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hoik

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Everything posted by hoik

  1. Don't finish a round of antibiotics and you'll create super-bugs!
  2. hoik

    Wiping all tents/players/vehicles.

    I think DayZ Redux lets you burn tents - seeing as they've used things from Redux before (the combat log) they might bring this across to the vanilla as well. Lol - yeah its a dumb analogy - just meant that we can all easyly appreciate some things, while others might seem unappealing but just need time to appreciate (or some bollocks like that :) )
  3. hoik

    Cannibalism

    Yeah, with the addition of disease cannibalism is just getting more and more interesting (as a game mechanic :) )!
  4. hoik

    Wiping all tents/players/vehicles.

    Exaclty - a game doesn't have to be "ice-cream and gummybears" to be fun, it can be more like...a goats cheese?
  5. hoik

    Wiping all tents/players/vehicles.

    Well, maybe... I guess it really comes down to your opinion of fun. So let people keep all their shit, it doesn't effect me - they are the ones who are skipping out on the best part of dayZ IMO (ATM). Play the game how ever you like as long as it afords you the best expericene you want from the game. If it doesn't, and your finding it boring - try doing something different! Anyway, talking about realism - have you seen that there will be infectious diseases in the SA? Now its time to have a PROPER bitch.
  6. hoik

    Wiping all tents/players/vehicles.

    Im sorry, I think we are getting our wires crossed here :) . Please have a read of the original thread that I quoted from - if you still think Im just trying to cater to "deathmatching" let me know there - Thanks!
  7. hoik

    Wiping all tents/players/vehicles.

    Ok, then what is a suitable outcome for players bringing about the end of humanity? The server is going to be reset in a couple hours, everything you have worked for is doomed, rage on into the night. If you don't like it, try harder not to be a c*&t in the next 'world'... As a aside - you can still jump in again, just afresh - you wont be locked out the server. Would locking the players to the server be prefreble?? (Sorry OP, this is totally off subject!)
  8. hoik

    Perma Death - extension

    I suggested that players sould be locked from a server for a couple of hours if they bring about the end of humanity, and people still didn't like it - lol. Maybe base the "time out" on how long your character has been alive in game?? That way new spawns will only have to wait a couple minutes while narled woodland warriors will have to wait an hour or so??
  9. IMO the more of a sim DayZ is the better. As for the "fun" aspect isn't this meant to be an anti game, not angry birds :P ? Anyway, IMO running into a child and deciding if the pros of having one about is worth the extra efforts that might be required would be interesting. And being chosen to be a child would be very interesting and fun! In which way? People would just suicide when they are a child? No one would team up with them (though remember children can turn off freindly fire, a big plus in my mind), Players would simply let the server go to hell because all they give a f*&^ about is killing shit? Please clarify. This is a older version of this concept. I admit the whole children aspec is a bit of a hard sell. I have made a much more "streamlined" version (here: http://dayzmod.com/f...yz/#entry992173 ). For me, the reason I think children have a place in dayZ is because the combenation of the two (DayZ + Children) is a very emotive subject. Putting the innocence and potential of childhood alongside the cold brutality of lawless/moraly-corupt society is interesting - should it be fun? IMO no. Of course the problem is how we see the game as individuals - but I guess this can be directly related to other media such as film or books. You can make a horrific film about violence towards children (set in a zombie apocalyps :wacko: ) but you can not gaurentee that everyone in the audience is going to interpret the film your way. Some might even get off on it or think its funny - this is not the makers intention but you can not control how people think (or in the terms of a sand-box game like DayZ - how they act). Could you make it so that players cant shoot children? Sure you could but then you loose all the drama - so instead you link the death of children (Any death, PvP or otherwise) to something detremental, like the ending of humaity/the server. Anyway, end of my ramble - I think children have a thematical place in dayZ, but honestly doubt it will happen. Take a look at the revised version of this idea if you like - it has some broad ranging potential IMO.
  10. hoik

    Wiping all tents/players/vehicles.

