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akafugitive

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Everything posted by akafugitive

  1. akafugitive

    Blunt/Bayonet firearm attacks

    I was thinking about posting the same thing, when they get the weapon selection key working properly(t) to allow selection between semi/burst/auto they should add the selection for melee aswell, stab when bayonet is afixed and bash when one isn't.
  2. akafugitive

    <Name> killed by <Name>

    Main stream shooters hold your hand too much, one of the reasons I like DayZ is you have to be mindful of your shots and make decisions on whether to continue pressure, observe for movement or displace and check for a body. I do support better blood spray and patterns that help identify lethality of shots and blood trailing to track a wounded target. I discuss this in my Catastrophic Damage section of my top linked thread in my sig
  3. akafugitive

    Gameplay Mechanics Pt5 - The Interface

    Yeah, I'm just doing single stacks for game purpose. I'm also military trained btw ;), I've just modified a few things to fit in the game better.
  4. akafugitive

    Gameplay Mechanics Pt5 - The Interface

    Here just for you:
  5. akafugitive

    Gameplay Mechanics Pt4 - The Weapons

    They have made each hand function seperately for gestures, it should be possible for certain actions without having to drop your weapon
  6. akafugitive

    Rolling Update Rev - 0.43.116251

    I love these zombies, they have been capable of making me have to run away to bandage and change clothing on multiple occasion but I've survived to tell about it
  7. akafugitive

    Emotes for "Rock, Paper and Scissors"

    I like it. Although I play rock paper shotgun, and mine has 2 barrels.
  8. akafugitive

    Gameplay Mechanics Pt4 - The Weapons

    Offhanded carry support coming?
  9. akafugitive

    Smashing windows and jumping out from them

    I jump in and out of the grocery store windows all the time
  10. akafugitive

    Rolling Update Rev - 0.43.116251

    are we going to get a filter to beable to find accelerated night/day cycle servers?
  11. *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. Who you were and who you become... I know a lot of you are against a skill attribute system but try to read through this before passing judgement/comment, if you still oppose I'm interested to hear why. I am for a hidden skill system that is subtle but effective in creating unique people. I believe base stats should be determined by who you were and your play style will effect your growth. a hidden skill system rewards longevity and creates a community of people all with unique skill sets. Time played and running back to your body will no longer be the way to be at the top, climbing and staying at the top will be about how good you are at surviving. I would also like to see these skills drop levels overtime if not being practised, just like in life you will loose fitness if you stop being active and forget aspects of things the longer you are away from consistently doing them, Regression will be significantly slower then Progression or on one will actually be able to retain skill levels for long enough for them to matter. (Eg: drops one level after 24 hours of consistent inactivity, gains one level after 1 hour of consistent practise). I believe rewarding someone who wants to take the time and "grind" or practise a skill in a controlled environment, like drawing and returning blood from a buddy for long periods of time should be rewarded since it would take about 10 hours to max out a skill from 0(10 levels), during that time they will be regressing in a skill they are not practising.(Is it worth loosing physical fitness to allow your medic to get some practise in case someone gets hurt) Skill sets Physical attributes Weapon handling Life before DayZ On the player menu add a selection for what your background was before the apocalypse happened. This will allow you to have a starting skill set based on your play style and wont leave you at a huge disadvantage to survivors who have lived longer, but will still allow you to progress.(pre-set selections with different base stats for each one) Backgrounds -Hunter- -Paramedic- -Soldier- -Cop- -Convict- -Engineer- If you liked this, also read/like/comment on these: Gameplay Mechanics Pt1 - The Player Gameplay Mechanics Pt2 - The Infected Gameplay Mechanics Pt3 - Environment Gameplay Mechanics Pt4 - The Weapons Gameplay Mechanics Pt5 - The Interface DayZ - How it all began... (coming soon)
  12. akafugitive

    Gameplay Mechanics Pt1 - The Player(skills)

    Yeah that is what I'm going for. I dont want an RPG skill trees and blah, blah, blah. Just an invisible system where instead of seeing: You transfer only 70% of a bloodbag towards the beginning, eventually you will transfer 100% with practise Fail 9 out of 10 times to find berries at the beginning, eventually you will find them 9 out of 10 times Damage the spark plugs when installing them into a car at the beginning, eventually they will be installed with their condition intact Getting smacked around will bother you at the beginning while you are still soft, eventually you will start becoming a little more numb to the pain Carrying a heavy backpack will slow you down at the beginning, eventually it will strengthen up your shoulders and you will notice it less Jogging for long distances will burn your inexperienced lungs at the beginning, eventually you will be able to do a 10k jog without breaking a sweat Firearm experience was limited to a few nights at the range with your buddies at the begining, eventually you have become so accustom to having it by your side that maintaining it is second nature Etc. Of course your background choice will give you a hand up in your prefered play style
  13. akafugitive

