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Everything posted by commanderbash
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easy, track every player death for a month, replace point of death with rotting corpse model(non player model), enter in game as static models. death will fill the streets
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Running on rough terrain, sprained or broken ankles, boots and making adequate light useful/essential...
commanderbash replied to Roshi (DayZ)'s topic in Suggestions
I think at the very least injury based on terrain should be implemented, a simple speed and stability bar could be shown on each pair of shoes to compare values, if its not done in game it'll be on the wiki, so there's no use hiding it. -
Persistent item storage, SHTF style buriable tube cache
commanderbash replied to commanderbash's topic in Suggestions
its not completely safe, there's a small earth mound roughly the size of a large anthill to show where it is(roughly 1ft diameter and 6 inches tall at peak), and anyone can take from it. like everything in dayz once you've seen it once, your just going to pick up on it if you see it again now it'd probably be safe it was place 30' into a wooded area, but its not like its marked on your map (not that they couldn't add the functionality) so most people would put them where they could remember, which is were others will likely find them. it just adds a little extra to the game. extra for the player placing it that they might be more prepared down the road, and extra for the observant players that cross by these care packages ripe for the taking. -
for what your asking for, it would take more then just removing the dot, in a lot of multiplayer games that remove the dot, the players simply stick a dot to their monitor, its effortless to place and remove. what would need to be done on top of having the dot removed is having the point of impacted shift a random distance and angle off the center of your monitor each time you enter third person.
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Crafting Suggestions (no discussion)
commanderbash replied to r4z0r49's topic in DayZ Mod Suggestions
Input (medkit,duct tape) Output (small baggie) Tools (sharp edged item) FailChance 0.00 Enchantments = 1 x1 slot bag with 6 slots inventory space, can only place small 1x1 items in it (painkillers, antibiotics, buis sight, batteries, can opener, keys, etc) ActionType = recipe -
I think it would meet most/all interest if a shtf style of burial tube was added to the game with either a 2x8 or 2x6 storage space(vertical). these tubes could be constructed of pvc pipe found at construction zones , duct tape or glue to hold the bottom endcap on. and buried anywhere with a shovel. the marker for it (deployed in-game model) could be a dirt hill a few inches off the ground. so it would be very easy to overlook unless you were actually looking for it, but still be noticeable enough that you wouldn't bury it in town or at the curb of a street. with such limited space, you could leave yourself a small packet if you respawned in that area like a vest and some water, or a pistol and a spare mag and can opener. there's a big difference between what you can store for yourself with 2x6 slots and 2x8 slots, so that would be the one thing that would take consideration. it would provide very limited storage for those who want there to be little if any persistent in game storage options.it would be labor intensive limiting the number that players would care to placeit would encourage players to stick to certain servers (lessen server hopping) as the persistence of items is server specificit provides easter eggs for perceptive players and gives another reason to follow players acting odd rather then KOS to reduce number of containers on server it could be made that each time it is opened it would reduce its quality one level or just completely destroy it, what ever works better for balance. any for ANYONE that says its unbalanced, there are currently 6 main spawning areas with more to follow, to have even a pistol near each you would have to find the items to create and bury the capsule AND the items you want to have buried AT LEAST SIX TIMES, find SIX different hiding spots, and where it has no ownership, anyone can open it and take the items. this is allows players to provide a small cache for themselves, or help out a new player they meet by telling them where it is. its too small for main weapons (melee or rifles) but it gives you just a little start of what ever you want to fit in its limited space. providing its still there when you look for it ;) these are real things, they're not hard to make IRL, and the time entailed in setting one up would definitely limit their use *EDIT* sorry, ment to put this in stand alone suggestions, going to repost there
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the tension doesn't come from potentially dying, it comes from potentially loosing all you had took hours to find, hours of time that would be wasted if you die. I don't just go out with my sniper rifles in infestation because the spawn rate is so low, you just can't find them anymore. it would be the equivalent of loosing dozens of hours of looting to loose just 1 sniper rifle. infestation does their game on the opposite spectrum, although you have a significant item storage, you military loot is super rare to come by even raiding military areas you might only find a couple mags, not dozens. Eve online is another game that has a similar loss system where although you will rarely die, you can loose your ship, which can account for dozens, even hundreds of hours of play to get. item storage will happen, its just a matter of when and how much. currently, even if I die, I can find everything to load up a char in an hour or so. then its the rest of the time finding perfect items just for the sake of something to do. although you may consider it differently, in these kinds of hardcore loss game models, most people consider loss in the time lost in gathering items for their character, not just the fact that they died. I can assure you, even if I had 100 characters that I spent 10 hours on each to gather their equipment, i'd find heir death just as gripping as loosing just one character I lost with 10 hours on. because in either case. it will take me the same amount of time to gather new equipment for that character. There is no exploitation, no loss in value, and no loss in tension, or realism, or playability by having two or more characters. it's just adds playability for those of use with either different groups of friends or wish to choose a character with a different loadout. and what ever those characters have, it took us just as long as your character to find their items, and yes, we'd have to find them all again if they die.
