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
402 -
Joined
-
Last visited
Everything posted by akafugitive
-
I like the idea, I don't like the multiple different keys though, I dont use a traditional keyboard to play DayZ. As someone who is well trained in reloading I am capable of doing this while moving or focusing on other tasks as well and it seems like it would require too much focus. I wouldn't mind if you needed to press "R" to initiate and end a reload action, and "Mouse 1" preform the reload action(s) once initiated though. You would still have to be focusing on preforming a reload without being too sloppy. What I really hate currently is Bolt actions(mosin) automatically racking the bolt after a shot, I want to watch my round impact when I'm looking through a rifle scope. 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 firearm a loaded stripper clip/speedloader/snaploader is present, load 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/lock back slide or tilt handgun), otherwise; end reload (Close bolt/action/release slide) Mouse 1 (from firing stance) - if live bullet is chambered, fire weapon; otherwise if spent case is chambered, cycle bolt/action/slide; 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 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.) - Handguns that have their slides locked back would animate into a reload preparation (pulled back to chest when pushing R to initiate a reload) - Tubular loaded shotguns/rifles would animate moving into a reload preparation (sideways tilt the firearm when pushing R to initiate a reload) - Firearms could now have single rounds loaded in at a time and be returned to firing position - Firearms would no longer need to be emptied to have bullets added to them - Would no longer require fumbling around in tab 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)
-
Murdered/Suicide Tricks Solution = Revenge Upon Death = Payback Time
akafugitive replied to mark117h's topic in Suggestions
It's not hard to setup a hand grenade in a pouch to prime if pulled out, it's the same idea behind setting one up in a jar as a trip device. If they did this they should just make it so inspecting an item before removing it from their inventory would reveal it's been tampered with. -
The only thing I disagree with you guys in this debate is that you are applying society rules as they apply today to dismiss his idea, not society as it would exist after the world has gone to hell and law has lost its power. I agree to a degree with both sides. We should still find some military/police vehicles/bulidings and some houses untouched by looters with good quality firearms locked in gun safes with mags and ammo stored seperately(you will need to gain access to them first). The majority of firearms however should be found in a poorer condition found with dry mags that have been abandoned, stock piles of guns/ammo found in infected overrun safe houses, old shotguns/rifles found in truck cabs and farm houses, and ones that may need a lot of work to get functioning found on randomly placed container style bodies throughout the map. Currently to me the only environmental immersion breaking gripe I have is the game feels too much like most of the world disappeared into thin air with a few becoming zombies overnight, then the players showed up.
-
I'm not crazy on the skill books idea, I would rather book have real reading value. Reading the book won't have skill increases but you might learn about different infections signs, symptoms and treatments. Also you could learn about what different engine knocking sounds, power loss, or mechanical issues could mean from books/audio tapes. For example: Dash lights flickering could mean that you have a problem with the battery, alternator or fuses. Power loss and random stalls would help you narrow that down to being the alternator, etc. And you could find manuals that would explain that.
-
I have suggested a background skill system myself, in mine I suggest a starting background though to give people a head start in their preferred play style. I dont think the skill system I proposed is the best one, I focused more on medical/weapon/infected Mechanics. I really hoping they implement some kind of skill system though, I like your ideas. My core wishlist for a skill system is: - Incorporate background story (allowing people to have a bit of a head start on their preferred play style) - Progressive and regressive (skills go up with practice over time, go down without) - Operates in the background (No player management required) - Creates diversity between players enhancing player interactions - Not overly complicated/overpowering (each skill only has slight increases to prevent skill stacking) The main focus on skill system I think should focus on increasing success rates, information feed back, quality of results. Only a small focus should be on physical prowess, such as stamina, pain tolerance, strength. Example 1: Medical skills would enhance information feedback when diagnosing a patient, be more successful transferring full treatments without causing further injury. Example 2: Mechanic skills would enhance information feedback when diagnosing a vehicle, be more successful at removing/replacing/repairing parts without damaging them. Example 3: pain tolerance will increase the more times you take damage and survive, pain tolerance would reduce chance of pain effects(morning and groaning/shaking effect) by say a maximum of 10% reduced chance(1% per level). Pain tolerance will reduce however the longer you are able to avoid taking damage If you want to check out my thread it is here: http://forums.dayzgame.com/index.php?/topic/177124-gameplay-mechanics-pt1-the-playerskills/ I have also suggested a diverse infected attributes system here: http://forums.dayzgame.com/index.php?/topic/171109-gameplay-mechanics-pt2-the-infected/?p=1742264
-
Not a fan of this, but I think a temporary stun to movement(need to regain footing) for receiving damage would be good. Would prevent people from dancing around in a non organic way. I remember seeing dean showing something like this off pre-release when the zombies were knocking him around and off his feet.
