multiple / larger bases for the added benefit of gearing up a friendly, or them gearing you up when you die. KEEP IN MIND ALSO! Standalone is aiming to have a lot less of everything, particular medical gear, so itll be a challenge just having enough space for each type of antidote / medication, as well as food, water, and other supplies. So a small increase in loot for a group isnt going to affect the amount of loot as much as it would now, and grouping up your camps will probably be necessary just to have enough space to store all the required medical and survival supplies, for all the different in game ailments and requirements. The concept. (when i say stash, base, or settlement, i mean the same thing each time, just a different name for a hidden storage space) The idea im suggesting is an as balanced as possible incentive reward system for group base building and group play. This mechanic must not neglect any lone survivor or bandit playstyle. It attempts to benefit everyone as equally and realistically as possible. A new stash node system, similar to the current, would be linked to your character and spawn in when your character logs in, and be invisible upon logging out. The stash object model + input could be the same objects as the stashes recently added to the mod. A survivors stash will collapse upon death, leaving only ~10% of random gear salvagable. Group owned stashes, with linked access to one another, opens up a new persistent shared storage space, like a small WoW guild bank tab, that persists through death as long as one stash is intact. Both lone wolf survivors and clan stashes can be fortified with an earthquake resistant+security addition, or given an extension, using mats, most likely a mix of harvested wood, and items from industral zones / tools. Fortifications increase the amount of salvageable gear leftover at a collapsed stash by a miniscule amount, with diminishing returns making it a challenge to get anywhere past about 15%. Giving your stash an extension increases total personal storage size, and gives a very small increase to total shared clan storage size. Lone wolf players are capped at a certain extension capacity, as construction requires moving and lifting materials too heavy for one person. When a survivor logs out in combat, or far away from their base location, their stash remains visible for an extra undetermined amount of time (anything above half hour sounded neat to me.. like an hour or 2 for combat loggers, ~30-40 mins when u log off outside of combat but far from ur stash). If a player can get to their stash area and stay close by without entering combat for ~10 mins, they can log off and the stash is 'logged off' with you. Players would feel enticed to make small bases, and share with players so if their buddy didnt die, they could both share from that remaining stash. another standalone feature which has been put on the list for development later on apparently, that this suggestion works around nicely is locks for stashes. If an unkown survivor attempts entry but doesnt have a key or passcode, he can shoot the stash up and collapse it and loot the salvaged gear or he can wait for when the owners are opening up their stash and jump them to get access to the unlocked stash. Group play could be implemented by increasing the spawn amount at an item spawning zone by a small% for each extra player in a party. As a guide to the idea, a building will spawn 105% loot for a 2 player group, 110% for 3 player group, 115% for 4 etc. This means a higher chance of at least 1 person finding the desired item inside a building / area. To make sure this doesnt hurt lone wolf players, the readers of this post should understand, 1 person looting will always get 100% of the loot to themselves. The only way a building would be able to spawn more than 100% each again is in like a group of 20+ depending on the % of increase for group play. The idea of salvagable gear in stashes was mainly to have a way where lone survivors could still rearm themselves some small amount from their last stash spot after dying. The fortification idea allows them to spend time gathering resources, so that in the event of death more gear is saved. The lone wolf player could even spend days, building 10 stashes, and save 10% of each one after they end up dying if they choose to do so. A player who does this instead of fortifying will instead save a higher number of small items, instead of a small amount of large items. A brief(ish) summary of the idea in action You go to town, meet up with 2 friends and begin looting in a group/party. Loot spawned at nearby buildings is increased by 10%, so each player recieves ~37% each of what theyd recieve if they were going solo, instead of 33%. After looting enough materials and supplies, you have enough to construct 2 underground stashes, similar to the mod currently. Player 1 builds a stash, that takes 10 minutes of standing in an area for it to build. 