    Your right contradiction is the wrong word, my bad :unsure: . And you make a good point about hackers - I guess it was you're glib post and my equally glib reply that lead to this... Anyway - my problem is that currently there is very little "end game", so when you can tool up in a couple of minutes (I know this can happen without tents, but this is not a certanty - which is what makes it fun/interesting IMO) you actually skirt all the content DayZ has to offer (ATM), get bored, and so start hunting people (I don't mean you personally). EDIT: also the word "punish" in these forums is overused and makes me frown ;)
  11. I think this (might) work for individuals, but groups with stockpiles of loot? Im a bit dubious. Thats not to say I don't like the idea, I think its really interesting and can't wait to see how it plays out! Personally I couldn't give a f*&! if someone chooses sucide as the easy option, thats their experience of DayZ. It doesn't really effect me or how I play the game (I'd play my character to his/her last bowl moving breath!). So then the problem really is making death - all death, PvP or otherwise - be detremental to everyone, because dispite the slogan "this is your story", it really is everyones. Give people a reason to care about the outcome of other people dying (as well a themselves) and you might be able to influence suicide. The trick is, of course, to give them a reason to care - but not forcing them to. eg: Link deaths to when a server is "fully" reset, but also give players the opportunity to forstall this outcome. For a full look at this idea go here Global Causality: http://dayzmod.com/f...-scope-of-dayz/ Thanks rocket, really appreciate your efforts.
  12. Some sort of skill system definatly has a place in dayZ, and Im liking the general approach to this idea in this thread. I Particularly like the simplicity this: But I also agree with Ceeps view on "passive, behind the scenes 'skills' getting better" - if you were able to gradually invest in your skills it would add significant worth and connection to you character - you can't store this skill set in a Tent! But then comes the issue of level grinding...
  13. hoik

    Wiping all tents/players/vehicles.

    @ Seddrik - " You already die and lose everything as is. Why punish people who have worked hard to find tents and get gear." You directly contradict yourself here... With tents you die and loose (potentially) nothing. SO why "punish" those who work hard for their gear but do not find/use a tent to cheat death?? << sarcasm My opinion: Let your actions and the actions of those around you decide the fate of a server! Let there be global punishment! Like this - http://dayzmod.com/f...-scope-of-dayz/ This idea obviously discounts the problem of hackers somewhat, and was orginaly concived for a private hive scenario.
  14. hoik

    How to keep DayZ dynamic

    Yeah, I completely agree :P - this is definatly a better soloution than NPC's anyway. Maybe if there was some sort of "whitelist" for being a "event" character? While I like these ideas, I think that "events" should also be a concequence of the most basic and key elements of the game. Most pointedly - dying and surviving. If the average life expectancy (ALE) is high events should happen in relation to this.The same for overall low ALE. We all live and we all die, so therefore everyone contributes to this dynamic. We dont have to care about it but will eventually have to face concequences. @ Garogone - "I like the idea of events happening due to player involvement. I'd suggest the occasional bandit tracking zombie." Well, no - IMO this is exactly what not to do.
  15. hoik

    How to keep DayZ dynamic

    @ logan, @ Voodoo - I really like both your ideas! What if instead of the Devs playing "event" roles the players were randomly chosen from the server population? I know this creates immediate oppertunity for abuse but lets for forget that for now :) . Maybe give these "event" roles missions/ objectives that they have to complete? They may even be benificial to the other players (eg: set up a medical tent/ triage center on the out skirts of Cherno)? Personally I would prefer dynamic scenarios to be the out come of how players behave in game - the reason being that in order 'freedom' to work (in DayZ) there also need be responsibility - of course they can ignore these but (by using interesting dynamics) they will have to face concequences.
  16. Yes, this is something that I bang on about all the time!
  17. hoik

    Playing With (and honoring) the Dead

    Interesting idea - heres a comment I made on a simular subject (here: http://dayzmod.com/f...tches-and-ears/ ), I think it applies equally.
  18. And this is exactly why morality can not be implemented as a game mechanic. It just does not translate. My solution would be to make players actions (from shooting others, to simply existing/ running around the forest) impact on elements of the game everyone cares about - namely - loot, zombies, and at the extreme end - if the server/hive is reset. Example: A mechanic is implemented where all deaths move the server closer to a full reset/wipe. Players can offset deaths by living for 2x the Average Life Expectancy (ALE) of the server (recalculated every 24hrs or so). This system gives everyone a intrinsic value. Alive Players = Longer Server Life and all that that entails. Not everyone has to care, they can keep playing the game however they like - but they must face the concequences.
  19. hoik