-
experimental 42 impressions and suggestions
akafugitive replied to commanderbash's topic in Suggestions
The melee needing to be raised is listed as a known bug though, so looks like they plan on fixing this down the road. My hope is that we get different stance swings and they need to animate the low stance swings still -
Now mind you with the world going to hell in a hand basket you would find many things out of place from the norm due to looting and people going to ground and stock piling. Personally I would prefer to see the majority of buildings have less items but in better condition(areas looters haven't hit), some random building stock piled with decent stuff and overrun by infected(safe houses that have been overrun/abandoned) and quite a few "lootable container" bodies that will have weapons and supplies to aid in survival but mostly in bad condition. Would help the environment to feel like something happened before you arrived as opposed to the entire population became infected overnight.
-
I don't, more civillian gun owners (farmers/hunters) own rifles/shotguns and have no use for handguns
-
I think it should be a random chance say 50% to automatically happen if you are knocked down(incapacitated) when you have your weapon in your hands. I mean we are playing normal people, most don't know to keep their fingers out of the trigger guard until firing. Even just for entertainment value it would be hilarious to watch a guy accidently discharge his rifle into his buddies leg after taking a bullet in the chest from a sniper
-
I suggested this in my incapacitation section of my thread about the player also. I feel it should be done since it is an involuntary reflex of the muscles, it's one of the things that makes close quarters combat extremely dangerous.
-
you and me both, you posting it inspired me to post mine
-
Is it possible to get a sticky thread that will link to the threads that have a large amount of likes? sometimes it can be hard filtering through the pages searching for the good ideas over the mass over reposts and complaints about alpha related bugs threads. I enjoy reading the cool ideas people have had, specially the ones that have had a lot of effort put into them. Could have threads separated into categories: -Gamplay -Weapons -Gear/Clothing -Other Items -Environment -Infected -Wildlife etc.. Have a criteria be that you must obtain atleast 5 likes on your main post to be linked, if you qualify post in the sticky thread(or PM who is modding it) the link to your topic. I would gladly set this up and organise it, if you want to convert this thread.
-
I've seen that, I'm talking about a link to the threads themselves Just using my threads as an example: Infected Gameplay Mechanics Pt2 - The Infected - akafugitive Thead - name Environment Gameplay Mechanics Pt3 - Environment - akafugitive Thead - name Weapons Gameplay Mechanics Pt4 - The Weapons - akafugitive Thead - name
-
Dean has mentioned a trade system before, like how MMORPG's handle trading, both drop in items and accept. this would not prevent someone from killing you and taking the item anyway if they cancel out of the trade interaction. Aslong as the trade screen closes for both if one person cancels the trade I'm for it.
-
You are forgetting the standard construction vest
-
would be a nice feature to have for sure. I would just expect that by wearing medic ID gear, you will get your ass shot first when running with a crew, to prevent you keeping the rest of your guys alive and fighting.
