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akafugitive

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Everything posted by akafugitive

  1. akafugitive

    If i was dean hall

    Do not agree, what you described is exactly what makes dayz. People do panic when they aren't prepared and get startled, specially when their life is threatened. Panic makes people's ability to think go out the window and do stupid things(deer in headlights). I have set my own controls to my liking not what is the default. On top of that I enter areas with tact and weapon ready, not running empty handed down the middle of the road becoming suprised when I get shot at. Raise/Lower is there to move away from mainstream shooters, it is proof of intent when someone raises a weapon at you.
  2. akafugitive

    Another vest attachment

    When you crawl on your elbows and knees slightly lifting your torso off the ground you don't have this problem. 3 point slings are used by professionals because of the easy of control and draw speed, not vice versa. A lot of time is spent laying in the dirt also, I would know. There would still be disadvantages to gearing yourself up with multiple weapons, namely weight. Having your weapon slung on the front should not be a disadvantage on its own though, just restricted to what firearm classes can be attached. If you end up carrying multiple firearms you will increase you weight, meaning slower, become fatigued faster, worse injuries from falling, etc.
  3. akafugitive

    Another vest attachment

    I've made the same idea here: http://forums.dayzgame.com/index.php?/topic/171367-gameplay-mechanics-pt4-the-weapons/ Shouldn't be restricted on going prone though, you just have to roll onto your side to ready your weapon.
  4. I don't think it's a matter of not wanting it because I don't want the game to dictate how I feel, no game mechanic can create the feeling that already exists without one. For me personally, it's a matter of knowing the game won't be intuitive enough to know when you have actually seen something to trigger these stress events from happening, making them become a crutch. For example if suddenly when I'm inside a building and a stress event triggers I know something is on the other side of the wall and will be prepared for it, since currently that doesn't happen, when u round the corner and just see a dark figure I end up with an "oh crap" moment(is it a zombie, player, did it see me... oh, it's a bush)
  5. akafugitive

    Real/Advanced Bandaging?

    Yeah I suggested one similar, Catastrophic Damage section on my signature liked post
  6. akafugitive

    Visual Ideas

    Actually depending on the fracture it would heal on its own. Many people have untreated fractures
  7. akafugitive

    Safe houses!

    Some would have gone to ground not knowing they were infected though and become mindless after they boarded themselves into structures like this though
  8. akafugitive

    Group PvE end game

    Dean has already talked about instancing for base building, I had an idea on that for a challenging instance also, here: http://forums.dayzgame.com/index.php?/topic/171213-gameplay-mechanics-pt3-environment/ (under Northwest Airbase)
  9. akafugitive

    One word: Footprints.

    This is a great idea, Instead of doing a random assignment with broken patterns I would do it as every surface has a % chance to leave prints when a player or infected passes over it though.(eg: concretely 0%, woodland dirt 50%, wetland dirt 90%, etc) Fade time would be a fixed time(eg: 5 min) that would be decreased when it is raining/snowing by the storms intensity. Dirty Status as suggested in another thread(will link when i get on my computer) would work well with this also; your boots have dirty status they will leave prints on concrete. I was also thinking that looting a fresh kill (infected or player) would leave your boots bloody, and you would leave a bloody footprint trail for awhile
  10. I have thought about how this could be done myself as an enhancement and I've come to the conclusion that it can't beat the feelings you actually get from playing the game. If the system detected zombie proximity, players who have done negative actions, etc. It would take away from the uneasy feeling you have naturally because you could just watch for game indicators.
  11. akafugitive

    What do we really want as far as zombies?

    Dynamic zombies that make it impossible to know exactly how each one will behave: http://forums.dayzgame.com/index.php?/topic/171109-gameplay-mechanics-pt2-the-infected/
  12. akafugitive

    Random events!