1st level stashes grant say, 20 personal invent spaces or somethin. Player 1s brand new, tiny stash has been already filled with gear, but the other 2 survivors are still nearly full. So player 2 then builds a stash, and by linking the 2 stashes, and sharing access, a shared, persistent clan storage is opened up that has ~10 slots. Player two is able to take some of player 1s gear into storage to even things out, but player 3 is still nearly full of leftover building materials. Player 3 opts to give player ones base an extension, and initiates a group action through the mousewheel. Once all members click accept, the extension begins construction. Player 1 will now have 25 personal invent spaces, and the clans shared persistent storage is increased by a small amount, from say 10-12. All 3 players now have near empty inventories, a base, and are ready to fill up with new gear next play session. The three players call the session for the day and once a 10 minute no combat timer is up, the players can log out, and their stash node (like the little rock or the underground thing in the mod) disappears with them, ready to reappear when the player/s log/s in. An hour later, player 1 logs in, but isnt careful when out scavenging, and dies. Since player 1s stash had an extension put in, the clan shared tab is slightly larger than standard, and holds a little bit of spare gear for player one to use. Upon inspecting your unfortified, collapsed stash, you are able to salvage an additional 10% from the rubble. The shared stash size bonus resets to standard when the owner of the broken stash attempts to build a new stash, or repair their old one. So iv put a lot of time into thinking of potential flaws with this setup, im pretty sure the take on helicopters engine will be capable of it, and they could all be tweaked to be balanced to be fair/realistic for all playstyles, its just how people feel about certain mechanics that would stop this from happening. Before anyone is quick to critique this idea, i probably thought of the potential flaw you have in mind, and its solution. Like vehicle hoarders. A second clone vehicle would then spawn somewhere, and that clan would be limited to 1 of that vehicle type until a certain number of settlement members is reached, or the settlement has had enough extensions. Until then, the extra helicopter can not be stored by that clan, and will teleport to a random spawn location if it was landed too close to their base during server restart. Feedback, balancing and deciding on bonuses- So finally, i wonder, what do you guys think the about the stashes being invis on logout, about them collapsing upon death and about them being salvagable? What do you all think about a very very small amount of extra loot for grouped players? -
SA: trying to change the kill on sight mentality, *without unfair disadvantages to that or any playstyle
tomfacekillahhh replied to tomfacekillahhh's topic in DayZ Mod Suggestions
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. -
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.
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SA: trying to change the kill on sight mentality, *without unfair disadvantages to that or any playstyle
tomfacekillahhh replied to tomfacekillahhh's topic in DayZ Mod Suggestions
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.. -
SA: trying to change the kill on sight mentality, *without unfair disadvantages to that or any playstyle
tomfacekillahhh replied to tomfacekillahhh's topic in DayZ Mod Suggestions
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? -
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
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A few ideas for items and game mechanics. Brainstorm! Synergy!
tomfacekillahhh replied to Dabaroony's topic in DayZ Mod Suggestions
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. -
SA: trying to change the kill on sight mentality, *without unfair disadvantages to that or any playstyle
tomfacekillahhh replied to tomfacekillahhh's topic in DayZ Mod Suggestions
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. -
SA: trying to change the kill on sight mentality, *without unfair disadvantages to that or any playstyle
tomfacekillahhh replied to tomfacekillahhh's topic in DayZ Mod Suggestions
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! :) -
SA: trying to change the kill on sight mentality, *without unfair disadvantages to that or any playstyle
tomfacekillahhh replied to tomfacekillahhh's topic in DayZ Mod Suggestions
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. -
SA: trying to change the kill on sight mentality, *without unfair disadvantages to that or any playstyle
tomfacekillahhh replied to tomfacekillahhh's topic in DayZ Mod Suggestions
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: -
SA: trying to change the kill on sight mentality, *without unfair disadvantages to that or any playstyle
tomfacekillahhh replied to tomfacekillahhh's topic in DayZ Mod Suggestions
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: -
SA: trying to change the kill on sight mentality, *without unfair disadvantages to that or any playstyle
tomfacekillahhh replied to tomfacekillahhh's topic in DayZ Mod Suggestions
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. -
SA: trying to change the kill on sight mentality, *without unfair disadvantages to that or any playstyle
tomfacekillahhh replied to tomfacekillahhh's topic in DayZ Mod Suggestions
