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Everything posted by A Man Named GOB
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Im sorry but I cannot fathom having to go through a list of servers and picking a different one each time I die. How would the server browser even let you know which servers you couldn't join at that time? Also, what is to stop your friend from leaving the current server and following you to the next? Do you even think you and your friend would be playing together a week after this type of idea was implemented? There is already a steep penalty for death and just because you managed to grab a car in that instance does not mean you have one all the time. Think of all the times you've been on foot and then died. This happened to my friend the other night. I had to drop half my gear to carry his m14 and we both were shot at and aggro'd zombies in our haste to meet up. I for one always feel infinitely more vulnerable when someone I play with dies. Now, if Rocket wanted to have a separate "difficulty" for the game where there is actual permadeath then more power to you. I think people forget that when you die, you spawn with a terrible pistol and there are tons of obstacles between you and whoever you are playing with.
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Can we include masturbation that increases your hand eye coordination as well as arm strength?
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Can we have better kevlars or at least let us find it?
A Man Named GOB replied to BaitedHook's topic in DayZ Mod Suggestions
I dunno, making life less fragile lessens the care you take with your character. -
Dragging should be possible, its part of Arma2 but I dont think its incorporated yet.
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Can we have better kevlars or at least let us find it?
A Man Named GOB replied to BaitedHook's topic in DayZ Mod Suggestions
Body shots already take several hits to kill people. -
Can we have better kevlars or at least let us find it?
A Man Named GOB replied to BaitedHook's topic in DayZ Mod Suggestions
You play to win the game! -
Can we have better kevlars or at least let us find it?
A Man Named GOB replied to BaitedHook's topic in DayZ Mod Suggestions
I can has healing spells? -
Why not just leave the fishing lines in the water and go away, hoping they would catch fish? Anyone who comes around would be able to steal both the rods and your catch. could also be used as a trap.
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Weapon jamming, FTF and low quality ammo
A Man Named GOB replied to A Man Named GOB's topic in DayZ Mod Suggestions
Nah, if it were up to me, it would be solely about the ammo. I just want you to be worried about your gun jamming and making noise when the firing pin releases after you've snuck up on a player and are going for a stealth kill. Tension! -
Weapon jamming, FTF and low quality ammo
A Man Named GOB replied to A Man Named GOB's topic in DayZ Mod Suggestions
I agree on it not being something that should happen often. In my mind, it would be something you have to worry about even if it happens once out of 150 rounds. Also, I dont dislike the idea of having to clean weapons, but I think we have to be careful about the line between realistic shooter and a simulation. No matter what people say about realism, the game in its current state already sacrifices some realism when it would detract from gameplay. -
Instead of adding a bunch of extra stuff, why not include the option to remain in limbo for 30 seconds or so and allow the epi-pen to bring someone back? Then you patch him up etc. Also, wouldnt adding a defib that takes up slots and designates someone the "medic" make that an undesirable role to play? The only guy who cant carry extra food and equipment? To make it fair, you would have to include other items that are specialized that reduce inventory space for other members of a group. As an alternative, instead of a defib, you could include a context option to give someone CPR and have a percentage based chance of bringing someone back. If you can revive players for up to minutes of time later, there should be the chance for brain damage or permanent crippling where you might have to leave them behind or kill them out of mercy. This would be a cool thing to incorporate into the humanity and possibly panic mechanic. Also, certain gunshot wounds should be irrevocable.
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Weapon jamming, FTF and low quality ammo
A Man Named GOB replied to A Man Named GOB's topic in DayZ Mod Suggestions
My concept does not have anything to do with weapons being clean. I think that would just add one more thing you had to manage. This idea is based around faulty ammunition. The best ammo in the world can and does fail to fire. Any weapon can suffer from a fail to fire, double stacking, stovepipes, bad primers or any number of problems without having to include weapon cleanliness. Basically, just like in real life, it could happen at any time and you have no control over it. -
Inventory/Backpack Space Utilization
A Man Named GOB replied to waphlez's topic in DayZ Mod Suggestions
I +1 fixing the backpack system, whatever the final result is. -
Add a small AM/FM radio as loot. Turn it on at full blast. Leave it in a field near a town. Draw all nearby Zombies to it and loot without as much fear. If the radios are implemented... You have found two radios, you set them to the same frequency, leave one on and in a building. Find a vantage point. Wait for another player to enter the building. Start sending feedback and squelch noises to the radio. Sit back and laugh as the other survivor desperately tries to find and turn the radio off and fend off 15-20 zombies.
