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akafugitive

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Everything posted by akafugitive

  1. akafugitive

    Remove hardcore crosshair

    I guess I should have put option to disable in the poll
  2. akafugitive

    losing strength without food and water

    I support the idea, weakness overtime. I covered a bit of this in my Players thread under Health
  3. akafugitive

    Mortar!

    Old mortar rounds, sure I guess. Mortar tube, no thanks, spawn points will just get hammered with them
  4. akafugitive

    SINGLE PLAYER :D

    I've been working on one. That will be covered in my topic listed below as coming soon. A lot of writing though and I don't have as much time for it anymore unfortunately
  5. akafugitive

    SINGLE PLAYER :D

    I wouldn't mind a single player, I would actually use my flash-light at night. Doesn't have to have NPC interactions, just a ton more zombies and nothing re-spawns. see how long you can survive for, could even put a helicopter on the map that if you repair it, entering it ends the mission successful.
  6. akafugitive

    Gameplay Mechanics Pt5 - The Interface

    Haha... Yeah I was Duping ;). Good old Copy/Paste
  7. akafugitive

    Women who "Want More"

    I have beard... Anyways I was referring to in game for their characters
  8. akafugitive

    Women who "Want More"

    Guys want beards, women want hairstyles... Nothing wrong with that I personally support it, adding more variety to the way people look helps identify different people by more then just clothing
  9. akafugitive

    Gameplay Mechanics Pt1 - The Player

    -Tweaked Health section (Modified signs& symptoms, added in treatments) -Merged Tactical Gestures & added Poll
  10. akafugitive

    Gameplay Mechanics Pt4 - The Weapons

    Yeah I was thinking scabbards and drag bags would be nice also(rare military drops). Some of them could even replace the backpack. They would internally house the rifle to keep it better protected but you would only get limited storage for mags/ammo/etc. Another downfall is they stand pretty high off the shoulders making looking behind you a bit of an issue. Your second paragraph really represents some of the idea I had behind why I want to see something like the skill system I wrote. Been re-thinking my post on reloading though, and I think a better way to have Bolt-action reloading instead of M1-shot, M1-cycle, M1-shot would be to use the reload initiation . Everyone's main gripe about Bolt-action rifles is that sniping is way too easy and I agree, adding some complexity to cycling the bolt may be what it needs. They wont be as great as they currently are because currently they are still a great solution for short-medium combat, slower but the action is done for you so you don't have to focus on anything but the follow-up shot. Add in a separate action of having to use R to open and close the bolt (R x2) would create panic situations where people would find them selves dry firing their rifle at close range contacts that catch them off guard, or someone who is returning fire(combat stress). This would be a game changer because bolt-actions would not be such an accessible choice, the idea behind this is not just for game-play purpose as this is what can happen in real combat environments. This: R - if firearm is jammed; clear jam, otherwise; initiate reload (Open bolt), otherwise; cancel/end reload (Close bolt). Mouse 1 (from firing stance) - if live bullet is chambered, fire weapon; otherwise, dry fire Using a bolt action will now consist of: Mouse 1 - Shot, R(x2) - Cycle bolt, Mouse 1 -Shot, etc. A missed step in using a Bolt-action may cause the user to panic and they will be hearing click,click,click when they just keep pushing Mouse 1. This should cut down on people grabbing a rifle, scope and sitting on a hill outside of Electro popping new spawns. Since the extra actions required will slow down follow-up shots and allow people to respond to the shooter, applying pressure to them will causing them to need to displace or they will be suppressed and flanked/ advanced on. If they don't learn this they will be killed and the problem is still solved.
  11. akafugitive

    Gameplay Mechanics Pt4 - The Weapons

    Cleaned for easier reading
  12. akafugitive

    Gameplay Mechanics Pt3 - Environment

    Cleaned up for easier reading
  13. *Disclaimer* The following are my opinions of features I would enjoy seeing in the game, this thread is in no way intended to express negativity towards the current development or express ignorance towards current development plans. I am fully aware of what alpha or "work in progress" means, as such I am doing what is intended for alpha testing and making suggestions, not demands. Please keep feedback constructive, and on topic. Infected Re-spawn Infected Loot Catastrophic Damage Diverse Infected Attributes Types of Infected If you liked this, also read/like/comment on these: Gameplay Mechanics Pt1 - The Player Gameplay Mechanics Pt1 - The Player(skills) Gameplay Mechanics Pt3 - Environment Gameplay Mechanics Pt4 - The Weapons Gameplay Mechanics Pt5 - The Interface DayZ - How it all began... (coming soon)
  14. akafugitive

    Gameplay Mechanics Pt2 - The Infected

    Cleaned for easier reading
  15. akafugitive

    Gameplay Mechanics Pt1 - The Player(skills)

    Cleaned for easier reading I agree that complexity should only be added if it has a value to enhance gameplay, specially in interacting with others, the world around you, survival reasons, or creating long term goals. I dont want to see complexity just for the sake of making it "harder", it doesnt make thing more challenging, just frustrating. Low/Ready stance has its purpose for enhancing interactions with others, so everyone isn't forced to point their guns at each other unless they choose to.
  16. akafugitive

