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hoik

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Everything posted by hoik

  1. hoik

    Zombie ideas

    haahaha. They should sound like that kid too.
  2. hoik

    Armbands as a item not skin

    Armbands arn't a terrible idea - but I think I would prefer something like this: http://dayzmod.com/forum/index.php?/topic/19099-hey-i-know-you/, or this: http://dayzmod.com/forum/index.php?/topic/101579-perma-identity-nickname-is-permanent-nickname-as-face-cover-face-conceal-nickname/ as a means to identify other players.
  3. Yes and yes! Having this mechanic effect many elements of the game in a 'cause and effect' manner is exactly what I envisioned, but of course then things start getting very complex. These are my thoughts on the mechanics of dynamic zombies, dynamic loot and how causality could make a 'humanity' system make sense. These are taken from various (older) threads: ZOMBIES From: Dynamic zombies spawn rates ( http://dayzmod.com/f...es-spawn-rates/ ) A very interesting thread IMO. LOOT From: Crumbling Metagame Needs Fixing ( http://dayzmod.com/f...e-needs-fixing/ ) Not the greatest thread :( . HUMANITY Taking this idea of causality even further, I think it could be the key to creating a genuine 'humanity' system. From: Humanity ( http://dayzmod.com/f...ty/page__st__20 ) So this is where my mind is at in terms of causality in DayZ. It may be a bit grandious/idyllic, but IMO it is not at all beyond the sope of what can be done in DayZ. Also, see the link in my signiture "choices based on 'freedom' " for my orignal idea of players actions effecting loot quality/quantity.
  4. hoik

    BEARDS!

    Found this: http://dayzmod.com/forum/index.php?/topic/77492-dayz-concept-art/
  5. I agree, especially if players every action is (potentially) influencing it - for better and worse. But for me, this idea of a "ticking clock" would work best if it was not overly obvious to the player. Just the knowledge that everyone is running towards a cliff, in the dark, would add alot of intensity to the game IMO. And (if there is no one to replace them) this is completly logical, right? Doubly so in a apocolypse. The thing is Im not sure that this 'larger' view of DayZ is something that players want to consider when they play. DayZ is all about survival, your survival, period - I don't think this main theme should (or could) be changed, but I do think there should be long term concequences to our actions as a group - this would give everyones actions meaning, both for themselves and those around them.
  6. Sidearm acuracy should be effected when "dual weilding" (that term just sounds wrong in the context of DayZ :) ). Here's one: A Distillery. - It could make a large veriaty of alcohole - depending on your ingredience. - The proof could vary - the best/highest being 'medical' alcohole. - Alcohole could be used instead of painkillers/morphean as well as antibiotics (cleaning wounds etc). - There could be addiction associated with it, but then there should also be morphean addiction. - It could be a item that group play could build around, much like vehicles, and would be an interesting addition to a camp (ala stand alone).
  7. I see your point, by defining the period in which you will "combat log" you in some ways legitimise any type of alt-F4 scenario outsite of the "combat log" mechanic. But I think this mechanic will evolve and if its as bad as you claim will hopefully be replaced. IMO Its alot more interesting than a percistance timer, but may be a bit more intrusive/immersion breaking. As for the Z'ds switching on the combat timer, it makes sence. If you find yourself in a deadly situation, there should be no easy outs. @Doodles With the current combat logging system I think any disconnection during combat will label you a combat logger. With a percistance timer your proxy would remain in game for a given amount of time defenceless to the zombies or players you have decided to wuss out on.
  8. Nametag = face. Your name is there to describe your physical self beacuse the game lacks the ability of giving everyone a unique face, so we could use a unique name tag to distingusih ourselves from others instead. This is a compromise! But like the OP says, this distinction just seems to be getting lost in translation somehow. Maybe if you replace their word "nametag" with something else, something like "pyhsical profile" or "physical ID" there will be less confusion. While I like the idea, im not 100% on the implementation, but hell thats semantics. If they were to at least try something like this in dayZ I think it would be very interesting.
  9. I don't think the idea should be so completely dismissed. Take dark souls for example. It had a 'taging' feature that was very well integrated into the game world. For those who havent played it, it let you (with a specific object) write notes that other players could see in their game. But it didn't let you write what ever you like, rather it let you choose from a list of phrases you that you could combine to give other players clues about the world. It also limited the number of tags you could write (two or three, I cant remember exactly). So what if: - You can only tag with a spray can, with a limited no of tags per can. - The player is limited to five tags (just a no. I pulled out the ether). When they make tag six, tag one disappears. - The tags are limited to a pool of phrases/ words that are within the context of dayZ. IMO something like this could add alot of fun and immersion to the game, without excessive abuse (there will still be abuse, people will find a way :) )
  10. Posted my name and guid on the whitelist, do I expect a email or notification? How does this work?
  11. I really like the "high country" idea. Would love to be holed up in a shack, safe and warm, while a epic storm plays out.
  12. Bird caller, WWII style 'clicker' etc. I think some subtle ingame noise makers would/could make initial contact with strangers interesting, it could also potentially help you tell friend from foe (also I think it would be fun!).
  13. hoik

