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ace42 (DayZ)

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Everything posted by ace42 (DayZ)

  1. While you guys are working on redoing building interiors, please consider adding 2nd stories of buildings that are only accessible by crafting a ladder, being 'boosted' by another player, or by piling items/barrels. More info here: https://www.reddit.com/r/dayz/comments/3bjgjt/simple_idea_to_encourage_friendly_interaction/
  2. I'm glad someone made a topic about this. The Russian aspect is really cool. I am not Russian and never knew anything before but around the same time DayZ came out, a Russian friend gave me a sheet with the alphabet & sounds. I can now sound out the names of cities and it's really enhanced the whole experience for me. Maybe instead of translations, some of the in-game books should be 'children's books', so that people can get the same fun out of this aspect that I did.
  3. Just a couple ideas that I thought would be fun, especially when combined with (hopefully) future basebuilding mechanisms. Beartraps come to mind, as well as makeshift traps that use matches to set off fires or explosions. Also, the idea that any melee weapon can be attached to a string and opening a door in a house gets you an axe to the face? Sorry if someone has said this already (I did search for trap topics) Also, is there any hope of destructible environment (guessing not, from what I've seen). How about burning trees down? Wouldn't it be cool if you could set a forest on fire to either "smoke out" a squad or escape an ambush?
  4. Ok, so before I explain my idea, here are a couple observations about this game that motivate it 1) The most fun part about DayZ seems to be the role-playing aspect. After basic survival is learned, people love hearing stories, forming squads, etc. 2) Everyone wants to play in their own unique way (e.g. "hero" vs. "bandit") and wishes the game would facilitate their preference somehow. In the real world, there are 'bandit' situations and 'hero' situations. For example, near christmas time, observe how strangers act towards one another in stores. It is like a free-for-all with no respect. Contrast this with driving a car in traffic. Often times, you have people who "give way" for others or at the very least coordinate, without even having to speak to another (using signals from lights on cars and on traffic lights). Still with me? What I am suggesting is... don't change anything about the game mechanics. Just add items to facilitate communication as much as possible, and let the players figure the rest out. As the simplest example, what if in DayZ you could make posters (you get to draw the texture on-the-fly). Say you have a 'hero' who wants to help somehow. With posters, our hero could make signs near the coast with a red cross and an arrow pointing to a place where he is hanging out and helping people. Alternatively, the hero could attach the poster to his back (a picture of a red cross) and it will be more believable that he is a medic of some kind. As a more complicated example, what if you had groups of people who organize on forums, agree on some kind of protocol + symbol, and meet each other in-game through that externally-decided protocol. This way, the game fully facilitates their coordination/cooperation, without restricting others from being plain old bandits. One thing I thought would be cool is making flags. What if you could make flags and either have them sticking out of the ground or attached to a person. What if, when approaching a city at night, you see a flag positioned on the tallest building, with a gas lamp placed underneath so that it is illuminated. It could be the symbol of a friendly group in the town, or a trap... Let me know if you think this sounds useful!
  5. Maybe also the option to "command" another player to use a specific signal? (e.g. if you hold shift while pressing any of the hand signal hotkeys, your character will yell out "use [signal] now!")
  6. But it needs to be more than just pen and paper. Communication channels need to be as rich and accessible as possible for my idea to work. Like you should be able to draw simple shapes and icons fairly easily in addition to writing. Also, a speech-to-text type thing may make writing notes more attractive.
  7. I thought of this, and there will always be people who abuse any system. But my theory is that over time, the general DayZ population would figure out several "protocols" (that we have yet to think of) that are relatively effective/reliable.
  8. Hey guys, Not trying to sound too sarcastic, but I was looking into buying/renting my own DayZ server and noticed a couple things: - It is super expensive - You are not allowed to change anything, really (# players, password, KoS rules, etc.) I understand and respect that the staff want to maintain a consistent experience and did not make this topic to argue about that. Rather, I am wondering, what incentive is there (if any) for someone to rent their own public server? Am I missing something?
  9. ace42 (DayZ)

    Anyone use the Omni to play Day Z yet?

