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hoik

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Everything posted by hoik

  1. This has been disscussed elseware but i think its worth bringing back up as life in DayZ should be valued and there should be other viable options than murder to (forcefully) get what you want from other players. So: -Players, when hoplessly compromised, can choose to surrender. -There will be an obvious surrender animation and the player will drop all their loot - EXCEPT(this is my suggestion) for the default amount of equipment you have on spawn. -If you have less than or equal to this amount you drop nothing Now this may sound like a raw deal, but better than being stripped naked of all your equipment then sent on your merry way - this is basicly a death sentance anyway so you may aswell take some of the bastards with you! So rather than this you can choose to surrender, and your robbers (not being totally without morals) "choose" to leave you with the bare essentials - or they could still execute you. The choice is still there. But at least this way you have a chance to keep all your stats, while being reset to spawn default equipment (which would happen anyway if you chose suicide). Of course there is the third option of escape - just disconnect - a problem also discussed alot on other posts. But for the sake of argument lets say this problem is already resolved and is no longer a problem! So is this a viable solution? Would you choose to surrender for the sake of your stats? Could it be a way for new comers (with very little loot) to meet and join up with larger gangs? ______________________________________________________________ EDIT: "you'll have to pry it from my cold, dead, hands..." Ok so there are some valid points being made - I agree that being forced to drop your loot is a bad idea and that forcing you to a defaut state on surrender is not the best solution. So here is my alternative: *rather than being forced to a default state on surrender a players can designate two or three items that can only be pried from your "cold, dead, hands...", that is they become your "default" items that you can fall back on in a surrender situations. *You can change your "death grip" to any items at any point in time, but larger ones (rifles etc) may require both hands to hold onto. *when forced into a surrender situation (I know for some people this may NEVER be an option, but personaly I think thats a uninteligent way to approach a situation where you are hopelessly outguned) your assailants can rummage through your pack and will be able to see (with little hand icons) what items you are clinging to for dear life. *This could lead to tense (if one sided) negotiations between the bandits and the captor - but remember you as the captor have NOTHING TO LOOSE. Remember, if they take all your stuff your dead anyway - if they execute you, yes, you are dead. So making a bargin - even a tough one - is actually the smart thing to do. They may shoot you, but if they dont within the first few seconds it is highly unlikely that this is their intention and you can play to this unwillingness to take another players life. Of course this all hinges on life being given an very clear global value in the game. Without it the death of a stranger has zero impact on you, so with zero compromises you can kill him with no social or finatial impact - Im not in favour of punishing murderers, im all about freedom, but there should be mechanics which at the least make you think for a moment before putting a bullet in someones head. This is my take on how you could implement a global value to players lives: http://dayzmod.com/forum/showthread.php?tid=10295
  2. hoik

    Lower loot spawns as game goes on

    I like the direction of this idea - it is geared towards a more dynamic/interactive dayZ which IMO is the direction that the game needs to take to maintain longevity. My first sig is on a way for players to influence both quality and quantiy of loot in a subtle way that could simulate supply and demand (in terms of population) and in doing so effect the game in many other (hopfully) subtle ways. But like Bobcomss says these type of systems will require a more consistent/persistent servers as well as ways to encourage players to commit to a server :) .
  3. Alright, so you find it fun to kill people for their loot, but if it is regardless of anything - I think you are playing a very shallow game. But fine, like I said you and people like you do have a role to play in DayZ, and can make this game interesting (IMO) to other playstyles - as essential you are behaving like higly inteligent NPC's (This isn't a compliment :) ). Edit: the problem is there is no accountability, as there is no way to identify people. If all you want from this game is a way to KoS you have everything you need right now - so I don't see how your opinions on changes are valid. Also if you can't come up with more creative ways to play the game you'll have to face more and more stringent rules being artificially imposed onto you. Basicly, if you enjoy the level of freedom the game gives you ATM, you also have to take some responsibilty for your actions and think about their concequences on others - try a little empathy. It is a game in a very limited sence (the rules it imposes on you), the rest is upto you and me to define the experience. So there needs to be concequences - they need to be player implemented - that requires associating individual with their actions.
  4. hoik