    Notches and ears.

    I was concidering a simular idea to this, but with a more practical purpose (IMO). While there is a large part of the dayZ community that is geared towards the deathmatching aspects of PvP, I also hear alot of people complaining that they don't want to kill but are inevitably forced to in self defence (or paranoia). So I think that players should be able to take 'trophies' from players they kill, but they should also have the option of 'paying respect' to the person they just killed - closing their eyes or putting the dead players jacket/shirt over their face (or anything else you can think of). Maybe, just as more 'violent' players (as suggested by Liquidcactus & Vindicatior) can take more grotesque trophies, the more humane a player gets the more elaboratly they can pay their respects (eg. burial with wooden cross). The key is - Both taking a 'trophy' and 'paying respects' should appear as part of the description of a body you examine (if it isn't represented visually in the game). The reason I think this would add to the game is that both these actions can now help players guage the nature of the players in their area - It has the potential to turn the (mostly selfish) impulses of players into a interesting naritives (and/or tool) for other players.
  14. hoik

    Player activated environment sounds

    Nice idea, like it alot. I don't think this has been metioned, what if the 'chance' of scaring a bird or snapping a twig was also effected by your stance/speed (walking, running, crawling etc.) as well as the surface you are walking on? This way it gives the players some control.
  15. hoik

    Why I play as a bandit and some analysis

    This is an issue with the idea, I address this and other issues in my thread - http://dayzmod.com/forum/index.php?/topic/8616-lifedeath-calculator-intrinsic-valueculture/ It doesn't have to - this would be my ideal: http://dayzmod.com/forum/index.php?/topic/19099-hey-i-know-you/ - by HardTarget Yeah I've spent my share of time crawling hopelessly through the wilderness with a broken leg ;), strangly it was kind of relaxing... Also, side chat is totally immersion breaking IMO... Yeah, the OP isn't the best I've come across but it does have some good discussion. This one might be more to your liking - http://dayzmod.com/forum/index.php?/topic/32582-learning-by-doing-the-alternative-to-classes-professions/ - by LOG!N Thank you.
  16. Q; Have you considered global causality in DayZ - The combined actions of players effect aspects of the gameworld/map/server (eg: weapon/food spawns 'quality' and density, as well as zombie spawns) - My thread on the subject : http://dayzmod.com/f...c-valueculture/
  17. hoik