    Gameplay Mechanics Pt1 - The Player

    cleaned up for easier reading Updated Health with Signs & Symptoms
  17. akafugitive

    Rethink Reloading

    I will repost mine: Reloading (inspired by YorkMorgan) I'm really not a fan of the sloppy manual loading system when you don't have a mag for the firearm you are using, or the automated bolt cycling of the mosin after each shot(it is nearly impossible to watch your round impact when long range shooting with a rifle scope). I wouldn't mind if you needed to press "R" to initiate and end a reload action, and "Mouse 1" to preform the reload action(s) once initiated. I think Reload actions should work more like this like this: Internally loaded Firearms R - if firearm is jammed; clear jam, otherwise; initiate reload (Open bolt/breach/cylinder/tilt tubular loaded firearm), otherwise; end reload (Close Bolt/breach/cylinder/ return tubular firearm to set stance). Mouse 1 (from firing stance) - if live bullet is chambered, fire weapon; otherwise if spent case is chambered, cycle bolt; otherwise, dry fire Mouse 1 (while reload is initiated) - if a loaded stripper clip/speedloader/snaploader is present in inventory, transfer x bullets from stripper clip/speed loader/snap loader till capacity is reached; otherwise, Load 1 round (per button press till full) Firearm with detachable mags R - if firearm is jammed; clear jam, otherwise; initiate reload (Open bolt/action/pull back handgun), otherwise; cancel/end reload (Close bolt/action/release slide) Mouse 1 (from firing stance) - if live bullet is chambered, fire weapon; otherwise, dry fire Mouse 1 (while reload is initiated) - if mag is inserted, expel mag; otherwise if loaded mag is present in inventory, insert mag; otherwise, load 1 round into breach - Complete reload action will automatically return shooter to previous firing stance. (eg: inserting a mag, inserting the last cartridge into a tubular mag, etc.) - Semi-auto handguns would animate moving into a reload preparation (pulled back to chest when pushing R to initiate a reload) - Semi-auto handguns would animate the slide being release/cycled when ending a reload (depending on position of the slide) - Semi-auto handguns being breach loaded would animate locking back slide(if closed), inserting a bullet, release slide, return to previous firing stance - Tubular loaded shotguns/rifles would animate moving into a reload preparation (sideways tilt the firearm when pushing R to initiate a reload) - Reloading with a snap loader will remove both shells/bullets from the chamber and you will ether a) pocket them - retaining the live cartridge and the spent one(new item), or drop them( - loosing the live cartridge(they disappear) Advantages: - Bolt actions would require bolt to be manually cycled after each shot, allowing you to keep eyes on target till round impact (Mouse 1 - shot, Mouse 1 - cycle bolt, Mouse 1 - shot, etc.) - Firearms could now have single rounds loaded in at a time and be returned to firing position (eg: tubular loaded shotguns, top loaded bolt action rifles, etc.) - Firearms would no longer need to be emptied before adding bullets - Semi-auto handguns with an empty mag could have their slides release, faking being loaded(press R, R without reloading) - Players can remove mags from their gun while interacting with others without having to go into inventory menu (allowing you to keep an eye on them) - Would no longer require fumbling around in inventory menu to manually load firearms you don't have mags for (Entering inventory would now only be necessary to restock mags) - Revolvers could be loaded with a single round meaning Russian roulette would be possible (add "spin chamber" action when right clicking the revolver)
  18. akafugitive

    Bolt action operation....

    I'm glad I'm not the only one who thinks this is important, I literally suggested the same thing not that long ago. Check out my thread under reloading and mags: http://forums.dayzgame.com/index.php?/topic/171367-gameplay-mechanics-pt4-the-weapons/
  19. akafugitive

    Rethink Reloading

    That's the same kind of idea when I came up with my skills suggestion. Simple skills, not over powering that are done in the background without player management. I mean yes you can grind to max out a set skill if you want, but that is not unrealistic also since the saying goes "practice makes perfect". Associated risk comes from grinding, die 5 min after spending 3 hours to "max out" a skill would make grinding not worth it, specially if it is for a small benefit(eg: reload time reduced by 1% each level to a max of 10%). Situational awareness and tactically loading your mags so you don't have a single round chambered when you find a fight will still be superior in every way. My theread: http://forums.dayzgame.com/index.php?/topic/177124-gameplay-mechanics-pt1-the-playerskills/
  20. I think the smoldering camp fires is a good idea when they implement camp fires. If food will cool over time maybe fires do the same and will leave glowing embers for awhile. I dont think fires should be able to be put out like turning off a light switch a lo and should require some water to put out
  21. akafugitive

    Gameplay Mechanics Pt4 - The Weapons

    Bump, Poll added
  22. akafugitive

    Gameplay Mechanics Pt3 - Environment

    Bump, Poll added
  23. akafugitive

    Gameplay Mechanics Pt2 - The Infected

    Bump, Poll added
  24. akafugitive

    Gameplay Mechanics Pt1 - The Player(skills)

    Bump, Poll Added
  25. akafugitive

    Gameplay Mechanics Pt1 - The Player

    Bump, Poll added.
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