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I think this would be a great way to introduce a pseudo radar function, have the dog start to growl if there's a new player within 500m, have it look towards or chase a player that shoots at you, have it whimper if comes near the trail of another player still on the server, with a GUI option to follow it like a blood hound. it could introduce all the functions of a game radar in a believable visceral post-apocalypse setting.
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Inventory space - same capacity but 4x number of squares
commanderbash replied to Roshi (DayZ)'s topic in Suggestions
I think a good compromise to this would be if you could combine particularly small items into a pile, for example if you could combine a battery, can opener, buis sight, and painkillers into one pile, taking one slot, maybe add a small (1 slot) baggie as a lootable or craftable item that works like a pelican case but only holds really small items -
Inventory space - same capacity but 4x number of squares
commanderbash replied to Roshi (DayZ)'s topic in Suggestions
depends on how they would want to implement them, but I imagine it would show as an additional slot set directly below the item its attached to. they could set it to be used instead, or in addition to the current vest slots on some military vest. and the molly bags could come in different sizes and designed for different uses (ammo carrier, regular storage, plate(armor) carrier, etc.) as in real life the beauty of molly bags is they basically work like lego so they'd be easy to understand and the design could be brought as little or as far as the devs want to take it. for example they could start just by making a small and large molly bag that you could attach to certain vest and bags it adds another level of modularity/customization that could make you think a little harder about your clothing options -
as a rare item spawn, I would like to see a hands free hydration system such as the camelbak, that allows its use without emptying your hands or tying your character up with a canned animation. up to you if there is a lot of noise when drinking. I couldn't care less in that regard. I would also like to see and use water admixtures (which look to be already setup but not functioning) to offer their combined output an example of this is adding powdered milk to a water bottle to get something not quite as thirst quenching as water but with a high energy output(milk :) ). this could be done with other just add water drink mixes like ice tea powder, or powered meal supplements. the advantages to players in the example of milk: the combination would be faster to drink then consuming them separately while still giving you the same end effect and saving on inventory space.
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I agree that a mountain bike should be added to the game,, immediately, no frills, no repair, just have it double( or triple) our speed on flat land. I think the issue with riding on flat land with no protection is enough balance for now. but something to cross large distance quickly is definitely in need atm. I wouldn't care if it was a place holder or even properly textured. just give us some simple form or transportation for the time being so we can more easily move around.
