Forums Announcement
Read-Only Mode for Announcements & Changelogs
Dear Survivors, we'd like to inform you that this forum will transition to read-only mode. From now on, it will serve exclusively as a platform for official announcements and changelogs.
For all community discussions, debates, and engagement, we encourage you to join us on our social media platforms: Discord, Twitter/X, Facebook.
Thank you for being a valued part of our community. We look forward to connecting with you on our other channels!
Stay safe out there,
Your DayZ Team
-
Content Count
588 -
Joined
-
Last visited
Everything posted by hoik
-
I agree. Each new spawn is in essens a new individual. You travel through the world and effect it by the actions you choose to take - these effects will linger even after death and have an acumelative effect.
-
Ok, I agree with you on principle (hell this is all theoretical, right?). A long term mental status that needs to be kept in check would add to the horror aspect of the game - id suggest that for it to be more interesting it would have a wider scope than just the player. Don't they say fear is contaigous? Im pretty sure insanity is as well ("Cabin fever - ahhh!") so what if a players mental status effected those around him/her?
-
Well, don't they say you make your own luck :P ? I would argue that realism shouldn't be the single guide when it comes to deciding if a idea is valid. This system could provide a "realistic" cultural environmet be it at the cost of realism in other aspects. Whats unrealistic about resources deminishing as players average lifespan increases? What is unrealistic about weapon quality improving with high levels of co-operation? These seem like sound arguments to me. Personally I feel that all the potential benifits outway any negatives with concern to realism.
-
extremely limited supplies + visible gear = logical humanity indication
hoik replied to _Profile_Shame's topic in DayZ Mod Suggestions
Made a post here: http://dayzmod.com/forum/showthread.php?tid=11410 -
Extension to one of Rocket's idea: Gear damage by gunfire
hoik replied to psycho84's topic in DayZ Mod Suggestions
I agree that the best way to give players lives value is to directly relate them to items as they are the currency of the game - everybody gives them value. This solution is good because it is on the right tack, but... @ psycho84 "NOTE: This ides WILL NOT work unless survival is made tougher for everyone. That means lower food/drink spawn rates and like Rocket suggested, spawning without a weapon or gear. Even a kitted out bandit needs to be concerned about their survival for this to work!" I understand that less resources gives each item more value, so that a chance to destroy them (by PvP action) will make PvP a less atractive action and because of this people will hopefully find better ways than murder to swindle eachother - makes sense But I disagree that using scarce resouces (increasing difficulty) is the way to encourage teamplay. It could just as easily go either way, and (IMHO) would acctually cause more conflict - scarcity promotes selfish impulses and only highly organised groups could function well in this enviroment - to force this as the default game mode is unreasonable - and as this is the main proviso to make this system work, I only support this as a stepping stone to more advanced systems. (Search for posts on dynamic systems, now THAT (IMHO) is what we should be aiming for :) ) Edit: I really like this idea: http://dayzmod.com/forum/showthread.php?tid=3420 -
@ Sarcasmo "Give them random loot spawns. Give the whole world random loot spawns. As it stands there is little reason to explore anywhere. Go into town and you look for the same thing every time: church, grocery store, gas station and the one or two styles of house you can enter. Over and over and over. Sometimes you're in a place where there is a barn, or a warehouse. But mostly you know that crawling through yards and alongside rusted out heaps won't yield you anything whatsoever. It's contrary to real life, where utility is all around us." Dynamism is (IMHO) the key to DayZ's longterm success. I say go you dynamic wonder! go! go! EDIT: ____ This is a great post by Swi1ch on dynamic Z spawning: http://dayzmod.com/forum/showthread.php?tid=3420
-
Wow, Im glad you pointed your thread out to me Swi1ch! Dynamisim (for me) is the key to making DayZ work in the long run. There should be a lot more disscussion around this area. In a spasem of serendipity my (detailed...) post on a dynamic loot sytem can be found here: http://dayzmod.com/forum/showthread.php?tid=10295 Its the other half of the equasion!
-
I think those up in arms are missing the major point: this is optional - prefer to create your own random encounters as you play? You can, but it takes time. Time pore? have the game generate random encounters for you when you spawn. This may make the initial encounter with other people less tence - but you will still be interacting with absolute strangers. Stomping on the neck of choice is not cool.