    But so worth it?
  10. ace42 (DayZ)

    Reduce triangle counts in cities

    Well I'm a C++ programmer and... after reading a bunch of posts in this topic I can tell you guys aren't. No offense but half the "implementation suggestions" here are uneducated ramblings and the other half are purely shots in the dark in terms of being relevant if you don't know how they've written everything
  11. ace42 (DayZ)

    Backpack balancing

    It sounds like what you want is more variety, couldn't agree more. But I wouldn't want them to make the normal backpack smaller
  12. ace42 (DayZ)

    I have found Santa!!

    HAHA he's smoking a fatty. Nice
  13. ace42 (DayZ)

    I have found Santa!!

    Post pic?
  14. ace42 (DayZ)

    Reduce triangle counts in cities

    Why do you guys make suggestions on how they should write this game when you can't even see the already existing code
  15. ace42 (DayZ)

    Why do we already have so many 24/7 daylight servers?

    LOL.... Dear SA staff: If you give us all nighttime servers, we will complain about not having daylight servers. Then we will bitch about too many daylight servers. Good luck
  16. ace42 (DayZ)

    How to set up my own server

    Apparently not for a while, the reason seems to be that they don't want private servers this early in development
  17. I was thinking of a nutritional balance concept that would fit into this mechanism well. In addition to potentially becoming addicted to particular substances, eating the same substance more often than others (whether it is addictive or not) would provide less nutrition over time and would force you to try other foods. For example, if you eat nothing but cereal, you eventually cannot get past a certain level of "well being" until you eat fruit.
  18. Hi, as someone who has been playing DayZ religiously for the past few days, I'm thinking of taking a break from the game, and here's why: It's too difficult to get started. I know DayZ is meant to be a difficult game but I don't think this is the right kind of difficulty. I find that when freshly spawning, night time servers are out of the question. Not because it's harder to loot (from not seeing) but because I can't see the zombies. I find that when I try getting started/looting in a night server, I always end up losing an impossible blind melee with a zombie (even if I have a nice weapon). I know this can be argued to be a desirable aspect because it's realistic. Although, maybe when you are in the middle of a field under the night sky you should be able to see just a bit better. Or maybe campfires should be a thing. The daylight servers are the other option for a new character, but the problem with these is that they are always full of other players. This causes two problems: 1) A lot of them will kill you 2) There is hardly any loot, and lots of time is spent exploring buildings that have already been explored by others. This definitely feels like the wrong kind of difficulty I mentioned, because it doesn't seem realistic. I was trying to think of what an ideal server situation would be, but found that switching between servers too much gets your character deleted. I don't have a suggested solution for this, just wanted to see what other people think.
  19. Agreed, definitely not getting attached to anything (I read the alpha disclaimer). Just trying to figure out what my strategy should be (and what I should recommend to less-patient friends). I've seen at least.... 5 character wipes. It doesn't give a warning but I feel like it's happened whenever I'm looking for a "good server". True you can outrun them. But I've found that no matter what, they will always keep following you (unless you jump into water lol). So basically once I hear a zombie scream at night, I know it's chasing me, and I either have to kill it or switch servers (if I don't have enough light to fight the zombie)
  20. Well I'm not giving up. I just feel like the daylight difficulties are a result of server (dis)organization as opposed to true game challenges. I've definitely been trying the server hopping, but there's the character deletion issue with that. I've also tried filtering by # of players. I'm not giving up though! Just might take a break until either initial hype dies down or daylight is more accessible. Edit: Might try going inland sooner (was trying this method before) but I was running into two problems running inland: 1) running out of food in between places 2) I noticed that as I go inland, the players I run into are much stronger (have the M4A1 and great gear) and so I've died that way a bunch.
  21. ace42 (DayZ)

    Help with development

    Hi, sorry if this is the wrong place for this question. Does Day Z need help with development (bugfixes) ? How would I apply?
  22. ace42 (DayZ)

    Help with development

    http://www.bistudio.com/english/company/careers?Name=Value lol it's a real shame i'd have to move to Czech Republic or Thailand to contribute to day z. what if capable people who also play want to help??
  23. ace42 (DayZ)

    Help with development

    Sorry, I meant that I'm interested in contributing as a developer i.e. write code, not just report bugs
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