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Inventory space - same capacity but 4x number of squares
commanderbash replied to Roshi (DayZ)'s topic in Suggestions
I agree that clothing could be more then this is big new and green so its the best. I'd like to see not just the correct use of magazine pouches(which could easily be implemented by restricting items that can be placed within to 1 slot wide) but also see the use of moly webbing bags on vest and backpacks to make a custom fit solutions for additional items. -
I'm pretty sure water contamination has already been confirmed for sources outside a well
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hands free drinking and powerdered drink mixes.
commanderbash replied to commanderbash's topic in Suggestions
Korsbaek, there are lots of different versions of this out there, and what they all amount to is a water bladder with a tube that you suck on like a to straw to draw water from the bag. some come with backpack like harness but you can throw it in a backpack like anything else. heck, If the devs wanted to get creative i'm sure you could easily MacGyver one out of a blood bag kit. but to directly answer your question I'm suggesting it be similar to current water bottles and just take-up a couple slots in your inventory. except using it would be hands free allowing you to keep your weapon in hand and still move around. -
to do that their system had to do a double render which was a real performance hit, there are less performance impacting options that will give less spectacular results. the devs of RO2 did a writeup on it say they'd do it differently if they did it again, certain things like the view warping around the edge of the glass which doesn't happen enough even in real life to be noticeable. if you want something to be added for realism, add parallax adjustment on the high power scopes IRL you won't see anything but blur for about 50m in front of you if you have a 10x scope set to 100-200m parallax.
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its a good idea, just like SoWeMeetAgain said. and its nothing you can't already do by having characters on different shards or multiple copies of the game; but having multiple characters on the same account just makes it more simple for those who want to use multiple characters. the key thing I keep seeing people say is that if you die you can just load onto your other geared character and trudge on like its no big deal, and I don't think they realize how inaccurate a statement that is. first of all, if you had more then one character, the other character is where ever you left them which is rarely near to where you want to be. and your still left with issue of a new spawn character that you need to find items for. I'll agree that its a slippery slope between offering options of convenience and lessening the impact of player death. that is not to say an appropriate balance cannot be met
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infestation allows 5 characters and item storage, yet death is just as gripping when it happens; personally I would like to have 2-3 characters because just like in infestation, I play with friends. I like to have a character close to them geared in the way that best fits the group, but when not playing with them, I'd like to gear a little different, and not worry about loosing group assets. multiple characters is a matter of convenience. it takes just as long to pillage items for each character you have so its not giving and real advantage or exploitation options. just a little more convenience.
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Player Proximity DeSync Issue (Old Topic!)
commanderbash replied to scottishrebel's topic in Troubleshooting
my gf is having the same issue, can't player together because she is de-synced, its a real game breaker, she's in electro -
Crafting Suggestions (no discussion)
commanderbash replied to r4z0r49's topic in DayZ Mod Suggestions
everything i've seen so far in game need to be made by combining two items at a time, so to that end i think this 5 step process is plausible for a sound alarm Input (matches x100) Output (match headsx100) Tools (sharp object) FailChance 0.00 Enchantments = ActionType =recipe(component) Input (match headsx100) Output (contact sensitive powder) Tools (blunt object (rock)) FailChance 0.00 Enchantments = ActionType = recipe(component) Input (contact sensitive powder x4, 20 ruined bullets) Output (contact sensitive ammo box) Tools (ammo box) FailChance 0.00 Enchantments = make a lot of noise(popping) upon interaction if left on ground, no damage, noise trap, more ammo of any quality can be added to ammo box to increase duration ActionType = recipe Input (rope,sticks) Output (trip line) Tools () FailChance 0.00 Enchantments = ActionType = recipe(component) input(tripline, contact sensitive ammo box) Output (contact sensitive ammo box w/ tripline) Tools () FailChance 0.00 Enchantments = same as ammo box but can activate also with 6' tripwire, excellent for laying across entrances ActionType = recipe i like this because it gives use to a lot of unused items including ruined ammo -
Crafting Suggestions (no discussion)
commanderbash replied to r4z0r49's topic in DayZ Mod Suggestions
Input (powered milk, water bottle(full)) Output (milk) Tools () FailChance 0.00 Enchantments = combined effect of both with the faster consumption of the water bottle ActionType = recipe -
the game has been pretty stable for the last couple weeks, but today was an entirely different story. it started with my character being deleted TWICE, every server i seemed to log onto was crashing/restarting (4-5 of them) and my character was possessed. in spats my point of aim and/or location would just drift in some random direction with no input of my own, this actually pushed me through a wall of a second story building thereby killing me instantly, and a second time pushed me into a buildings walls where i was forced to jump run for a good 10 minutes to get out of it. at one point running along a dirt road my point of aim and location drifted in so many directions for a good 4-5 minutes that i lost track of which way i was going. there was another point that my character was stuck running forward over the same 100m stretch for a good 10 minutes just to pop back at the start of it again. i don't what has been changed in the last day or two, but i think it broke more then it fixed.
