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Day Unit

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Everything posted by Day Unit

  1. Day Unit

    Knife Takedown

    If people are worried, then combine this with the instinct feature from the other thread. Use knife to gut and skin an animal and make meals, by doing so you would gain this ability. Although I don't think it's necessary. If people's concern are that a survivor shouldn't be this stealthy, then use the instinct development feature from the other thread. I'm sure a survivor can practice and become nimble enough for the task, if he/she live long enough and practice walking carefully for a period of time.
  2. Day Unit

    Knife Takedown

    Edit: Not sure, have to ponder with this for a bit.
  3. Prison should no doubt be a location with great strategic advantage. But maybe each time the map restarts or after a duration of time, the building would have a chance to generate weaknesses, like walls with crack large enough for zombies and survivors to slip through. It would take awhile for players to discover if there's a crack in the prison they took. Not every prison are going to be perfectly leak-free everytime it's found. This gives players other things to look forward to when taking a large area, consider it as a managing feature. And managing a place gives the place its value, players gets the feeling of accomplishment. I think it should also spawn paranoia in the players who has taken strategic areas like a prison. Knowing that the area might not be perfectly sealed, players would have reasons to send their teammates to scan the area once awhile, do it in shifts, some players check the area and fix things while others stays on guard. This gives players a reason to abandon an area other than because they were bored with it.
  4. Day Unit

    Knife Takedown

    Great idea.
  5. Better night vision compare to new spawns?
  6. I wasn't 100% sure how I would like to see this feature implemented. Combinging the ideas from you and Statik seems like a reasonable start. If it's a large area surrounded by walls or barricades, and the walls/barricades are the one that has randomly generated weaknesses. That could work too. Stacking dead bodies can be a temporary solution.
  7. Day Unit

    New building: Prison

    There should be loud speakers and siren installed in the prison. With speakers, you can communicate and negotiate with survivors that are beyond the prison's walls. Sirens can be use to warn enemies or be intimidating, or negotiate. Having this feature would make prison an interesting location. Sirens, when survivors decides to abandon the prison, they can turn on the siren in the prison and open the gate, flood the prison with zombies. Or a traitor can use it, so maybe it would be something that some players would want to destroy when they take the area. These features would require a generator to make available, perhaps.
  8. 1) Children - Players have a random chance to spawn as a child. After a few hours, the player would growup and have all the benefits a normal spawn would have (regular storage space, better weight limit, etc.) Child can hide in spaces that adult can't crawl into. Other players can offer to raise & protect the child character. This helps strangers in Dayz to spawn a bond between each other, instead of shooting them on sight. 2) Blood hound - One of the purpose for this is to offer players more things to do in the game. Keeping a pet can influence a player's gameplay. It'll drive players with dogs to rural areas since an untrained dog won't be as stealthy. And mostly do hunting and training activity with their dog. Adding more dinamics into the demographic's distribution on the map. Players can also use their trained pet to track other humans. These players can be fairly capable of taking out players who had been raiding in urban area and have good gear, if they play it smart with their hound. Keeping the dog from starving, maintaining its loyalty, and having to fetch it from the place you told it to stay-put at, or else the dog could wander off and find another master given time, these strategy will differentiate from other play style. Having someone you have to go back to is an interesting element to have in the game. Other players might use the dog's hiding location as a good place to wait and ambush. 3) Traps - Bear traps. Nasty devices that bites onto the foot of an animal or survivor. 4) Tranquilizer - another method to avoid KOS. The more options the marrier. 5) Hunting - Make it more challenging with animals that zig-zag in their escape. After missing shots a few times, it'd disappear in the next bushes it leaps passed. 6) Predatory singularity/Cannibal Mutants - Similar to spawning as a naturally immuned survivor. There's a 1% chance that you can spawn as a Human that is naturally good at digesting Human flesh. Maybe this should give players an alert telling them if they possess this genetic trait when they spawned. 7) Scout-collar - After capturing a survivor, put the collar on them, they would be forced to run at a single direction you assigned to them. They'd run for a period of time, and during this period of time you can see what they see. They can shoot at targets to defend themselves. 8) Tracer - Put tracer on players. If they're in the detector's ratios, you'd hear beeping sound. The more rapid the beeping is, the closer they are. 9) Meatshield - The survivor you want to use as meat shield have to be alive and handcuffed. It should look like this:
  9. Here's everything that's in my Bug-Out-Bag and Bug-Out-Van. I'm a prepper. 1) Antibiotics 2) Colloidal Silver's material (Homemade antibiotics: silver+batteries+water) 3) Silver 4) Ductape 5) Suture kit 6) Rope 7) Firesteel (Magnesium bar) 8) Zippo Lighter/ Lighter fluid & bicycle inner tube 9) Army knife (with can opener) 10) Bleach (Water purification) 11) Mess kit 12) Broadheads 13) Deck of cards 14) Sandals 15) Soap x 16) Vaseline 17) Diarrhea pills 18) waterproof notebook/pencils 19) a Stephen King novel 20) Tea tree oil 21) Belt (carried on person) 22) Glock 23 & ammo 23) Aspirin 24) Sleeping bag x 25) Two Man Tent 26) Sun glasses 27) Bowie Knife 28) Canteen kit 29) Cotton ball + vasaline in waterproof container (Firestarter) 30) Collapsible water container (5 gallon) 31) Pepperspray 32) Superglu (Treat cuts) 33) USB x 34) Winter clothing x 35) Earplugs x 36) Tooth brush/Tooth paste x 37) Handkerchief 38) Ziplock bag 39) Surgical mask 40) Tampons (Bullet wound, Gun barrel swabs, black powder patch, any application where fluid needs to be absorbed, mini squegee, delay fuse, fire lighting, particle filter, ) 41) Foot powder 42) Hand fan 43) TP 44) naip clippers 45) Vitamins x 46) King James Bible 47) Mosquito net 48) Solar Battery Charger 49) Motorola Two-Way Radio 50) G.I. Canteen, Canteen Cup, Canteen Stove, Canteen carrier (straps?) 51) Straight Razor 52) Coconut oil or Olive oil 53) Pemmican (Concentrated fat & protein 80/20) Long shelf life. 10 years or so. 54) safety pins [small] (use as surgical staples, fish hook, resizing pants, clothes, pin a backpack, dig out a splinter, open locks, cure splinter, lancing blister, hanging clothes to dry) 55) Tweezers 56) Suture kit: Needle driver, thread, needle, (hemostat: clamping up vessels, separating tissues), tissue forceps, syringe+needle, curved scissor 57) socks & underwear 58) Protective goggles 59) Dustmask/Facemask 60) keroscene lamp 61) Kindle (+solar charger) 62) MSR Sweetwater filter 63) Sandbags 64) Foldable Chinese Shovel 65) Advil/Tylenol 66) First aid manual 67) Foam sleeping mat/pad 68) Passport 69) Rubberbands to tighten pants legs 70) Hat/ball caps/boonie/korean army hat 71) Fisherman's vest/Trench coat/Ghillie suit 72) Ghillie suit 73) Glock 19 or Glock 17 74) Honey or sugar (dress wound, induce healing) 75) Ruger 101LR, Mark II 76) Poncho
  10. Day Unit

