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Everything posted by akafugitive
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That's kind of the point. Reducing radio chatter with simple touch communications is massive. This is what is done in the professional world As for use. Those who know nothing about touch communication won't use it, those who do will
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How about adding patches to military spawns with different blood types that can be added to clothing. These would be a good tradable item also
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Weapon spawns lowered, ammo still massively abundant...
akafugitive replied to Baklavah's topic in Suggestions
More guns, less ammo/mags. Agreed I will admit, when I'm not playing hard core with my buddies I am hunting others on regular because it is the only current challenge. As stated in due time when the game comes closer to completion I'm sure this will reduce -
Pen+paper=memory aid notes. Unless you are in the military you won't be wearing it on your sleave after you get a blood test. I vote to keep it as it is
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I've made a suggestion like this. http://forums.dayzgame.com/index.php?/topic/171213-gameplay-mechanics-pt3-environment/ At the bottom of the main post
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Wrong, it's very possible to survive a shotgun blast to the chest, just not possible to walk away from it. Read my post in my signature on the health system (The Player) Actually a 7.62 at close range will do less then a 5.56 or a .45 because it will just tumble and pass through the body. A 5.56's back end will curl over the tip and break apart causing a large cavity in the body= massive trauma. At very least you would be seeing stars and hitting the dirty, not be superman sprinting behind the nearest wall
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Women could start with very clean makeup on their face and would slowly become more smudged and natural looking overtime
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A few ideas i have to make DayZ more realistic !
akafugitive replied to TheCookiemob's topic in Suggestions
Cool idea but I believe DayZ back story is more along the lines of an infection that killed the majority of the population, turned a large portion farel(zombies) and the players are the last of the population that were immune to the disease, now trying to survive in a harsh world -
Just out of curiosity, what makes you dislike a skill/progression system? I understand people's apprehensions to them becoming a COD like perk system but what makes you want to dismiss it all together? On a Gameplay standpoint it creates goals to continue playing, on a reality standpoint most people aren't equal physically, know how to insert an IV, etc. Is it for accessibility?
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No not like bf 3 please, scopes are not flashlights in the dark. I'd say more like how the game currently reflects light on white and metallic textures
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I do like that post on the skills system, I've tried to make mine just a little simpler so skills can be background traits that don't require a lot of managing or motitoring mentally. I think complex skill traits can cause a lot of confusion or skill tree stacking to make the ultimate character. I want a skill system the adds slight diversity without handcuffing players into choosing set skill traits to compete on another players level, hence why firearm skills only have a slight increase to reload. Advanced Medicine(parametic) will be much more important to the guy who plays a medic role in a team. Innovation, with some medical and firearm skill(hunter) would be best for that solo player who likes to live off the land and avoid conflict with others. I don't think Soldier or Cop will be the ultimate choice because the downside is, yes they start with a reloading advantage in armed conflict, they will also require finding, maintaining and having ammo for the firearms to take advantage of these skills, none of which you start with. Other skill lines will actually become more popular for people to help them survive getting off the coast, everyone will still be able to progress the skills they are lower on with prolonged survival based on their play style. My complexity design focuses on managing and maintaining you or your partners life, my skill idea is just meant to augment this a little to help add a value to life, diversity in communities and a back story that helps attach the player to their character.
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Updated to include Catastrophic damage
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yeah kinda like that only it is a separate slot from the normal inventory space the backpack has. Some of my stuff I know has been suggested by others, I just tie some of my features in with others on how they are implemented, that' why I mention them.
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You need to play sniper elite then, wind is a constant factor. OP +1 you have my beans I agree though wind would be amazing in making long ranged shots require much more skill, currently I have no problems in calculating an 800 meter + shot very quickly. I really like the part about adding an action for estimating wind speed and direction, estimate should be in text though instead up numbers (eg: Wind is blowing NE. Wind feels strong.) Adding lootable wind meter would also become a high demand item for snipers, just like range finders.
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Pistols in hands should not be ruined when shot
akafugitive replied to aeoliana's topic in Suggestions
I dunno it could be easy, could make a ghost copy that is slightly transparent to reserve the slot when it is moved to the hands. I mean currently you can pick items up from the ground into your hands without them needing inventory space assignment so it seems possible -
updated to include Catastrophic Damage, Administering IV's, CPR and passports
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I like the gloves idea.I've put a lot of rounds through Armalites, you are right steel mags don't degrade very fast under load but the Canadian forces changed from the old kydex ones to steel because they would blow out the bottom plate after prolonged use. All springs will still degrade slowly under constantly changing tension though, lowering the force pushing the last few rounds into the chamber. The problem becomes that the action can sometimes move faster then the spring slightly increasing jams with the last few rounds, We typically swap out mags after this start happening. *edit* I read your post again looks like you and I are actually saying the same thing lol, I just tried to write it short for simple reading and I think I know what you are getting at... I don't mean loading and leaving it, that would only become an issue if moisture got inside the mag. I edited main post to clear that up.
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I agree as long as it's more time consuming then current. Animation to insert IV(10 seconds), hold bag and start slowly restoring blood/hydration/health (5 min), animation to remove IV (10 seconds). Action could be canceled during restore but animation to remove IV would still happen. Blood bags and saline could be given % values like food and water that will deplete till empty during restore
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Great idea for a future mod
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Could be done by requiring a shovel + stone(s) to mark the area Shovel in hands would give action "create stash". Selecting this option plays animation then opens an inventory to drop items in. Interacting with it again would be in the same as creating with "dig up stash" while standing next to the stone(s) marking the area.
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Having CPR in the game is a good idea I think, adding face shields to party protect against infection and bagging masks to fully protect against infection is a great idea I think. This could be used to prolong the revivable dead state till a medic can get there with the AED and stabilize the casualty. This has inspired me to add this into my game mechanics ideas
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So With All The Books In The Game, Here Is An Idea To Put Them To Use.
akafugitive replied to Slyguy65's topic in Suggestions
I carry the Russian cheat sheet, it helps to read street signs. -
Thanks guys, I really appreciate the constructive feedback. If you find time check out my other posts, I'm interested on what you think of those ideas also. They are linked at the bottom of the main post
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Go get lost in the woods for a week with only a knife then let me know if you fashioned yourself some kind of spear
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You are welcome. Thank you everyone for all your beans, I'm glad my ideas are received well by the community