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.... -
SA: trying to change the kill on sight mentality, *without unfair disadvantages to that or any playstyle
tomfacekillahhh replied to tomfacekillahhh's topic in DayZ Mod Suggestions
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. -
SA: trying to change the kill on sight mentality, *without unfair disadvantages to that or any playstyle
tomfacekillahhh replied to tomfacekillahhh's topic in DayZ Mod Suggestions
well said dude. i was about to say this was going nowhere... so ima just be brief as i can. i still think you were being a little excessive in discrediting the suggestion perhaps without even reading that the idea was in fact already aimed at solving the problem you had. thats what made me drag on so much. this was good tho, tbh i didnt fully consider the concept of gamers feeling so entitled to their current playstyles, they cant handle it being purposely shaped even if its logical and fair. i still dont understand this idea of attachment people have, with the knowledge that the alpha and standalone will be purposely changed to tweak its play environment and simulate realism on a regular basis.. i probably wont change the title for a reddit post that much, something like '[sA] how to naturally encourage goup play through base building, lowering the amount of kos incidents slightly as a side effect' but thanks anyway mate :) -
SA: trying to change the kill on sight mentality, *without unfair disadvantages to that or any playstyle
tomfacekillahhh replied to tomfacekillahhh's topic in DayZ Mod Suggestions
pedanitc, as in you are saying your own set of rules as if they are set in stone on a suggestion forum. it seems to me youve read over the rest of the posts iv made, and instead of taking out of it that im very open to a more fair approach, you nit picked the jokes i made referencing another shooter. the truth is cod is a very mainstream game, and when the same playstyles are used in dayz, it has some pretty hilarious/annoying consequences. this doesnt mean anything has to be done to prevent this though. what im saying is bases would need 2 people to be constructed beyond a certain size anyway. whether this is encouraged by incentives or not, is what we should be discussing here. the original system i mentioned has a big 'these are just ideas and rough numbers and up for constructive criticism' line plonked up the top, because this suggestion was originally an attempt at something logical, and of realistic equal use to each playstyle. the change was up to the player. and the mechanic up for discussion and change also. there definetly are mature and well knows kosers, but as shallow as you might think it is, prove me wrong. prove the majority of noob commando wannabes arent from the cod community. iv never heard a more juvenile testy-popping game lobby in my life than in cods. that same sound you hear being screached by a swiftly banned hacker on side chat. or the same squeal of laughter as they kill your toon before youv even faded in from load screen, similar to how they did with tomahawks in cod. im not saying that the odd bandit here and there is a game breaking problem. its definetly a valid way, but the proportion of bandits kosing to friendlies is rediculous. this game is built upon an idea of trying to replicate a realistic and unforgiving atmosphere, which was kind of ruined a little before standalone by an influx of wannabe snipers. so the odd bandit isnt a problem, but when you are a fresh spawn and you're getting sniped at as soon as fade in has finished, this breaks the possibility of the freshly spawned player surviving, as well strays off a bit from realism. would there really be 10 snipers sitting on a hillside all day, sniping people carrying nothing but the clothes on their backs, at every large town on the map? currently the mods front page says something like step1:scavenge step2:slay zombies/bandits step3:survive its not really supposed to be step 1:spawn step 2 respawn cos u got spawn killed by a bandit step 3 respawn again... bandit step 4 get out of town then sniped, have to respawn again step 5 spawn killed in town again step 6 spawn killed BEFORE finish fading in step 7 have no choice, play as a kos bandit step 7 survive you know rocket has said himself there are going to be less military weapons in general, especially upon release? this was likely to curb the persistent pvp war going on a little. the as50 and m107 being taken out are another perfect example. they were realistic, but were overused, and far far too common, which soon made them very unrealistic. so the game devs will make a call like this if they want to, its not up to players and what they want. i think i see the point of the game just as clearly as everyone else, but you're rejecting an idea while ignoring the tweaks im offering, theres nothing i can help you with there sorry. i dont really agree with what you think about people just skimming over this here. people who care about the mechanic enough to make a difference at all, with a post of their own or something, will drop in and give their 2 cents, and that is all i need anyway, this is my first thread on this forum, and has amassed