    Huge Structures in DayZ SA

    Buildings that are on the verge of collapsing. Cruise ship sinking in the ocean. In sum, locations in dangerous condition. Survivors who venture these areas would have to be extra observant to their surrounding. Players would stay away from loose brick or parts of a ceiling that has large growing cracks, and have to react fast when a brick fell from the ceiling.
  11. If there's an incentive for prolonging your life span even after being robbed, we can explore another element that wouldn't otherwise be possible in DayZ, which is, living in captivity and waiting for an opportunity to escape. The entire cycle from captivity to escape or wait long enough for your teammate to rescue you shouldn't be longer than an hour, I think. No one would be willing to stay in captivity for long. Captivity is possible if there's a strong enough incenstive to stay alive. While in captivity, you can be forced to help build their base or scout dangerous territory while handcuffed. When reached the one hour mark and you're still in captivity, you should be able to end the cycle and move on.
  12. Day Unit

    Traps

    All three posts have considerable length but I read all three. Soaking up the knowledge :)
  13. Day Unit

    decapitation, put player head on spike

    What about Crucifixion? I'm accumulating some ideas, but this one seems both awesome and too sensitive, and very unlikely to be available.
  14. Thank you :) Now that you put it this way, yeah, it seemed like it would fall apart on its own.
  15. Day Unit

    decapitation, put player head on spike

    This is a great idea.
  16. Number 7, the scout-collar is in sci-fi territory so I would understand if it's considered out of the comfort zone for DayZ. To try and explain it better: The player with the collar on them, they are forced to run at a direction that you assign them to, it is agumented into the collar that you straped on their neck. If they try to derail from it, they get zapped, and they'd be readusted to the assigned direction. They can shoot and defend themselves, but they would be running for miles. And you can see what they see before the collar wears off.
  17. You don't like any of them? There're 9 ideas, technically 8. Since hostage/meatshield is probably already available now that there're handcuffs and surrender animation in the game.
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