-
To counter your argument I think a more in-depth system for the weapons in needed because this is a survival game. Maintaining a firearm needs to be at the same level as maintaining your health, hunger/hydration, temperature, and vehicles. Otherwise firearms(a critical part of survival) will stand above all the other survival elements, this will reduce the challenge of survival across the board and destroy the atmosphere. If all that was required to get a vehicle working was fuel they would be less exciting to have and you would be less cautious when using them, because it would be easy to replace for the most part. If firearms were at that level(specially high grade ones), Melee would have more value, lower end firearms would have more value and maintaining high-grade firearms would mean not being so trigger happy
-
Updated to include weapon crafting idea inspired by another thread
-
I would also like to see more components making up the firearms, the displayed condition of the firearm would be determined by lowest condition of primary external components. That way just like a vehicle you would need all the parts(and functioning), firearms may not spawn fully functional, or be straight forward on what internal components are missing, unless you know what you are looking for/at. This would cause you to seek out components or similar firearms to harvest component from, much like looking for tires, engine parts, etc after finding a vehicle. This creates another area of knowledge being key, knowing that a firing pin is needed to make a firearm work will serve as an advantage to those who come across a firearm missing one. Firearms can also be left behind disabled by removing key components such as the firing pin. Primary external components should act as containers(eg: receivers behave like flashlights with a non-displayed container system), and use the crafting system to create the associated firearm. Both the main components to the firearm would be required to create the firearm itself. Internal components will not be visible unless the weapon is stripped apart, can be done by right clicking on the weapon. Multiple weapon configurations would be allowed on certain platforms allowing for more customisations, military weapons would be more versatile but require more maintenance then simpler ones, for example: Double barrel shotgun 1. Izh43 barrel/sawed-off barrel[4x1/2x1 inventory slots] (damage increases deviation) 2. Izh43 stock assembly/sawed-off stock assembly[4x1/2x1 inventory slots] (damage causes internal components to degrade faster) -.12g firing pin (damage prevents weapon from firing) -Dual trigger assembly (damage prevents weapon from firing) Can Create: Izh43[1x8] (Izh43 barrel + Izh43 stock assembly) Izh43 Sawed-Off[1x4] (Izh43 sawed-off barrel + Izh43 sawed-off stock assembly) Izh43 Sawed-Off barrel only[1x6] (Izh43 sawed-off barrel + Izh43 stock assembly) Izh43 Sawed-Off stock only[1x6] (Izh43 barrel + sawed-off Izh43 stock assembly) Semi-auto handguns 1. 1911/CZ 75/ FNX/etc. slide[1x2 inventory slot] (damage causes internal components to degrade faster) -.45 un-threaded/.45 threaded/9mm un-threaded/9mm threaded barrel (damage increases deviation) -.45/9mm spring (damage increases chance to require a manual cycle after being discharged) 2. 1911/CZ 75/ FNX/etc. frame[1x2 inventory slot] (damage causes internal components to degrade faster) -.45/9mm firing pin (damage prevents weapon from firing) -pistol trigger assembly (damage prevents weapon from firing) Can Create: 1911[2x2] (1911 slide + 1911 frame) CZ 75[2x2] (CZ 75 slide + CZ 75 frame) FNX[2x2] (FNX slide + FNX frame) Attachments: Pistol Flashlight (weapon specific) .45 Suppressor (requires .45 threaded barrel to mount) 9mm Suppressor (requires 9mm threaded barrel to mount) Holo sights (weapon specific) Armalites 1. 