-
extremely limited supplies + visible gear = logical humanity indication
hoik replied to _Profile_Shame's topic in DayZ Mod Suggestions
@ _Profile_Shame "in a dynamic system like that, wouldn't the times of cooperation (low spawns) increase pvp over resources seeing as people would be forced into it due to inability or desire to explore? i can see it looping, though i guess that would provide varied gameplay..." Yes it would create varied (if cyclicle) gameplay - imagine you and your buddies have dragged your servers community (via co-operation) to a place with plentiful high quality weapons, food, water, you run all the towns power plants, have a lovely Fort where you and your friends feel secure - you are king of your domain! So now what? Lord it over your peons? Could be fun for a while... And now factor in deminishing resources caused by low PvP deaths and high co-operation. - you and your buddies drag your servers community (via co-operation) to a place with plentiful ..(ditto).. - you are king of your domain! Food and ammo have become a scarcity! But you want to LIVE - its them (your buddies or other groups) or you... and the cycle will begin again. This idea really appeals to me, don't know how the rest of you feel. -
20 words or less: Spawning without a weapon
hoik replied to rocket's topic in DayZ Mod General Discussion
Yes Because it needs to be tried before an informed opinion can be made. -
Friendly survivor system (hard-coded 'friendliness')
hoik replied to Sabata (DayZ)'s topic in DayZ Mod Suggestions
There needs to be inovation (in the gaming industry in general). Imposing a good guy/bad guy mentality is a simple solution for making socialising safer and easier, but socialising in a zombie apocalypse should be neither one - It isn't a social game. Now to step off my high horse, i will say in respose to this: @Sabata "I may agree with both major objections, it's kinda black and white and imposes some sort of artificial limitation over players. However, do you honestly think there's another solution that is feasible, somehow realistic and going to be widely accepted?" I do think there is another more "realistic" solution to this problem; what it is and if it will be widely accepted I cannot say. Here is my (rather belated) attempt: http://dayzmod.com/forum/showthread.php?tid=10295 -
Well thought out idea and an excelent way for any players to quickly form groups with strangers. I like it a lot. This will be tempting for greifers though :( . +1 for making it optional.
-
Tame a dog for companionship boost? Nice idea, but I think the effects on players sounds too severe and IS effectively forcing players to co-operate to a certain extent. The alternatives to direct contact with other players need to be abundant enough to make solo-play viable, if not easy.
-
Survivor/Bandit issue - Stronghold suggestion
hoik replied to roccodw's topic in DayZ Mod Suggestions
Hmm afraid I don't like it, its a bit of a black/white solution and rather "unrealistic" (i use that word very lightly). It removes all the tension of player encounters and isolates play styles, restricting the movements of those who PvP. What about those that kill in self defence? What if a freshly spawned greifer decides to find a "Safe Zone" without killing anyone and then go on a rampage? - in the end I think its really not in the spirt of the game. -
extremely limited supplies + visible gear = logical humanity indication
hoik replied to _Profile_Shame's topic in DayZ Mod Suggestions
I agree - thats why resources should be plentiful when there is alot of PVP action and scarce when there is alot of co-operation. A dynamic sytem like this would cause continuosly shifting play styles. -
Friendly survivor system (hard-coded 'friendliness')
hoik replied to Sabata (DayZ)'s topic in DayZ Mod Suggestions
-
extremely limited supplies + visible gear = logical humanity indication
hoik replied to _Profile_Shame's topic in DayZ Mod Suggestions
Controlling supply distribution is definatly the best indirect way to influnce PVP. Simple scarcity may not be enough. Here's my attempt to use loot to influence PVP: http://dayzmod.com/forum/showthread.php?tid=10811 . Its a complicated solution (the oposite of this) so I havent got much of a response :blush: but it is a solid, valid idea. -
I really like this idea, but I guess it comes down to what experice you want when you play this game, authentic survival horror, co-op, or a no-holes barred experence - its all fine. It comes down to choice. So my solution: Let server admins designate if they have death timers or not. Those that like it can join them, those that don't find another.
-
Friendly survivor system (hard-coded 'friendliness')
hoik replied to Sabata (DayZ)'s topic in DayZ Mod Suggestions
The idea has some merit, but i feel it will detract from the uncertanty and paranoia that is the fun part of interact with strangers in DayZ - it might also lead to "friendly" players simply moeing down anyone who hasn't designated themselves as friendly. Actually the more I think about it the less I like the idea... -
-
Authentic loot and zombie spawns--the excellent authentic effects in DayZ
hoik replied to joikd's topic in DayZ Mod Suggestions
I am very highly in favour of randomised loot drops, and like the idea of large caches being spawned randomly around the map (whatever the explanation) but I dont think air drops should be the sole source. Yes static spawning of items is unrealistic, but (for me) more imprtantly it removes all reason for exploration, to keep a sence of exploration dynamic loot spawning is neccecary INMHO. This post is more what I envision (http://dayzmod.com/forum/showthread.php?tid=10468 ). It suggests a "contextual" loot system. If it was applied across the game world (towns etc) Id love it! -
possible solution to stop the mindless pvp
hoik replied to liam (DayZ)'s topic in DayZ Mod Suggestions
On the other hand smokeshadows has some support for a class system here: http://dayzmod.com/forum/showthread.php?tid=10323 Heres my solution on the question of how to make people think before they shoot as well as encourage team-play without penalising those who don't want to: http://dayzmod.com/forum/showthread.php?tid=10295 It may be a bit over-reaching, or too theoretical - i don't know as i havn't had much of a respose. I would like to know what people think though. -
I had this thought as well (the horses), makes a lot more sense in a post apocalyptic world than cars - id love to see possies ride around the place! I also thought pack mules might be useful. Being able to forage in forests and orchid also has my vote - I've seen pumpkin patches around the place but you cant eat them. Im in completly in favour of both these ideas, but in the end there are alot more vital issues that will take priority before anything like this would get implemented :).
-
possible solution to stop the mindless pvp
hoik replied to liam (DayZ)'s topic in DayZ Mod Suggestions
I think this idea is too structured to appeal to players of the game :-/. I agree that ways to promote team play (without punishing those who choose not to) need to be found, but without useing cooky-cutter classes to direct the game.