plenty enough posts and views for me to be happy with it. this is just a draft too so i can rethink and tweak it a little before i drop it off at reddit for a consideration. what would you name the thread, without changing any of the content inside of it to match its new title? would that keep us on track a little more, about a base system that just requires a logical amount of materials and effort to construct? this backs up what i am saying. bases, whether in a crude format, or the fleshed out enterable ones later on, would need 2 people to build beyond a certain size. this isnt forcing anyone to work together, it just makes sense, because this is true in real life. construction of anything beyond a certain size and weight needs multiple people. any amount of grouped players or a lone survivor would be able to achieve similar or the same results still, while making sense as you say it should. again, ignore any incentives beyond the base new storage space itself, and this isnt changing any form of playstyle thus it feels natural. -
SA: trying to change the kill on sight mentality, *without unfair disadvantages to that or any playstyle
tomfacekillahhh replied to tomfacekillahhh's topic in DayZ Mod Suggestions
thats another really good idea, about the rigged loot tables. people knowing this mechanic exists in the game would force players to make confrontations every once in a while. at the same time, with the threat of gear being destroyed when shot at in SA, both sides of a trade would be inclined towards not shooting each other, at least until after the trade. theres just something about forced player confrontations im not a massive fan of. with bases, its a mutual shared feeling of 'we should both do this for extra chance of survival', not 'i need to do this or i will not survive'. i saw a definite increase in player hostility when antibiotics were rare in that recent patch though =/. towns with hospitals in them were pvp zones for a while on the servers i player on... so i cant see it going any other way than people being more aggressive to get what they want, because getting the item in the first place was way too difficult. these towns were bad enough before this patch too. too many young inexperienced gamers start playing dayz, after getting bored trying to be a cod hero. after getting absolutely owned every life because they dont understand basic situational awareness and how to move in cover, they google things like 'good sniping spots' or 'how to be a sniper bandit' and before the dayz community could ask 'got any spare beans?' elektro, cherno, stary, balota and NE were getting swarms of invading campers, faster than a large venue outdoor music festival. -
SA: trying to change the kill on sight mentality, *without unfair disadvantages to that or any playstyle
tomfacekillahhh replied to tomfacekillahhh's topic in DayZ Mod Suggestions
the aim of a bug out bag is usually to survive for max 72 hours. after that, you need to be able to supply yourself via other methods, usually reaching a bug out location after a bit of a hike. ask most people, and in the event of a global crisis / apocalypse, next to no one would think the idea of surviving solely on what u have on your person is logical. bug out bags often contain tools to rebuild basic housing. my hiking backpack has the tools to hack down some trees, and enough rope to tie together a pretty sweet shelter. also, the vast vast majority of people would answer that rebuilding, even a temporary home for themselves, is the best course of action to take, unless you like hypothermia and death via exposure to the elements. no one in their right minds would LIKE the idea in a real life event, of being forced to live alone, with no supplies other than what they can carry, for the rest of their lives. what happens (if you could last that long) when you get old and sore, and start getting too immobile to escape a zombie onslaught? you simply need a base at some point. even if its just to die comfortably. even lone wolf bandits need somewhere to store their blood stained loot eventually too, as youd begin to amass more survival gear than could be carried on person. -
SA: trying to change the kill on sight mentality, *without unfair disadvantages to that or any playstyle
tomfacekillahhh replied to tomfacekillahhh's topic in DayZ Mod Suggestions
haha thanks, im glad my first thread here is entertaining someone :P. im aiming for getting enough criticizm, so that i can streamline this idea into something majority of the players in this community are ok with, before i make a reddit account and submit it there. even if all that comes from this is i spread awareness to the importance of a basic stash system, and how it could encourage group contributions and efforts just by the fact its offered in game. if people can understand the concept and the benefit it could potentially have that would be awesome. if it were implemented, the most likely psychological effect on players will be less gun stroking kos nutters, but by not discouraging that playstyle at all. fact is, its always been more difficult being alone, not being able to blood bag or epi pen etc. so even the game at this point acknowledges benefits to playing with more people. with this new different SA atmopshere present, dayz would be a little more like its vanilla days, where everyone had a sense of unknown and wonder, and felt inclined to find strength in numbers, and to share, instead of sinking deeper and deeper into a solo, hate fueled mania of beans and .22 shells, in retaliation to hackers, griefers, and black ops 2 'veterans' ahahahahahahahha. -
