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Everything posted by dubghall
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Alternate quote "This game is a sandbox. Meant to let people do WHATEVER THEY WANT. Introducing any type of Health/Food/Water/Climate/Endurance system is stupid because now you're forcing players to play a certain way. I want to hold a meeting with all the people who want to implement this system, then mow them down and use their tears to clean my rifle." You sir and all those like you are panzies. A sanity system doesn't have to be anti KOS or anti solo play either, unless your too stupid to think... See Mental Constitution System here: http://forums.dayzgame.com/index.php?/topic/162490-mental-constitution-socialsurvival-mechanic-for-immersion/
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If a player in this game has time to make patches and design logos - then this game has failed. I am all for some type of marks or tags, bandanas or spraypaint, that could be used to mark locations, identify groups and territories, indicate a cache location... but this idea that they need to be custom is silly... it detracts from the game world, it seems frivolous when nothing else in the game is. WRONG FLAVOR. I agree just cus cool - doesnt mean appropriate. Lets have rare drops for spray paints and bandanas (no one uses bandanas on their heads basically anyway - and i can see no identifyable benefit later in game due to climate etc. that would be contributive for them. Let the spraypaint mark certain buildings or signs or locations that are kept semi persistant... allow overpainting immediately or cleaning off the tag after a certain time (reflecting the difficulty of removing spraypaint tags)... Keep these things rare and let them ruin on kills... only squads that are intent on id could save up enough for their players.. and a lucky bandit or survivor might be able to pass off as one of the big squads on occasion for subterfuge. The rest: hooey.
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I prefer this technique for my beans! As for the rest i hope for no skill progression in this game since it pushes the game in the direction of others rather than emphasizing whats unique about the game...
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Guys stop squishing ideas.... the guy could muddy his backpack with no detriment... likewise for his coat which he could dry separately without getting hypothermia (unless the environment dictates it is cold, once thats in game.) Constructive criticism pls!
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The OP doesnt read Captioned movies, either... and constantly types in chat "English please"... instead of trying to learn anything... Bet all my beans.
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I like it but only as rarespawn cuz could be annoying in denser pops
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See i love the idea! Keep the names in serverlist... Take them out of dialogue so ppl can lie about who they are. fucking awesome. Only one trouble... How do you know which person is typing? Txt bubbles? I dont think itd be an easy thing to introduce...
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I dig it too... As a ultra rare spawn though... Annoying as hell in the hands of everyone
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Why Mouse Acceleration in First Person desperately needs Fixing #2 *Long Post*
dubghall replied to 27 others's topic in General Discussion
I think you should read the op probably 10 more times... just judging from the amount of misunderstanding (or non-understanding) you seem to have regarding what the OP said. Then Id love to hear ur take...till then.. .SHHHHH. As for my take on this post it is awesome. And spot on. Anyone who likes the current mess in the way of natural movement - is insane.... Yes it is true that I shouldn't be able to snap around in a second, but no it is not true that the solution for this should involve me being unable to move through doors and constantly getting hung up on objects I that are easily avoidable even in a rich environment. It yanks you out of the game if your char hits its shoulder on every fucking door you go through... and yes practice does help I understand but that is DEFINITELY not the way this issue should be handled, with everyone just having to get good at a bad system of movement. The OPs concept of wider crosshairs under certain conditions of movement until you stabilize or slow your movment is EXACTLY what should be done, I agree completely. Moreover it wold "Feel" right to you once you tried it since your mouse movement would be precise... your walking dexterity would be precise,... the only limitation would be that your shooting would suffer while trying to spin around and shoot... or snap-shot - as in life, so in dayZ. If you cant handle that, then this isnt the game for you. -
whether this gets fixed with loot spawning or not, the idea is perfect. Also... maybe move this to suggestion forum?
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Random hidden strengths and weaknesses on every spawn
dubghall replied to Hakiki's topic in Suggestions
Not sure i like the random spawn strengths thing (at least not so severe that you spawn with disorders or diseases that would limit you ) - could be cooler if they were slight advtgs. However, your ideas about book reading and a converse function for interactions... I LOVE. And i am stealing for the thread I wrote on Mental Constitution (which i think you might dig - since ur into focus and things actually affecting your character!). Lemme know what you think here: Mental Constitution : http://forums.dayzgame.com/index.php?/topic/162490-mental-constitution-socialsurvival-mechanic-for-immersion/ -
The incline and spd system is completely accurate in my opinion. Please do not change it! You need to navigate terrain... there needs to be times where someone gets away or catches up because they are better at avoiding slow-down inclines etc than you are. That must be in this game... period. Already this game feels far too liberal on how long we can sprint/run for... like im driving a fucking car or something... I cant believe people want MOAR FASTR... weird.