    How to keep DayZ dynamic

    Great idea, IMO DayZ needs some sort of player driven dynamics, along the lines of the one you've came up with. Letting the players influence the world around them could be a very powerful tool which could (potentially) gives players a larger perspective of DayZ, which (once again, potentially) could promote more 'genuine' responses to the post-apocalyptic scenario of the game (if that makes sense??). Here is a list of interesting threads about dynamic mechanics in DayZ: Dynamic zombies spawn rates http://dayzmod.com/f...es-spawn-rates/ Key Ideas Forget direction, get dynamic! http://dayzmod.com/f... loot zombies Key Ideas Server maturation / lifecycle http://dayzmod.com/f...ies#entry459895 Key Ideas Life/Death Calculator = intrinsic value/culture http://dayzmod.com/f...c-valueculture/ Key Ideas Global Causality - Within the Scope of DayZ? http://dayzmod.com/f...-scope-of-dayz/ Key Ideas These are just some of the threads I've found (and posted) about Dynamics and DayZ. I would love to see something like this in DayZ, as I belive this is where the game could really shine as a survival/zombie apocolypse simulator.
  20. I found this interesting zombie mod (also for arma) called Dynamic Zombie Sandbox ( http://dayzmod.com/forum/index.php?/topic/32853-dynamic-zombie-sandbox-version-10/page__hl__%2Bdynamic+%2Bzombie+%2Bsandbox ). It has alot of features that could directly translate to this idea, heres a snipet: If I had a bit more of a clue about coding I would give it a go! but alas...
  21. hoik

    Montana Map?

    Afraid I don't know much about montana (might google it though). What about the Boreal Forest in Canada - http://www.marietta....omes/boreal.htm ?
  22. Yes, but you need something to refrence in order to determine what the loot spawn chances should be (you are talking about loot spawn chances?), otherwise the values will be arbitrary. The 'clock' could act as that refrence. Also, remember that while the clock will be steadilty counting down, it also has the potentially to go up! What would happen to loot spawn chances then? It gets better and better? Associating loot drops with the 'clock' ties in closely with two inherent problems: Players adding so much time to the clock, killing the server is almost impossible Players loose so much time, killing the server is inescapeable Having the clock add time in relation to the Average Life Expectancy (ALE) is meant to act as a 'fail safe' against extremes at each end of the 'clock', the idea being that a server on decline (high death rates) would have short ALE's, so then its easier/takes less time to live 2 or 4xALE and therefore easier to add time to the clock. Servers that have low death rates would have longer ALE's, so then it is harder/takes more time to live 2 or 4xALE. I think adding loot to the mix would bring an entirely new dynamic to the 'count down'. If all we did was make loot harder to come by as the clock counts down and easier to find as it goes up, I think we'd inflame the extreme ends of the 'clock' - without adding any 'balancing' mechanics. So: - As the clock goes down - make loot quality drop but make the quantity of spawns go up. - As the clock goes up - make the quality rise, but make the quantity of spawn go down. Heres a little picture I painted in another thread: From: Life/Death Calculator = Intrinsic value/culture ( http://dayzmod.com/f...c-valueculture/ ) My first thread on the subject! I could be wrong - let me know!
  23. @ Chabowski, thanks for taking the time to read the post. The issue of how to get players to care/value the life of their characters, as well as others around them, has pretty much been on my mind since I first got to know DayZ. I do think that 'conceivably' there is a way to give players lives intrinsic value that all players agree upon - and will (to some degree or another) influence how they approach any given situation. Simply put, all I want is to encouraging players to think about their actions - not that Im immune to stealing a car from under a players nose - driving franticly around in a circle, while under fire - crashing it into a wall and then commiting mutual suicide with him :o . Doing stupid things for whatever reason should always be a part of the experience of DayZ, and as (with my idea) you can only get people to care if they want to, Im sure it always will be. Which makes me think, what is the worth of a game mechanic that is only effective if people choose to 'buy' into it?? EDIT: let me know if Im making sense :) .
  24. Ashwood has hit the nail on the head - a game/computer can not judge morality without making massive assumptions, and reducing a complex emotional reaction into a simple (and probably mundane/cliche) set of out comes. Let the game deal with the physical and logical actions of the players (like Ashwoods bullet example) - then provide the players with tools that allows them to enact their judgement of right and wrong upon the other players of the game. Hope that makes sense :) .
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