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Crafting Suggestions (no discussion)
commanderbash replied to r4z0r49's topic in DayZ Mod Suggestions
Input (rope) Output (rope pieces x4) Tools (sharp object) FailChance 0.00 ActionType = recipe Input (rope pieces x2 /duct tape) Output ( bag tie downs) Tools () FailChance 0.00 ActionType = recipe Input ( bag tie downs/backpack) Output ( packpack w/bag tie downs(bag attachment slot) ) Tools () FailChance 0.00 Enchantments = creates an external attachment point on backpack for a box(medkit/defib/ammocan/protector case) similar to pistol holder concept but with boxes on your backpack. larger backpacks allowing the mod to be done more then once ActionType = recipe it's self balancing as the extra slots come at the cost of bright colors sticking off your packpack. -
I have given a lot of thought on how to best handle combat logging, and what I have come up with was surprisingly simple. a 10 second timer. though to nullify a few pains it could cause it would have to have a ruleset. 1. to stop players from being mulled to death by a zombie they didn't see before logging out (or other danger) the timer does not stop any player functions, so they are still free to move and retaliate during this time period. 2. to stop players from taking a "pot shot" or otherwise attacking another player just prior to being logged out, the timer resets on player interaction (shooting, melee, anything else that devs want on this list) 3. to increase the likelihood of any violent action being completed prior to logging out, the timer resets for any instance that the player receives damage from other players/zombies (excluding DOT such as sickness, bleeding, hunger, and thirst) 4. in the chance that someone somehow found a way to exploit this as a way to benefit them or harass others, a maximum time of one minute can elapse before a player is forced out of the server regardless of items 3 and 4. 5. there is something to draw other players attention to the fact that you are logging out such as the sound of a flare being lit/burning and/or a particle effect on your player model. this way they are aware of your intentions if say for example you were about to be captured by a group of players. this would cause little if any annoyance for regular character log outs, while restricting a players ability to log out during a bad situation such as a bad firefight or being forced to give blood or be handcuffed. as it stands right now a player submitting to being handcuffed and/or giving blood is entirely voluntary as at any point prior to being handcuffed they can simply log out to escape their aggressor. for this reason it is also nearly impossible to "steal" someone's stuff without killing them as again, they can simply log off the server to escape their aggressor. by adding a timer with this or a similar rule-set. you could actually increase the most intense player interactions of DayZ and make it possible to force a players submission by restricting one of the easiest methods of escape I've played this game for 130 hours thus far and have immediately logged out on several occasions after hearing someone near that I couldn't obtain their location and on another instance after being shot at distance. this limits player interaction which is the real thrill of the game. so by adding this timer there will be more and longer player interactions in all forms thereby boosting player experience.
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log out (combat log) prevention suggestion
commanderbash replied to commanderbash's topic in DayZ Mod Suggestions
i'm saying i've done it because it can be the easiest solution, that's different then saying i agree with it being the best option. and rocket may have a system in place that they're waiting to implement but without any information on it i'm offering my suggestion for a solution. And a system such as this can limit KOS mentality through the knowledge that a player can't immediately disappear if you try to hold them up. there are a lot of videos of the standalone online where players have been held up, but they do this of their own volition and (before being cuffed) are free to leave at any time. this takes the intensity out of the interaction. A smart player can just leave at their leisure. most, if not all, MMORPGs that feature loss through character death, have a system in place to limit someones ability to just disappear. and especially if handcuffing players and taking their belongings but not their life is something that rocket wants to encourage then giving the ability to trap players would be beneficial for that dynamic.