    Concept Tab menu

    Here is my concept inventory screen I posted in the suggestion thread, thought I would share it here also. View after pressing Tab: View after clicking on the backback: Some other opened inventory screens: Here is the original thread: http://forums.dayzgame.com/index.php?/topic/180952-gameplay-mechanics-pt5-the-interface/
  14. akafugitive

    Concept Tab menu

    This is still just the screen when pressing "Tab", replacing the original. when you toggle it off you still see absolutly no HUD (the way I prefer to play) Should be fixed now, I linked in the inventory screens also
  15. akafugitive

    Brain storm session

    I'm not sure how close the development team is following the suggestion thread but I remember Rocket talking about doing brain storm sessions with some if the streamers once. I was wondering if there are any plans to do the same with the community as well? I have seen some great ideas kicking around the suggestion thread, a few have inspired me to develop some of mine. I would enjoy the opportunity to have a VOIP brainstorm session with the development team if there are any plans to do one at some point. Links to my suggestion threads: Gameplay Mechanics Pt1 - The Player Gameplay Mechanics Pt1 - The Player(skills) Gameplay Mechanics Pt2 - The Infected Gameplay Mechanics Pt3 - Environment Gameplay Mechanics Pt4 - The Weapons Gameplay Mechanics Pt5 - The Interface
  16. akafugitive

    Concept Tab menu

    Thanks for all the likes. I have updated the main post linked with some more inventory screens/updates
  17. akafugitive

    Gameplay Mechanics Pt4 - The Weapons

    Well currently there is a negative tradeoff, inventory space lost. They do need a weight disabling system though, it's much better then trying to limit what people can carry based off of the type of item it is. Giving items weight and size with appropriate disadvantages and it will take care of itself I cover weight more in Pt1- The Player
  18. akafugitive

    Gameplay Mechanics Pt1 - The Player(skills)

    Double post
  19. akafugitive

    Gameplay Mechanics Pt1 - The Player(skills)

    But why would everyone who escaped where they came from by boat all be marine based jobs. I would assume those who know how to survive and are immune did, everyone else who has relied on technology and modern life didn't. Getting thrown overboard and waking up on the beach is just where we start Yes I agree with the person behind the screen having to learn more than a skills system, I covered some of that in my Health section with multifunctional status's, etc. What I want the skill system for is to create the diversity in areas a learn as you go system is unable to touch (success rate of administering IV'S, repairing cars, crafting items, etc.) I don't want a skill system that holds your hand and makes you a magic healer when you decide to play a medic role, just sets you above the rest if you are able to figure out how to help people and are consistently doing so. I also want it to be simple levels eg:0-10 with a 1% increase per level to a max of 10% overall, the saying goes "practise makes perfect". Regression of skills that are not being used enough is also important to me (what goes up must come down)
  20. akafugitive

    Dayz and what it should have been.

    I think you fail to see the big picture, right now or atleast pre 43. It was (and still is) pretty easy to get geared up and kill others indiscriminatly. When loot tables become more saturated, the health system is more developed, and zombie numbers are increased the game will change. Some people will always look to chaos, and is an exciting part of the game, but when they need what you have or may call a horde on themselves they will have to find new ways to bring you down or die trying.
  21. akafugitive

    Gameplay Mechanics Pt5 - The Interface

    Thanks for the beans. I agree with most of your points. A lot of my suggestions are based on balancing reality with what the game can handle realisticly. Like you said you could rely more on the environment to collect and carry what is needed to build a fire, but in the game resources probably won't be as plentiful as they would in reality, you may find yourself needing to carry things you otherwise wouldn't. There is also the issue of not having the same connection of being able to make makeshift sleds to drag things for short distances, or load your arms up.bI have tried to keep these things in mind when building my ideas.
  22. akafugitive

    Gameplay Mechanics Pt5 - The Interface

    this is designed as a replacement for the Tab menu, not a HUD. I still want to see no HUD at all when it is closed. Having more complex actions in your inventory would help to prevent certain aspects I currently can do, like reloading an empty mag mid sprint while firing my weapon. also this expansion on the inventory will almost certainly be necessary when we require carrying meds for illness, cooking supplys, matches, wood, stones, extra dry clothing, etc.
  23. akafugitive

    Gameplay Mechanics Pt5 - The Interface

    Updated to add more inventory screens
  24. akafugitive

    Gameplay Mechanics Pt4 - The Weapons

    Hand grenade + Glass jar + Fishing line = Improvised trip mine. I just think there needs to be a cleanup script to make sure they don't become saturated in the environment. A little added caution to watching where you walk is fine in my books though
  25. akafugitive

    Remove hardcore crosshair

    Short simple post this time, I know it's been discussed but I'm interested in seeing the poll numbers.
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