    My thoughts about Dogs

    Edit: nevermind!
  18. hoik

    Why I play as a bandit and some analysis

    Ok, I will bite - again. I agree, some sort of skill system should be tryed while the mods in alpha, it needs a trial run at the least - it has alot of potential to influence the outcomes of random encounters within the game. If it is implemented well, it will not kill solo play. The issue of loot/food and how this could influence player behaviour is an interest of mine, and aside from skills I belive manipulating these the desity/quality pf items is essential to keep the game interesting. But have you considered letting the players, through their every action, determin the desity/quality of loot that is spawned - infact introducing a system of causality. heres an example of how I think it could work, but I would like to see some alternatives. EG: This is a summery of my thread "life/death calculator = intrinsic value/culture" (the first link in my sig) - Put essential/exotic items on oposite ends of a sliding scale. The scale dictates items spawning (density and frequency). - the average PvP/Co-operative behavior of a server adjusts the scale - high PvP deaths keeps the slider at the 'essential' end of the scale: This means the spawn chance of 'essential' items is high and the spawn chance of 'exotic' items is low. The overall density of items is high. - High Average Life Expectancy (ALE) moves the slider to the 'exotic' end of the slider meaning the spawn chance of 'exotic' items is high and the spawn chance of 'essential' items is low. The overall density of items is low. - There is now a clear definition of a players value to themselves and others. This IMO is a rather simple way of making causality effect the one thing all players value (minus hackers) their loot. Of course this is not a cure all, there would have to be a mirriade of other tools implemented into the game, not the least better identification and communication. This probably falls under the "unrealistic methods" you mention, but IMO it is a effective way to simulate 'causaliy' while keeping it a very player driven system with outcomes that are genuine if not 'realistic'. There has been quite alot of attention on the forum on skills giving value to players lives, and I 100% agree. But I would really like some discussion on how causality could be used to influence play. (also, here is an interesting thread on skills, with alot of good discussion: http://dayzmod.com/forum/index.php?/topic/86283-experienced-survivors/ )
  19. hoik

    Intelligent, Personal Scavenging

    I think the only reasonable outcome is that three players would find the loot in a particular place three times as fast. If an individual was to loot a place thoroughly i don't see why they wouldn't be able to find the exact same items... I think your working on the theory that a single loot 'node' is actually representative of more than one building. So if that were the case than individuals who are actually looting the one spot, in theory are in completly different rooms or buildings, am I right? And to counter the fact they they are not, you are making the assumption that as they 'virtually' loot these other buildings they are only picking up items that are of value to them - Its interesting, but I'm not convinced that just because you need something that you are more likely to get it. Admitedly it will be your priority, but that really has no direct influence on the chance of actually finding items in the game world/reality.
  20. You can lower your primary weapon by double tapping "ctrl" (though not your side-arm :() , that way you can talk to someone without looking down the sights of your gun... Just incase you didn't know :) .
  21. hoik

    some ideas to make the game harder in PvE

    I hadn't considered a stamina system. The way you discribe it remindes me of how it is implemented in dark souls. You can easily handle one or two guys no sweat, but three or four guys hitting you at once can quickly bring you to your knees! I really like dark souls gameplay and I think that a simular stamina mechanic wouldn't be out of place at all. (or at the least, worth a try!) EDIT: But then again, in dark souls your stamina is only effected when you use your shield (and swing your sword/whatever). So you would have to find a way to make this specific idea translate...
  22. hoik

    Zombie Sight in the Dark

    In my (limited) night time experience there is a large varience in darkness - from pitch black to star/moon light that rivals NVG's. Just saying that 'overall blackness' hasn't been my experience :) . As for zombie sight at night, it seems almost completly non-existant. I found all I had to do was walk past them (making sure I was walking on grassy terrain, so as to make the least noise possible) and 99% of the time I could pass within a couple of meters of them with no fuss.
  23. hoik

    Humanity

    IMO this is the foundation which needs to be built on. The OP's suggestion does do this to some extent, but is too focused on the term 'humanity' (IMO). While I think skills are a good way to give indivduals value to each other (and themselves) - I also think that causality should also be considered as a means to influence peoples actions. If you make everyones actions (from PvP, to scavenging food/items, to running around the woods doing nothing, etc.) effect the world around them in a unbiast manner (it will still be good for some and bad for others) then you can let the players peers determin what is moral and what is immoral dependant on their point of view. So high PvP could be linked to something like a long respawn countdown, but a weapon on spawn (simulating a rapid decrease in population/civility) or lower loot quality, but alot of it (simulating the lack of co-operation = less advanced technologys, but more of it to go around) etc ,etc. This knowledge of concequence to ones actions is what could give players pause when it comes to taking certain actions. They can also weigh up their options and then act accordingly. IMO this type of system leaves the door wide open for interpretation while giving players a sense of responsibility for the negative out comes of their actions as well as the positive.
  24. hoik

    Roaming zombie "hoards"

    What if players could effect how large a horde is and what their destination was? Have a look at this thread (near the end, though it directly ties in with the OP). http://dayzmod.com/forum/index.php?/topic/87515-dynamic-zombies-spawn-rates/
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