    I think doors being randomly starting open or closed would be nice also. Currently it is easy to tell if someone has been in an area just by looking at doors
  13. akafugitive

    Weapons UI

    Primary always on 1 Secondary always on 2 Melee always on 3 Bandages always on 4 Raise/lower on mouse 4 Weapon always at the ready in high contact areas Weapon raised when clearing corners and entering buildings This is why my regular character is still my original from the first day...
  14. akafugitive

    Random events!

    I really like the safe house idea. I have made some dynamic object ideas also, here:http://forums.dayzgame.com/index.php?/topic/171213-gameplay-mechanics-pt3-environment/
  15. akafugitive

    Heart massage

    It has been suggested before. Follow my link in my signature
  16. akafugitive

    The 'Dirty' State

    I've thought about this also when I saw the wet status and having things like disinfectant in the game. I would go so far as applying it to clothing, optics, windshields, etc. That applies the dirty textures to them. Damage and external cleanliness should be separate. Badly damaged will come at a large risk of containment loss or unseen illness(food/water/medical) Dirty status can be seen and comes at a risk of hygienically causing illness(food/water/medical/wearable), blocking visual abilities(optics/windshields), or causing malfunctions(weapon jams/vehicle stalls). This can also be cleaned with disinfectant or water sources(causes wet status)
  17. akafugitive

    Gameplay Mechanics Pt1 - The Player

    Since this topic is getting long and the skills system is mostly the only thing debated, I'm going to split this into 2 parts.
  18. akafugitive

    12 Ideas That I feel Would Improve DayZ.

    Check out my topics listed in my signature. A lot of your ideas are very similar to the ones I have posted.
  19. akafugitive

    kg/m^3 inventory system

    I was thinking something similar that I was going to add into my suggestion threads, I'm glad you got to it first because mine are getting a little long now
  20. akafugitive

    Dead for good.

    They would become invisable to each other. I would even say the aspect of this idea expanded on would be interesting; Say any player that dies in your network bubble, any dead body you interact with, and your body on respawn goes on your avatar blocked list. Could create some intense psychological situstions: Do you continue on in the world after your buddy gets killed or do you eat your own bullet to be able to interact with them again. The other side effect of this would simulate the effects of your mental state degrading, the longer you live the more players will populate your blocked list. You would start to see zombies chasing people that aren't there, gunshots coming from sources that don't exist, items suddenly disappearing, etc. Could make for an interesting mod idea
  21. akafugitive

    Dead for good.

    When I first read what I thought you were trying to say I thought you were crazy. I then read it more carefully, and in all honesty the idea of the player ID's of your murdered targets being kind of separate instanced/ on a separate layer of the game relm to you till you roll a new character isn't a terrible idea. Like you said, the more you kill the more lonely you become (till you jump off a water tower or eat the business end of your .45) I can see complications with world interactions like loot disappearing when you are interacting with it because someone on a layer not visable to you is looking at the same thing but I do think the idea is interesting
  22. akafugitive

    tactical gestures

    I've wanted to see some form of tap and grab communication in a game since it is so crucial in tactical response. Examples of this would be tapping your lead man at a corner to let them know you are shooting over their head, or grabbing their shoulder to let them know you are bounding. This is useful when the surrounding noise drowns out verbal communication, or there is a need for silence. I haven't figured out how this could be done till this idea just popped in my head: Tap Guesture: plays tap animation and sends a message to the player directly in front of you "You feel a tap on your head" (or contextual based on your stance) Grab Guesture: plays Grab animation and sends a message to the player directly in front of you "You feel your shoulder get squeezed" (or contextual)
  23. akafugitive

    No firearms.

    The options on your poll are not very good. Personally I feel lots of firearm options(mostly poor condition), even more melee/innovative choices but very low on ammo/mags.
  24. akafugitive

    Which vehicles would you want to see in DayZ?

    I think the majority of salvageable choppers in the game should be found in woodland clearings, specially military. Pilots that survived getting their birds off the ground would not be landing in highly populated areas of infected.
  25. akafugitive

    Gameplay Mechanics Pt2 - The Infected

    That's the feedback I was hoping to see, have some beans. I like them, I look at it as parts of their brain that the infection hasn't destroyed.
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