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tlane
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Everything posted by tlane
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It's a good idea no doubt. I would love to have a bow. A bow is more or less the ultimate zombie apocalypse survival weapon: good for hunting, good for taking down zombies quickly and quietly, ammo is easily crafted with some practice. The drawback (no pun intended) is in realism as proper and effective use requires a great deal of patience and time to master, though the game suffers already with everyone knowing how to perform blood transfusions and properly handle a gun.
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Hello. This is the suggestion forum so this should have been posted elsewhere. To my knowledge there currently is no way to use the bayonet aside from equipping it directly in your hands. Has anyone else experienced otherwise?
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I agree with this idea and support the arguments made hereafter. I think overcoming the technical challenges is worthwhile if it keeps the game play fresh. There would need to be a reasonably large number of variations and a great degree of difficulty in determining which variation you are looking at from spawn. Random doesn't work for the reasons Apple stated.
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Unfortunate in situations resulting from power loss or client crash. Possibly abused via a crash hack. Regardless, I'm glad to see the implementation. Where did you see the posted information?
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Fair for users who play regardless of day/night. Unfair for users who only enjoy the game during daytime hours (real life restricts your ability to play the game during day time hours dependent on your occupation/timezone).
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It's not hard to make a script that gets around this (force crashes the client), as I suggested in my post.
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smaller suggestions and feedback based on the Alpha so far - let's make a continuous list
tlane replied to joe_mcentire's topic in DayZ Mod Suggestions
I'm not taking the time to see if the suggestions I am about to post have already been posted elsewhere. I have however checked if they have been posted in this thread. Apologies for my laziness. Non-movable containers that potentially contain items: trashcans, stoves, cupboards, lockers, etc (so, likely that this has already been suggested or it is on the way to be implemented).Spray paint: Can be used to put messages on the environment. Used like a gun. Random event: rotted floor falls through - traps player temporarily, chance of broken bone, loud soundRandom event: zombie breaks through room in houseDoors should be left randomly open or closed on resetRandom event: roaming zombie horde (just a contingent of 30 zombies or so slowly moving together, they would use a basic search and find algorithm and move towards players)Add zombies to random areas. Why do they necessarily have to stick to loot spawns?Add more bodies, random event: latent zombie becomes active with player approach. Add prep shelters to the map (not uncommon to find at least a few of these in a real city), "preppers" - people who are afraid of a potential apocalypse build and stock a personal bunker with everything they need to survive. Add an event to restore power to a city's grid via fixing the electrical plant (very laborious task, I have a difficult time of thinking where the fuel would come from, perhaps reserves kept at the plant?) -
Zhylo, you are absolutely correct. I sort of think the one character per server idea is more elegant and easier to implement, even with it's obvious drawback. OP - TheRaptMuse: The idea has been suggested. Please read forum rules and do diligence to search for the topic before making a re-post. Ultimately, I agree that it's a problem. I just don't like your solution.
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First and foremost, I agree, it's a problem. Let's talk about why your solution won't work. I think one of the major concerns is the use of alt-f4 or other means to force the program to exit (nothing can be done by a client to circumvent a user to force exit said client). I expect that then people might suggest that players who force combat log would die (by use of alt-f4 or other means). Which I would reply with, how about situations where the player's DayZ client crashed? How do you differentiate a legit client crash from an intended client crash? I would go even further with: How do you define combat? Does this just mean other players are near? How close? If we take my two previous points together, and define combat as having other players near: then when your client crashes randomly while you are traveling with friends you would end up dying. Or if combat is defined as firearms being discharged near you, say while you and your friends are fighting off zombies - same deal, you end up dying if your client decides to crash. Which, to be utterly frank, is a horseshit game mechanic. It's a commonly posted suggestion though, so I suggest you make use of the search feature next time and add to those conversations. +1 that this needs to be taken care of. Nothing I hate more than having some guy cornered and he just chicken shits out. P.S. Game clients crashes will happen regardless of how well everything is programmed, especially in a game like DayZ. Player experiences vary because client crashes tend to be tied to the hardware/software a user runs on their PC apart from DayZ. It is not feasible to test and fix all possible hardware/software combinations on DayZ. No arguments regarding the resolution of all possible client crashes will be respected by me. You are wrong.
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Detrimental health effects around military loot areas.
tlane replied to MrNomadic76's topic in DayZ Mod Suggestions
An elegant and effective solution to a commonly agreed upon issue with the alpha in its current state. Those of the opposite opinion are respected by me (I get how to go about avoiding the nonsense), but I'm not sure the devs had the KoS shit fest that has erupted from the presence of the Military base in mind. That said, I think the suggestion, in some form or another, is likely to be taken. Heavily booby trapping the area may be an alternative solution. A back story revolving around a post-abandonment contingent of survivors who founded the military base as a survivor camp could work to make everything fit nicely. You could then add other items such as metal detectors as a means to avoid the landmines. Along with that I could see the addition of tripwires with explosives, trou de loup (pitfall with spikes), pressure fuse attached to a loose floor bored (explosive). I really like your idea, but I think it is unlikely that every military base would suffer the circumstances you suggested. It's also important to keep in mind that the devs would need to heavily rework the base so it has the proper facilities to hold the weapons you are suggesting. The other possibility may involve a back story involving a cargo plane which was landing in the base. Perhaps the base was overrun when the plane landed and the flight crew attempted to save the camp but failed miserably (successfully landed plane carrying the chemical weapons/nuclear device). We could also envision a story that resulted in a crashed plane (failed landing carrying the same types of weapons), this would also explain why the containment devices failed. I would recommend you add a TL;DR section for those who either don't have the time or don't care to read; it would certainly increase the audience that the soul of your post reaches.