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yorkmorgan

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Everything posted by yorkmorgan

  1. Ok, so I've had an idea for a whole new loot category that has absolutely nothing to do with me just starting Breaking Bad... we have civilian loot, we have military loot, we have medical loot, lets add laboratory loot! By this I mean chemicals, instruments, equipment and so on. For example, you can make a bomb using a flare and a butane tank but you could make a really great bomb if you added a strong oxidizing agent, say hydrogen peroxide (found in a school laboratory) or some sort of fertiliser (found in the industrial areas). And you know all those gas masks and ventilators that have no functionality at the moment? Well you could cook up some chemical weapons using household chemicals (found in bathrooms and supermarkets) with some rarer chemicals (found in school labs and hospitals) over a cooking stove in a beaker/cooking pot (depending on if the chemicals are acidic etc.) and have yourself a test tube full of a volatile poisonous gas. The system would fit in really well with the whole crafting mechanic and the damage system of the standalone (the time cooked for/the damage of ingredients/the vessel you react in, metal or ceramic or plastic etc., could affect the 'damage' eg. quality and effectiveness of your creation). Awell as the obvious offensive possibilities: Poisons, flash grenades etc. there are medical ones, antiseptics, and other things, homemade flares and glow sticks. You could even add in a new building specifically for high grade lab loot (IN THE NORTH!!!) 'The Chernarus Research Facility' or something. I just think the possibilities are really cool and it would be something to do in the end game when you've got all your military gear and food, and heck the dev team are swimming in money at the moment, im sure they could put some people on it. What do you guys think? Note:Obviously the implications of using real chemical names and being completely scientifically rigorous would be cumbersome (and irresponsible: teaching a million people how to make homemade bombs and chemical weapons!) but making up chemical names and leaving 'lab books' with 'recipes' (low power ones around schools and bedrooms, medical ones in hospitals, military ones in military areas and special ones in 'the research facility') would get past this.
  2. yorkmorgan

    Dayz Chemisty/Chemical Warfare!

    haha, I couldn't use the beans but the empty can might a nice nail bomb container... I like the mad scientist idea, we could start the 'mad scientist society' and run around Chernarus in lab coats and gas masks throwing homemade bombs around.
  3. yorkmorgan

    DayZ Sound Design Test - Part 3 Final Added

    Have to say, these clips have opened my eyes (ears?) to the importance of a good foley artists to game immersion. I must ask are there any legal restrictions limiting the volume of bullet sounds. I ask as I recently fired the 5.56mm SA80 and 7.62mm Lee Enfield and after years of gaming was amazed at the sheer volume (and this was with ear defenders) firing a real gun makes, your gun sounds are seriously by far the best I've ever heard (the indoor Mosin being my favourite), but im just wondering how loud your allowed to make them? Is there any way we can start a petition or do something to get Dean and the devs to see this guys work, if he did this in a weekend im scared to think what he could do in a year... And just a few suggestions, It would be cool if wearing headgear caused all the sound effects to go through various filters, like wearing a bike helmet could cause severe attenuation and filter out particular frequencies. Heavy blood loss could have a similar effect as the brain stops functioning correctly. Finally as I said before, bullets are really, really loud. Ear defenders should be included in the game and repeated firing of high calibre bullets without them should cause tinnitus. Thanks again for those videos, they deserve more views.
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