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Everything posted by carcinovich
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So the sewing kit was announced, and we already have different colored pens littering the landscape... Sewing kit + pens = tattoos. Anyone who has served time in prison could have told you that. Here, take diagram I made to illustrate this illustrious idea of aesthetic wonder: This is a ridiculous topic (ridiculously awesome, maybe), but pin-and-pen-administered tattoos would be a way to customize your character in a game where, well, everybody really just gears up and ends up looking exactly the same as everyone else. Remember, there are many different colors of pens. Could choose crude (but relatively decent-looking) tattoos designs, with different colors of pens being a prerequisite for certain designs. P.S.: This would fit in nicely with the whole "beards that grow over time" character-customization idea that is more awesome than any other idea in this forum combined.
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Not feeling it, I feel like the server-hopping penalties are probably enough to combat ghosting. This comes across as a little too extreme for me. It's like using a pickaxe where a scalpel is needed.
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A temporary stun, knock-back or knock-down would all be welcome effects of various weapons. It's not a big deal now, taking on zombies one-on-one, but once massive amounts of zombies are added... This will help make fighting multiple zombies both challenging and fun.
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Yeah, which is why I was thinking that you'd both have to pull out your backpacks to facilitate trade. That way it's always mutual (and disarming).
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Premium loot -- A balanced proposal to "gearing up"
carcinovich replied to carcinovich's topic in Suggestions
Good point. Sounds like a potential exploit. Simple solution is that it could be a safe in the armory, like an object, that you actually cannot spawn inside of. I'll edit the original post to reflect this. Thanks. -
Premium loot -- A balanced proposal to "gearing up"
carcinovich replied to carcinovich's topic in Suggestions
Well, a quest to find nice gear. Lockpicks, depending on their condition, may or may not help you with that. There are other ways to get some of the premium gear, such as banditry, murder, trade, etc. -
Sewing kit + different colored pens = tattoos (!)
carcinovich replied to carcinovich's topic in Suggestions
Spray it with disinfectant? Heck if I know. It is sort of a silly idea, but gamers *do* go crazy over any form of character customization. Anything to set them apart. -
Brilliant.
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Premium loot -- A balanced proposal to "gearing up"
carcinovich replied to carcinovich's topic in Suggestions
More like high-grade weaponry and other premium gear. Not saying that any gun-related content should be under lock and key. Just really crazy end-game stuff. Yep. And maybe in completely randomized buildings, if that is at all feasible. Why not. -
Premium loot -- A balanced proposal to "gearing up"
carcinovich replied to carcinovich's topic in Suggestions
Sorry. It was my intent to communicate that lockpicks were destroyed with use. I'll edit the original post to reflect this. -
Hahaha, I have never thought of that. I'm so going to try this. "MEEEHHHH!!!"
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Premium loot -- A balanced proposal to "gearing up"
carcinovich replied to carcinovich's topic in Suggestions
It would make it that much harder to get better stuff, because you need the lockpicks in order to get to the premium loot. That's kindof the point :) And I do think it is fairly realistic to have the most valuable items behind lock-and-key. -
Premium loot -- A balanced proposal to "gearing up"
carcinovich replied to carcinovich's topic in Suggestions
I don't see a reason for this... The lockpicks are practically their own reward, picking the lock is pretty much like cashing in. -
Premium loot -- A balanced proposal to "gearing up"
carcinovich replied to carcinovich's topic in Suggestions
Alrighty then. Care to elaborate as to why? -
Premium loot -- A balanced proposal to "gearing up"
carcinovich replied to carcinovich's topic in Suggestions
Idea. Zombies have a rare chance of dropping lockpicks. -
Premium loot -- A balanced proposal to "gearing up"
carcinovich replied to carcinovich's topic in Suggestions
Lockpicks should be extremely rare, and scaled according to how fast the devs want characters to gear up. It would be a very simple number to modify the entire process. -
Premium loot -- A balanced proposal to "gearing up"
carcinovich replied to carcinovich's topic in Suggestions
No. Lockpicks spawn randomly around the entire map. The point is that there is no specific place where lockpicks spawn. you have to actually play the game to find a lockpick. This makes your argument moot. -
Premium loot -- A balanced proposal to "gearing up"
carcinovich replied to carcinovich's topic in Suggestions
I like it. -
Premium loot -- A balanced proposal to "gearing up"
carcinovich replied to carcinovich's topic in Suggestions
If he kills the person with the lockpick, chances are he'll find that the lockpick is "ruined." Airports are dangerous, and if someone wants to camp one all day long, it has its own set of risks. -
As for looting from cupboards, dressers, desks, refrigerators, gun cabinets, medical boxes, safes -- yes. That's an obvious no-brainer. It's been brought up, a lot, and I'm a huge supporter of this. As for items never respawning, um, not a fan. Counter proposal: Have grocery stores have large quantities of food and soda. Hospitals have large quantities of medical supplies. Military bases have large quantities of basic military gear (except for weapons and ammo, which should still be quite rare). Remember that your inventory in this game is extremely limited. As of right now, the problem is when people go "meh, this airport has already been looted, so let's hop onto an empty server." This way, you wouldn't have the unrealistic aspect of a grocery store with one can of soda and one can of beans. The idea would be to take what you need from these specialized locations, then get the heck out of dodge before other people show up and complicate matters for you. As for lockpicking and whatnot, I think it could prove interesting. I made a topic on the subject. As for skills -- it takes skill in this game to get the jump on somebody. It takes skill to quickly reload a clip. It takes skill to not stand there like an idiot and die. There's a lot of player skill that makes the difference between life and death in this game, and anything else would just be a chore to "train up" -- as you're proposing. Not supportive of this.
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Yeah, connecting loot with sensible spawning locations should be fairly high priority, imo. It takes away from the immersion of the game when I find a camping backpack at an airfield, a defibrillator on the floor of a restaurant, or a pair of handcuffs in a grocery store.
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Login timer, in theory, is a great idea. In practice, it needs some tweaking. Sometimes my client bugs with serious desync issues. Sometimes I join the wrong server where my buddy is. I don't server hop for loot, and somehow, I still end up waiting a lot. You can't solve every situation, but I find myself in this situation more often than I'm comfortable with.
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Give 2 choices for logout timer: "wait" and "exit now"
carcinovich replied to knar33's topic in Suggestions
Compromise: if you sit for more than 60 seconds, you can safely log out. -
I'm mixed on this. It could work in your favor either way... If your inventory were to be shown, the person you're trading with may see something that's of high value to them (ex: a scope for a Mosin, that you just happened upon and picked up along the way), where verbal communication may not even identify the possible trade. On the flip-side, not showing your hand could give you an advantage -- for instance, by saying you're down to your last can of beans (when you're actually fully stocked), could negotiate something of higher value for said can of beans. Additionally, showing your inventory could get you killed, or not, depending on the situation. If you have a lot, it could create envy. If you don't have much at all, it could generate sympathy. Not showing your inventory could get you killed just on the possibility that you might have a lot of loot. But that's not the point; trading would still have its risks. Everything in this game has its risks -- nothing is truly "safe." The idea is to interact with more players in more interesting ways. It all depends on the situation. Either way, I'd be extremely happy with trading. I lean towards showing both inventories to make trades as quickly and efficiently as possible, even across language barriers.