SA: trying to change the kill on sight mentality, *without unfair disadvantages to that or any playstyle
tomfacekillahhh replied to tomfacekillahhh's topic in DayZ Mod Suggestions
fair enough, thanks for the feedback. iv had countless tents and just feel like there are a number of obvious issues with the current system, ill order in magnitude of the problem. 1- you can just turn your graphics down, fly / drive along the borders of the map, at leat 10 tents will jump out at you. rendering is a pretty bad problem in this game, but storage spaces shouldnt be so obvious to notice, especially camouflaged tents. currently, with hackers teleporting, and the talentless sods that are cod players, tents are pointless because of this. 2-when you die, go back to your old tent, and rearm straight away anyway. congrats, you're basically abusing a flawed mechanic. if anyone could explain to me how your fresh spawn knows the whereabouts of his mysterious past lives stash spots, that would be great too. 3-do you leave your character logged in when you arent playing too? what makes you justify / rationalize your character and all their gear being safe during your game downtime, but nothing else? -
SA: trying to change the kill on sight mentality, *without unfair disadvantages to that or any playstyle
tomfacekillahhh replied to tomfacekillahhh's topic in DayZ Mod Suggestions
yep and your thread has some great ideas, really similar to mine, if not just more thought out :P i think to a certain extent dayz should reward players who invest more time in game. the system im suggesting would allow for casual, lone players, to be able to save their own gear, despite having a much busier real life, wth work and a family. bandits could still team up, decide to make a base also and enjoy all the benefits, while not getting any unreailistic advantage. -
SA: trying to change the kill on sight mentality, *without unfair disadvantages to that or any playstyle
tomfacekillahhh replied to tomfacekillahhh's topic in DayZ Mod Suggestions
i agree it would be dumb to have your character still vulnerable when logged out, but its no less dumb than not being able to store items anywhere apart from on your person. but why cant people store things safely in a zombie apocalypse? in a real life scenario, the only comparable downtime to logging out is when you are asleep. but when you are asleep, theres a chance you can wake up and defend your stash. currently, the mod is turning into a bit of an mmo in the way its rewarding people who have no life, and discouraging those that do from playing. what are we supposed to have a roster of 20 friends who each guard our stash in shifts? that sounds like a pain. in the game world theres houses, with garages, that techincally we would be able to use, but are unable to due to game engine limitaions. the current stashes are basically underground, un enterable bases and these work A LOT better than tents. theres a lot of ways you could go about making a system more friendly/logical though even if you couldnt hide vehicles. say camo nets so if you're parked under foliage they are a hidden from sight a lot more. or even throwing old leaf matter ontop of your vehicles to camo them before logging out. but this stll doesnt change one pretty big flaw i think is present... the biggest gripe i have with tents and the current system, is that they persist after death. thats putting more people at an advantage / forcing them to stick to one playstyle of stashing gear, and returning to that tent upon respwn. this is a mechanic which i believe defies the logic and idea of the game - how can your freshly spawned character know the whereabouts exactly of your last toons tent? doesnt it make more sense to have a base thats safe when you are logged off, but collapses when u die? this way you can retrieve a small amount of gear upon respawn, instead of basically exploiting a broken mechanic.. -
SA: trying to change the kill on sight mentality, *without unfair disadvantages to that or any playstyle
tomfacekillahhh replied to tomfacekillahhh's topic in DayZ Mod Suggestions
i would play this, and absolutely love it. that amount of hardcore elements would drive a lot of bored children out of the mod, meaning a more mature like minded community, more willing to team up with other pros, just for survival. i like this idea because instead of you just going 'more items! like every other person and their dog has suggested!' youve suggested the opposite and it makes more sense than copying the same flawed mechanic as what occured in the great antibiotics blight of 1.7.X.X... i cant remember exactly what version it was, but it had a lot of people i know getting pretty annoyed at such a broken mechanic. hell, frankie n jack stopped making videos around the time that whole shmozzle happened.