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Sound based decoys and traps
A Man Named GOB replied to A Man Named GOB's topic in DayZ Mod Suggestions
Other peoples ideas or my own? I am reposting some of my ideas, though this is one I hadnt posted before. I did post an idea about using meat from animals as a lure as well... -
The world just started going to shit. When you woke up this morning, you probably grabbed your wallet and had an ID card in it. When a player dies and you loot them, you are always in a rush, worried that zombies or other players are on their way. You rummage through their shit and grab what you can as fast as you can. You might accidentally grab their wallet and put it in your bag without realizing it. You just met another survivor and are trying to decide if you should trust each other or not. He has you at gunpoint. He searches your bag and discovers the ID. You now have to explain why you have it and hope he trusts you. This is a mechanic that would heighten tension. If you meet someone that has another persons ID, you have to decide whether they committed murder or found a body and searched it for food. It would require the players to interact and might just keep a bit of distrust going. Accidentally taking the ID would be percentage based and not always happen. You would also be able to "organize your gear" from the context menu which would take like 3-5 seconds and allow you to find the ID and discard it. Most of the time, you would be able to keep it clean, but people forget, things happen and that one time you leave it in your bag could be bad for your health.
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Weapon jamming, FTF and low quality ammo
A Man Named GOB replied to A Man Named GOB's topic in DayZ Mod Suggestions
Could also be shitty Russian ammo that is steel cased and coated. That shit melts and jams weapons. -
ID cards and inventory investigation
A Man Named GOB replied to A Man Named GOB's topic in DayZ Mod Suggestions
That would be pretty kick ass actually. -
Weapon jamming, FTF and low quality ammo
A Man Named GOB replied to A Man Named GOB's topic in DayZ Mod Suggestions
Any bullet in any weapon can fail to fire, there are many reasons why but an easy one is a bad primer. This would require the player to perform a drill like "tap rack bang" to clear the bad round. The animation should take a second or two. The reason for my suggestion is that it is both realistic and would make every player question whether they should pull the trigger or not. If the bullet doesnt fire, the hammer or firing pin still makes a pretty loud noise that would alert nearby players or zombies. Maybe the ammo isnt a great idea but both Stalker and Metro had a similar mechanic. Stalker had different types of ammo for each weapon. -
Weapon jamming, FTF and low quality ammo
A Man Named GOB replied to A Man Named GOB's topic in DayZ Mod Suggestions
So is adding player run towns and fixable power grids ;p -
Concern over comms & noobs w/beta patch
A Man Named GOB replied to trav's topic in DayZ Mod Suggestions
I gotta say that it feels like adding anything that makes this game friendly for new players feels wrong to me. I am all for adding radios but they should only be available as loot and bandits should be able to spy on radio channels. Use mumble, vent or TS with some friends if you want "global chat". Everyone who plays this game consistently had to get through the learning curve, it makes being good at surviving that much more satisfying. -
I propose adding randomly spawned cribs in the houses and pubs that are enterable. In them would be infected infants. All these would do is be triggered if you make too much noise and generate alot of sound, drawing every zombie within a certain radius towards the sound. It would be creepy, stressful and terrifying when triggered.
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Im finding it hard to repost all the ideas that were lost when the forum went down :\
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Signal mirrors for cross valley communication
A Man Named GOB posted a topic in DayZ Mod Suggestions
All of my posts were deleted so I am re-posting. Essentially, this would be a signal mirror that would allow players to signal each other, and know where they are from across long distances. This would help prevent accidental killing because someone snuck up on you. It would also be good to use when trying to find some friends. At night, a flashlight could do the same thing. -
Suggestions that I feel promotes and balances co-op/pvp
A Man Named GOB replied to popmelt's topic in DayZ Mod Suggestions
AI is dumb and the zombies are not much of a threat once you get used to them. I also dont know that much can or will ever be done about the map or cities in it. Also, I cant imagine trying to run from cherno to NW airfield while constantly having to stop to catch my breath. While this game is supposed to be realistic, there are some aspects that are best left the way they are. From what I understand, in ARMA3, there will be running speed effects for carrying heavy loads; though I dont think it affects how long you can run for. As for the signaling, there are some decent ways to signal while close to someone, long distances havent been figured out yet.