    Backstory and Character Expansion

    Skills/Perks would add alot in terms of 'value' to players (aside from the loot they are hauling about). So I like any thread that promotes this - that being said there have been a lot of them :) .
  5. I mean if you can do something than why shouldn't you, right?? There needs to be a solid surrender mechanic (IMO), even then I don't think it would make a difference to jack-ass's like this. Thats alright though - we need people to play the villan, the thing is even villans need to have a larger thought process than this cave-dweller :) .
  6. It doesn't stay true to a movie/story about a zombie apocolypse? Also you used the word 'spawning' in that same sentence so think about that...ALSO you say 'with other people' and then assume they are all your friends :) . So what if the group spawning was optional? You spawn within a vecinty of each other (not as a close group) - personally I dont see how this could hurt the game and would appeal to those who dont have the time to spend marching all over cherno??
  7. hoik

    Humanity through communication.

    Bump this - and bean it!
  8. hoik

    Family System?

    But family (and therefore children) are essential for long term survival - working in a supermarket isnt. If DayZ had half the features of the Sims I would love it!
  9. hoik

    Worst Community Ever

    I see your point, but you have to realise that there ARE people out there that dont want to kill others and would prefer co-operation/ interaction (like you from the sounds of it) rather than KOS. But due to the lawless nature of the game (as well as its lack of good/varied communication methods) MANY have succumbed to KoS because thats the only way to ensure their survival (Which IMO means they have taken a hit to their 'humanity') I think the most you can do to shake your COD blinkers is to realise that, despite the odds, every player does have the potential to be friendly - there is still choice, killing other player does not equal a 'win', and you will get a much more rewarding experience (IMO) trying to engage with others rather than throwing your hands up in defeat - 95% of the time you may end-up with a ventelated skull, but wouldn't it be worth it for that small 5% of interesting interaction? This is a sandbox that for now has a bare minimum of tools - this will change over time For now use what tools you have, add some imagination, and remember - the choice is yours...
  10. Seriously, check out ChaoticRambos thread (http://dayzmod.com/f...th-degredation/ ) he has some awsome examples of how this mechanic could work, covering just about ALL the ways you could possibly be killed :) .
  11. hoik

    Universal Sign of Peace ?

    Right, missed that! As is, I don't think you will get any sort of universal agreement (not on these forums anyway :) )
  12. hoik

    Conditioning Mechanic

    I recomend having a look at these: http://dayzmod.com/forum/index.php?/topic/32582-learning-by-doing-the-alternative-to-classes-professions/ , http://dayzmod.com/forum/index.php?/topic/14803-survivor-traits-weapon-skill-and-ammo-crate-ideas-document-included/ . I highly recomend checking out Alexander_q's profile: http://dayzmod.com/forum/index.php?/user/34377-alexander-q/
  13. hoik

    Body Inspection With Degredation

    Bomp & Beans!!
  14. Nice and logical, but very 'gamey' (I know, I know it IS a game). IMO the skins should either be optional or interchangable via-your actions. This is definatly a step in the right direction anyway, with both choice AND concequences. I want to discuss this further but don't have time - you should have a look at this ( http://dayzmod.com/f...matter-of-time/ ) thread on factions (see how the idea evolves) and maybe try and relate it to your idea?? Is there a link to ROckets discusion on 'learning'??
  15. hoik