14.5"/16"/20"/24" upper assembly[4x1/5x1/6x1/7x1 inventory slots] (damage causes internal components to degrade faster) -AR Gas tube (damage increases chance to require a manual cycle after being discharged) -AR bolt (damage increases jamming) -5.56 firing pin (damage prevents weapon from firing) 2. Semi/burst/auto lower reciever[3x1] (damage causes internal components to degrade faster) -AR trigger assembly (damage prevents weapon from firing) Can Create: AR 14.5"[2x5] (14.5" upper assembly + Semi lower receiver) M4 Commando[2x5] (14.5" upper assembly + Burst lower receiver) M4A1 Commando[2x5] (14.5" upper assembly + Auto lower receiver) AR 16"[2x6] (16" upper assembly + Semi lower receiver) M4[2x6] (16" upper assembly + Burst lower receiver) M4A1[2x6] (16" upper assembly + Auto lower receiver) AR 20"[2x7] (20" upper assembly + Semi lower receiver) M16A4[2x7] (20" upper assembly + Burst lower receiver) M16A3[2x7] (20" upper assembly + Auto lower receiver) AR 24"[2x8] (24" upper assembly + Semi lower receiver) M16A4 SPR[2x8] (24" upper assembly + Burst lower receiver) M16A3 SPR[2x8] (24" upper assembly + Auto lower receiver) Attachments: M4 Handguard/Magpul Handguard/RIS (requires 14.5" or 16" barrel length) M16 Handguard/Magpul Handguard/RIS (requires 20" or 24" barrel length) Weapon Flashlight (requires M4/M16 RIS, side mounted) Vertical Grip (requires M4/M16 RIS, bottom mounted) Surefire Grip (requires M4/M16 RIS, bottom mounted vert grip with built in flashlight) AN/PEQ laser sight (requires M4/M16 RIS, top mounted) Fixed/6-point/Magpul/CQB stock Flash hider/SPR Muzzle break 5.56 QD Suppressor (requires flash hider) 5.56 SPR QD suppressor (requires SPR Muzzle break) Carry handle Flip up sight Red dot sights Holographic sights Acog High mount rifle scope Firearm Maintenence Change the firearm cleaning kit into a container like the first aid kit. Weapons will need to be stripped down and each part cleaned individually to maintain its performance. Firing pins would degrade faster then anything else. Keeping your firearms maintained will take time, care and knowledge of how they work. -Allow maintenance kits to hold any internal parts as spares -Add "Cleaning rod" (used to restore condition of barrels) -Add "Gun oil" (used to restore condition on trigger assemblies, bolts, firing pins, etc., has % value till empty) -Add "File" (used to restore condition on slides, receivers, stock assemblies, etc.)
-
Try to remember current updates have been coming out almost every week, not months, hence why they seem small with mostly only a few minor content additions with engine/server changes. They have to priorities getting the foundation (engine) to where it needs to be before the large component updates (wildlife AI) can be introduced, and by the time line they have been doing very well. Compared to other games DayZ has made leaps and bounds, it can just be hard to notice some times because content has been delivered is small updates every week instead of large ones every month/few months
-
The answer is right in your statement, DayZ is not the average game. DayZ's roots come from a military simulation platform not a mainstream title and is not trying to be one also. A lot of us play DayZ because it is not a mainstream title and have called for the mechanics that you are asking to be removed. Your friends will have a learning curve coming from other game because it is not the same, if having patience to get comfortable with the controls is hard then good luck having patience running for 20 min through a forest. Lastly, I support anyone who has an idea and posts it up, I myself have multiple very detailed suggestion threads. however that does not mean everyone else has to agree with what you say and whining every time you get an objective opinion won't have anyone support it anymore.
-
The current drag and drop is just fine, part of the survival aspect is figuring out on your own what works with what
-
Don't agree with removing raise/lower. Having your weapon raised shows intent to use it, and when observing others allows you to know if they are possibly aggressive or alert and prepared. You should re-bind your keys to make raise/lower more accessible, however looking down your sights can be accomplished from both stances. I have raise/lower bound to my mouse 4 button and can transition very fast without thinking about it.
-
Nice thing about this replacing the current screen is they would be able to remove the current text from being unconscious and have that just be a black screen. Unconscious screen could have a white light that slowly expands as you come closer to death and sound will start washing out. Could even add in the sounds of hearing your own heart beat when out cold, stable heartbeat when in good health, fading heartbeat as you are dieing, and erratic when in "heart attack"(more like v-fib). Once the screen becomes completely white your life will flash before your eyes(your idea) and you will know you have died. Personally I would like to see unconscious screen fade to black when knocked out and fade back in when coming to also.