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akafugitive

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Everything posted by akafugitive

  1. I would like to see a U variant for the ak's and S stocks that can be swapped out. Adding a collapse and deploy option to all collapsible/folding stocks would be nice also
  2. akafugitive

    Lore suggestion: parasite instead of virus

    A virus is definitely capable of causing an infection capable of reducing brain function to a feral state = high levels of aggression and the host seeking basic survival needs (eg: eating) A virus also makes more sense because of its ability to spread fast, incubate over time and mutate making it harder to lock down and quarantine then a parasite
  3. akafugitive

    No firearms.

    I think if mags spawned empty it would also help. Finding 5.56 ammo is pretty easy since all you have to do is strip it from useless mags.
  4. akafugitive

    Whistling.

    You could also whistle into your mic. If they had decibel detection sharp noises like a whistle would have a larger radius then a whisper
  5. akafugitive

    Realism Vs. Balance

    Not entirely true. All firearms have their strengths and weaknesses.A .50 round has the kinetic force to tear a person in half and is intended to destroy a vehicles engine block, while used in extreme range sniping it has limitations of not being a go to firearm in any stance but prone, not being a great choice for close range combat. A .45 has incredible stopping power at a short distance and can deliver multiple rounds on target in a split second dropping a target that may have otherwise been able to react 5.56 vs 7.62 assault rifles (eg: m4 vs ak) 5.56 being smaller and faster will hit a fleshy target and the tail end of the round will fold over the tip causing a large cavity, however requires more hits on modern body armor to defeat it. 7.62 being a larger and slower round will tumble and pass through the body causing less internal injury, requires less hits on modern body armor to defeat it. Other DMR or bolt action platforms use the larger rounds because their barrel length adds much more velocity = higher kinetic transfer. The platform is designed for precision shooting and is able to deliver rounds to head, heart, upper spinal column much more accurately
  6. akafugitive

    Premium loot -- A balanced proposal to "gearing up"

    I like this idea. I think it would go well with my zombies idea. Make the high yield areas a bitch to survive in or atleast taxing on your resources, only worth braving if you have found lock picks. Zombies thread: http://forums.dayzgame.com/index.php?/topic/171109-gameplay-mechanics-pt2-the-infected/
  7. akafugitive

    Two primary weapons

    Under my linked thread I've gone into detail about a multi carry system with weight restrictions if you want to check that out: http://forums.dayzgame.com/index.php?/topic/171367-gameplay-mechanics-pt4-the-weapons/
  8. akafugitive

    Improve the ladders, please...

    They need a mounting/dismounting annimation instead of the teleport interaction for sure. Sliding would be nice or atleast a fast action (2 by 2 like you suggested) when holding the sprint key, would be louder though.
  9. akafugitive

    better spawns,adding airport, general suggestions

    I have covered a lot of this in my threads. Here is my airport suggestion: http://forums.dayzgame.com/index.php?/topic/171213-gameplay-mechanics-pt3-environment/
  10. akafugitive

    Gameplay Mechanics Pt1 - The Player

    Yeah only reason I didn't include that in my post is because it has been mentioned a lot by others. Is a must though, I honestly think that the eat and eat all options are not needed if they just made it start action, stop action. They would just need the % value reduce by a certain amount each time you pulled it to your mouth until empty or canceled
  11. akafugitive

    Gameplay Mechanics Pt3 - Environment

    Airborne disruption yes, an agent delivered in a dust or powdered fashion could remain constant on surfaces until disturbed by through traffic for a long time in buildings with no air circulation.
  12. akafugitive

    Gameplay Mechanics Pt1 - The Player

    Great idea, adding melee into the fatigue system is a very good idea. High levels of fatigue means your swing speed and damage out puts would be lowered significantly. I think heavier melee weapons should fatigue you faster then lighter ones. I have also noticed that if you sneak up behind a zombie and hit them, it can instantly kill them or usually knocks them down. I don't know if this is by design but that element could possibly be in the game already.
  13. akafugitive

    Obrez Mosin

    Because $7000 has no value when the world is overrun by zombies
  14. akafugitive

    Toxic fumes surrounding military bases?

    I suggested something very similar here: http://forums.dayzgame.com/index.php?/topic/171213-gameplay-mechanics-pt3-environment/
  15. I made a detailed post about this also. http://forums.dayzgame.com/index.php?/topic/171367-gameplay-mechanics-pt4-the-weapons/
  16. akafugitive

    Shemagh and bandana

    Yeah I mentioned both here
  17. akafugitive

    Wounds from bullets

    This is what I wrote:
  18. akafugitive

    Death.

    For this to be more interesting I would say have it take a screen capture whenever your screen flashes from being hit with a delay timer between captures(eg: 10 min). I would play an audio track of random screams, zombie sounds and gunshot noises along with the playback also.
  19. akafugitive

    Wounds from bullets

    I posted this nearly a month ago, sometimes it isn't that easy to find what you are looking for
  20. akafugitive

    Information Vs. Immersion

    I'm with you on correcting feedback by the visual/audio approach. I would rather see the cross hair removed also, hotbar doesn't bother me because it auto hides, nor does the text information. We do need some feedback since we have no sense of touch, taste or smell in the game, text feedback on how you feel works well to allow you to know what you are feeling, weather it is hungry, ill, disgusted by something in the air. Combining both allows for way better connection with your player in my opinion, same sounds can have different causes and text feedback can allow for that to be comunicated: Audio- Stomach growl Text- I feel hungry Audio- Stomach growl Text- I feel nauseous -And- Audio- Coughing Text- My throat is sore Audio- Coughing Text- My lungs burn For the record my post focuses on primarily background game mechanics, I have touched on adding elements to have a better feeling when you have dropped something by accident(I would be able to feel this). One of the hardest things a game has to overcome is translating all 5 senses into visual and audio, I like DayZ's approach better then the mainstream HUDs.
  21. akafugitive

    Counter the brightness at night time

    I had an idea for this posted in my the player section: Gamma/Brightness Locking Gamma/Brightness setting on player creation menu I think should solve this issue for being exploited in game. You would have to kill your character and start a new one in order to change these settings(just like cloths, face, etc.). Add in an adjustment image though: " This should be invisable | This should be slightly visable | This should be very visable "
  22. akafugitive

    What's that smell?

    Very good idea
  23. akafugitive

    Another vest attachment

    The drawbacks of the weight will prevent people from packing themselves like neo. A guy with just a hunting rifle will be more mobile and maneuverable then a guy packing multiple firearms and a fully loaded backpack. Moving like jaba-the-hut and being out of breath after a few steps will make you a lot less effective and easy to flank.
  24. akafugitive

    If i was dean hall

    You should probably listen to your mother also... I'm guessing she pays your way through life currently.
  25. akafugitive

    Another vest attachment

    I follow you, this would be a down the road implementation like everything else though. Just like currently rain can get you wet but being wet can't make you cold/sick, nor can you build a fire to dry off, yet. It will all come in time though and the same patience would have to be applied to implementing ideas like this, add in the forward mounting then later introduce a proper crawling annimation to tie it in. The weight systems are slowly coming into effect, they just introduced weight being a factor in fall damage with the last stable build. For the record I don't think you are a retard, just giving my objective opinion on what may have been overlooked
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