    Group/friends and spawn location

    You may like this thread - http://dayzmod.com/forum/index.php?/topic/9140-a-realistic-means-of-facilitating-group-play/
  16. I like the idea of building SMALL self contained shelters underground - but IMO thats as far as I'd go. I dont see why humanity would turn into a society of mole men just because a few (billion :) ) dim-witted, rotting meat-sacks have taken over the place. Its not a nuclear apocolypse, it a zombie apocalypse - the land and buildings are in no way radio active or contaminated. I mean all the inferstructure for new societies/communities is sitting there just waiting for a motivated group to restart them. Seriously, the idea of building vast underground matroplises just seem like a massive waste of effort for the minimum security (EDIT: agains other people, as that is REALLY what we are scared of) it would provide, especially on such a large scale. Is there any other reason to build underground than security?? If not than making them massive cities defeats this purpose - I think that there has to be a number of different construction options each suited to a different stage/size of a group - eg: caves, camps, huts, villages, towns, cities. There are already cities and towns - They are what should be the focus for creating large bases IMO. Why not put effort into making all the building excessible/fortofiable?? See this thread for a variety of reconstruction ideas: http://dayzmod.com/f...g-ultra-thread/
  17. hoik

    Restore Blood \ Health Over Time

    Bump & Beans
  18. hoik

    Potential commercialisation model

    I had a simular idea - but was too scared to post it! So I think its actually quite a good idea - it is interesting from a marketing perspective as well as a gaming perspective - what if you could 'earn' lives just like in old arcade games?.
  19. hoik

    NPC's in military areas

    All NPC's will just end up being exploited IMO - and then become stale. Create tools to let players take on NPC-like roles :) .
  20. IMO, NPC's are a 'easy' option to add some basic interest to the game. But very quickly - just as with the Z'ds - people will figure out their weaknesses/exploits and they will become just another mild anoyance with little challenge. Thats why i think that things like the 'bunkers' mentioned should be a tool for player-driven story telling. NPC's are limited by their very nature - give players the tools to take on NPC-like roles, whithout dictating to them what to do with the tool, and that is a formula for a dynamic/unpredicable and challenging gameplay (IMO).
  21. This item could take many forms but would have the same overiding priciples: 1. It is equiped in the gun slot 2. It must emit sound that (for realisms sake) would not disturb zombies but be notable to humans. That is the basic premis. For arguments sake, say I find a Duck Caller. Later in my travels I come across a band of players unawares - I can go running down the hill (bad idea) try and reach them on chats (could work), or I could let out two or three distincive calls on the whistle. This will (hopefully) alert them of your persence, you can then gauge their response and, if you decide to, then go walking down the hill - the duck caller in hand replacing your gun. This is a very unagressive (some may say naive) manner to introduce yourself. I know this is a bit convoluted but could lead to some intresting items in the game (a harmonica?) as well as secret codes between gangs (tell friend from foe). I think it could be interesting.
  22. hoik

    Universal Sign of Peace ?

    Yes there should be some implemented ways of making 'safe' contact with others, I thought a bird whistle or clicker ala 'WW II" would be a good solution (see here: http://dayzmod.com/forum/index.php?/topic/8280-items-for-safenon-threatening-contact/ )
  23. You guys should definatly checkout ChaoticRambos thread: http://dayzmod.com/forum/index.php?/topic/19143-body-inspection-with-degredation/
  24. hoik

    Worst Community Ever

    Well I think that the DayZ community is trash because it is MEANT to be - the world has gone to shit, you shouldn't expect the same co-opertation you get as on a game based on a military simulation. Have a read of 'The Road', or watch the film. Co-ooperation is almost nill in that scenario - and I think it is a very good representation of how the community is acting in DayZ. Is it totally fucked-up? Sure it is, death is arbitrary and there is no trust...it is what it is... Thats not to say I like the status quo - there definatly needs to be change, and there will be. For now though, DayZ is quite accuratly simulating a world without forgivness, remorse, or the tools to eek your way out of this hellish state - enjoy!
  25. hoik

    Should DayZ Be Censored?

    What I meant was we are mature enough to deal with horrible things occuring around AND by us as part of a game - as long as it is in the right context.
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