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Everything posted by commanderbash
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bayonets,suppressors, cars, and cooking, what first?
commanderbash replied to commanderbash's topic in Suggestions
although I completely agree that cooking is absolutely vital as an implementation, as its balance can seriously effect the food/water dynamic of the game, its the only thing I see as an amenity were the rest have a greater current impact of your in game survival -
Using the Superior Ammo that was MADE for the Mosin
commanderbash replied to Danhell's topic in Suggestions
I didn't even know you could get a mosin in 51, I thought that was just an oversight. -
So we had weapon cleaning kits that I still don't know the use of. Now sewing kits. I tried to repair a worn ttso jacket with a worn sewing kit twice and only ended up with a danged sewing kit. Anyone want to explain how these things work to benefit you in game?
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i'd rather them add underslung pistols as rifle attachments then see the add duel wielding from a game standpoint, duel wielding is way to increase magazine capacity and excuse having the same pistol shoot faster real life? can't aim, or support the pistols,, there's just no good reason to do this
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this immobilizes but doesn't incapacitate,, you still have to reason with them in com that its in their best interest not to shoot you when you approach, and they may still do so anyways. if they're knocked out they can't resist. which surpasses language barriers. and only requires you to have a magazine worth of ltl, also agree that they should be more rare then regular ammo i'm not sure if damage scales over range in this game. in example if a pistol bullet does more damage 10' away then 100'. and the m203 rounds are HUGE compared to a 12 ga round. but that being said they could add that the round does some lethal damage that decreases to nothing as the distance increases to 10m. this would be more realistic, but also more of a pain to code for the little difference it would make
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Although I hadn't though of that. You make an excellent point.
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earlier in the thread I stated that once enough ltl damage is done it you should fall unconscious, for at least 30 seconds for example. this gives the LTL attacker enough time to come up to you and cuff you/disarm you. a pseudo health bar specific to LTL damage would work well. the best implementation I've seen is one where the characters LTL HP equals their current HP - LTL damage. so for example if you got shot with an actual gun, that brought your health down to half, and after you were to be attacked after by an LTL weapon it'd only take half as much LTL damage to incapacitate you., because you'd have half your maximum HP
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I want corpses where people have died, somehow I feel my vision isn't being seen
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the system I'm suggesting is a little different then leaving a player body behind, this is for a few reasons: player bodies are interactive and have a high detail level which put a little more strain on the system compared to models players look unique in the game, even dead ones, and for the numbers of corpses in high traffic areas, I don't want to run past a pile of corpses to find out someone was hiding by them. i'm suggesting taking a large pool of deaths, like 500-1000 spread across charnerus and have the bodies be a color neutral decomposing corpse, something that doesn't look like a live player at all, to ensure they're not mixed up with the living. and on top of really increasing the ambience. they'd serve as a warning to other players. you may find clusters of bodies around corners of in spaces you didn't think to check before. or clusters of bodies on streets you felt were safe to traverse. they increase the feeling that you're one of the few remaining survivors. and serve to warn you of potential dangers they did not survive. this could all be loaded from an .ini file witch has a list of the coordinates of the corpses, I doubt it'd be more then a megabyte i'm not suggesting this has a realtime update either, as the devs might want to groom the data to their liking, even updating once a month would keep things looking new. servers are able to handle this as there is already hundreds of thousands of non-interactive models in the game
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Taurus was a joke when acurracy of the .410 came into question. Not sure it d be able to do much more the. Kill a rabbit with shot. But the idea of a duel caliber rifle would be interesting.
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Synchronized day & night cycle on every available public server + zombie behaviour throughout day and night
commanderbash replied to Miquinei's topic in Suggestions
I don't want to be forced to play at night until it's made manageable to see at night, currently liking the brighter nights though, if you see there's still plenty of people on night servers even though day/night is desynchronized -
I like the idea of temporary boosters as long as they weren't too complicate to understand how they work. like a cup of coffee giving you 2,000 energy for 5-10 minutes, then you loose all but 200 energy from the coffee.
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it would be a repaint of the current map and some models, so it would be separate like chernarus_winter, not as massive as making the map from scratch, but still an impressive amount of work. maybe add a few different effects like footprints that last minutes not seconds and snow instead of rain. i'd love for them to do this after release for next winter, but with spring on its way and larger problems to deal with atm. i'd say this should be a post full release change. can of beans for the idea, I dig it.
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anyone know the restart time for the test servers?
commanderbash posted a topic in General Discussion
I seem to never be on even close to a server restart, everything is ransacked. anyone know approximately when they restart? -
I'm not a fan of performance duplicating guns. if the cz pistol was added. what niche would it fill currently not done by the magnum and fnx45?
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there's over stuffed I think, seemed to me that the color of stuffed changed after eating a good deal beyond it, not too sure, could use further testing
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none of the scopes are their designated magnification,, it would change a game dynamic if they were, which i'm all for.
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Can you have more than 1 toon at a time
commanderbash replied to bigfrak's topic in New Player Discussion
experimental servers also have a different hive, and so do their hard and regular versions, in total you can have 4 toons, but none of them can join the same server -
A fast moving high hp predator would be really neat so long as they were few and far between.
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If you haven't played the experimental patch they've already did what your saying for hunger and thirst. There is currently two positive and two negative levels visible. Plus a neutral level. For a total of 5 levels. I don't know if each bleeding point bleeds and the same rate. Bit you can see each point you're bleeding from. Though I agree I can see needing multiple bandages for multiple bleeding points. Only thing not implemented that I know of is a status for your temp.
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Oh broxxy. If only you could read.
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maybe in the future we should get Blank bullets?
commanderbash replied to TheWizard14's topic in Suggestions
they're a prop for performances to ensure they don't injure the actors. this could be a stage production or a milsim. either way its not as important in the game to shoot people without hitting them, if you want to achieve this, missing them works just fine. -
if you think this would be unbalanced you don't understand scavenging the OP is suggesting you find a modular vest wither either reduced or complete lacking of slots when found, additional slots added with molle bags that can be found. there'd be an obvious upper limit to how much can be attached, maybe you get a max of 10-16 slots, most which can only handle specific items. to get those you have to dredge through the innumerable item spawn to find not just the specific molle bags your looking for but ones in decent condition, compared to just finding an 8 slot vest ready to go. your comparing finding a high quality item to finding around 5 high quality items. there will be much more time invested in getting the molle vest decked out which would definitely balance it to ready to go vest.
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there's non detachable extended mags as well, and for the sake of simplicity I'd say just use that if its implemented. PU and long range scope don't use weaver mounts in the game, and although I'm a fan of letting anything fit be put on, sort of Blacklight:Retribution style, there's a point where game developers want to achieve a certain balance. so if they want to prevent people attempting to use the sks as some sort of marksman rifle that's fine, but give some better options then that PU scope to throw on it.
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maybe in the future we should get Blank bullets?
commanderbash replied to TheWizard14's topic in Suggestions
I'd say no and lock because they'd serve no actual purpose. you can make the same noise with real bullets, shoot near to someone if you want to scare them off.