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could it be because it would be visual/coding intensive?
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Duffle Bags, Trauma Bags, Tent Bags etc - dont shoot im useful!
dubghall replied to dubghall's topic in Suggestions
I like the plastic grocery bag thing... should be a quick way of gaining slots... at the cost of primary weapon - basically only useful for coasties. But considering some of the other responses... I like the idea of having the bag be only a benefit, since it already costs you the use of a powerful weapon. But what benefits do you guys think they should have specifically? More speed for a given weight would only really work if weight affected your walkingspeed normally (which I dont think it does does it?) Having your gun out does affect your speed, shouldering it does not... .in this case i think the bags should not be able to be shouldered (and you should not be able to have a shouldered weapon when carrying a big bag...). The benefit should really be just the storage size right? And the fact that they might be more easily ruined than the rest of the gear in your kit (which protects you somewhat from loot pinata effect). I personally feel the current ruin gear system is too strong.. i get hit once or twice by a bullet or killed by being punched... and now all my gear is busted somehow?? doesnt make sense. If they tone down the ruin effect - then keeping strong ruin effect on big bags and their contents would make sense and be a good mechanic for demonstrating someone is trying to be helpful. -
Wow, you know what else has been suggested before? That people search the entire site to find out if they should post a suggestion in the fucking "SUGGESTION FORUM". So, politely stfu with the trolling suggestions forums regarding posts in general discussion THAT SHOULDNT BE THERE. If its not yet in this forum then im glad its here and its a good idea so its worth repeating. So tired of search function trolls not knowing how a forum works.
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love the foot issues thing... but prolly shouldnt this translate into general health... for example the quality of food determine your immune system and healthy regeneration rates, fullness etc... and the quality of clothing likewise? I dont know if feet and teeth need their own treatment beyond appropriate footwear, rest, food, etc.. you might dig an idea i put in recently on mental health tho http://forums.dayzgame.com/index.php?/topic/162490-mental-constitution-socialsurvival-mechanic-for-immersion/
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STOP! I'm the Sheriff of Berezino. . . We need to talk . . . -Vids-
dubghall replied to Katabasis's topic in Gallery
These. Moar These. Also... please let me help you! -
Duffle Bags, Trauma Bags, Tent Bags etc - dont shoot im useful!
dubghall replied to dubghall's topic in Suggestions
I personally dig this idea a lot, or some version of it. Supply usage though probably shouldn't be more efficient because of the bag right? I mean there's no justification for a bag decreasing the required number of bandages, blood, injections, vitamins, or pills someone needs... But there could be other benefits such as the bag coming with items of a higher quality than other ground-finds or promoting mobility during the tote - like you suggested. nice. -
Duffle Bags, Trauma Bags, Tent Bags etc - dont shoot im useful!
dubghall replied to dubghall's topic in Suggestions
I see your point for sure... the reason though that I suggested making it rare is that firstly I feel it should be no more common than the small backpack. Secondly I would suggest that it is an endgame interest, rather than an early game interest. Thirdly, People are unlikely to want to give up their primary weapons to take your bag of food... As another thought, if the big bag system had an additional cost of only permitting melee weapons that are small to be used, that could be another route to discourage people from Desiring them off a kill... only people that had them already and had a set role in a group would really be cool with the circumstance of running around with only a pistol and a kitchen knife or wrench... lol Well, it would need to replace your primary weapon by reasoning. It is large and bulky and takes consideration to handle - similar to a rifle/machine gun... not a hatchet or wrench. In addition, that it takes ur primary slot would mean only people dedicated and protected would do it. Finally... if it only replaced melee... then nearly everyone whos endgeared would prefer it to a hatchet....since they have the ammo and ballz to go around shooting zombies. You mean bigger than normal backpacks etc? I dont think they would replace the backpack... the idea is to be able to tote something in your hands rather than your primary weapon, if your set on support. -
Mental Constitution - Social/Survival Mechanic for Immersion
dubghall replied to dubghall's topic in Suggestions
Hoik, genius concept - one Im into quite alot myself. These adaptive or evolving systems would be ones most players dont even realize are there but would greatly enhance the play of the game. Course, they would be even more effective if players really understood them - but getting them to understand it is not a limitation but an opportunity is the problem. Ill back up your idea 100%. I think it fits really well with the Mind system I describe here. In fact Mental Constitution could be the "short game" and the "lifespan loot calculator" could be the long game. Neither discourages solo play, neither discourages KOS, but both would make these concepts more dangerous in certain environments (depending on your status and the server's status). Lets talk more if your interested! -
Life/Death Calculator = intrinsic value/culture
dubghall replied to hoik's topic in DayZ Mod Suggestions
This idea is fucking brilliant and is a much more well-thought out and developed version of some amorphous concepts I've been tossing around with friends. I will checkout the dynamic zombie spawning system switch provided too. I really hope this concept or something like it catches on - it is evolutionary, adaptive, and doesnt force players any one direction. For example if you want to KOS... you ruin gear and you decrease the capacities of the environment to resupply you with gear. Awesome - no one can whine about being punished for KOSing,... because THEY would be punishing themselves in a completely realistic long term way. It would be like them complaining that they have to eat/drink or they starve "WAH I dont want to be limited". Great job on this thread - i will support the idea as long as it is around! One little suggestion though (i dont have alot of time right now so this might be addressed elsewhere or in an above comment, if so, i apologize)... For this to work you MUST have a system that encourages players to populate the same servers repetitively. If they can just dodge the ones they've contributed to ruining then the only thing that will happen is that servers will go down or be reset once "ruined". (note that the concept of ruining a server could be pushing it too far in either direction on the loot table adjustment, depending on the cultural goals of that server). When the server "doesnt look like it should" it will be abandoned or reset - and a large part of your brilliant idea gets dodged. I understand that this should leave some servers that are type A (long lifespans, high quality tech, little food) and some that are type B (opposite), and that this is AWESOME... but if the culture of the GAME at large is bent too far in one of the directions then all existing servers of Type "whatever" could be deemed unplayable. You and I both know that server titles would be modified to reflect the state of loot in order to attract playerbase, etc. So a hopper wouldnt have to chip in for long to find out the loot table and server culture - it would likely be in the title of the server in leetspeak shorthand. If however you find ways to reward people for sticking to their "home" server, without penalizing them too much if they had to "move". THEN this idea would be free to impact players in an incredibly dynamic and rich way. It would also solve alot of other incidental troubles we've all noticed (server hopping, difficulties meeting people in game, lack of community or social interaction beyond KOS). PS - for KOS trolls - I AM NOT KOS UNFRIENDLY, and will fight to maintain ideas that keep KOS a valuable option for the game - The one stated by HOIK btw is ONE of these ideas! When a server is too "fat" and there is not enough food.. you will need to KOS the shit out of it. Support it! PSS - Also, I think this would fit really nicely with systems that adaptively reward social support (whether between bandits or survivors)... for more info see a post on Mental Constitution I made here: http://forums.dayzgame.com/index.php?/topic/162490-mental-constitution-socialsurvival-mechanic-for-immersion/page-2#entry1643206 -
Am I the only one that felt mouse handling change dramatically an update or two ago? Maybe with the one that put in the revolver? I remember that night server hopping like mad because they felt "laggy" it wasnt lag though... it was something with control and it hasn't gotten better. I had a theory but haven't tested it. It seems to be potentially related to your walking speed... but nonlinearly. So if you are walking slowly... or stopped in a room checking a house... you turn around incredibly slowly. Standing and moving a normal pace your turns are quick... but Sprinting your turns slow down again it seems. An easy way to test this would be to move vs free look in all these cases... free looking should "feel right" because its not limiting your mouse movement. Could this be the trouble... and if so what to do?
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I agree completely with the person that said the real strategy would be to find a more simple weapon for which producing ammunition was easier. Take this rout and nearly all of the difficulties stated above will disappear - plus you'll have room for that level of detail in crafting elsewhere... like camping equipment, clothing, and truely necessary survival gear.
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Mental Constitution - Social/Survival Mechanic for Immersion
dubghall replied to dubghall's topic in Suggestions
I can see where you are coming from Bearington... but wouldnt you agree that in this case the unreliability would be predictable? If you ignored the warning signs, you'd know later you cant trust your senses to some degree... and that would only be after you intentionally continued to neglect your well-being.