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n7snk

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Everything posted by n7snk

  1. n7snk

    Surrender-system!

    .nvm.
  2. it can work with engine pretty fine. i belive so, since this is possible to climb over walls by your own vith some scripting
  3. well as i said, on later stages of game when it will become rather cti and tvt and groups of players will hold camps/ objects of interest, and if they will be able to produce "skins" they will surely distinguish one "faction" or "band" from another. what happens if player killed some1 from your squad but they all look the same? (means survivours or other factions) you just go to the seaside or their camp in car with machinegun and make a little safari shooting everything on your way. there is slight chance that you will kill the one who killed your buddy, but may be not. Fear factor: "if i encounter these guys they will probably fuck everything up and i will wait for 10-15 minutes again." and some other survivours don't really apreciate the idea to have another death penalty, so they tell who did that, or may be claim that some1 else did it and this is extremely unfair, but this is post apocalyptic world. i'm against all kind of end game objectives. i see it as constant tvt and cti encountering in extremelly harsh to survive environment where you can't survive alone ( or can but it's hard as nuts ) you need only an excuse to start a war. afterall people created clans on fly at ooooold gta san andreas multiplayer even when it was constant deathmatch. so why do you think people would not do it here aswell? ;)
  4. n7snk

    Possible end-game objective

    i'm against some end game objectives. i guess it should become little wars among improvised players factions who builded up camps and so on.
  5. n7snk

    ACE-like inventory system

    if you are that lazy.. okay. here also such stuff as dagr, earplugs, gasmask are features of ACE2 mod
  6. n7snk

    ACE-like inventory system

    great suggestion.
  7. n7snk

    New Location - Aircraft carrier

    whoops, i probably should. after playing carrier domi for long time i was expecting thats a part of map. my bad.
  8. n7snk

    New Location - Aircraft carrier

    this is so far the best joke i ever heard. brb making a screenshot.
  9. i tend to disagree here. i'm all for making game harderbut adding rp and cti elements would not hurt. inb4 starting to trhow shit in my direction look here: there more toys and possibilities you have to play with the more awesome game mode is. if people who geared up and can survive can build camps and produce weapons/ammo not for same weapons for the sake of balance, it will add new dimmension to game mode. so it will turn ino tvt cti wars over camps and territories in harsh as fuck environment and so on. trading mechanism can be presented just with table in a camp where you put some items and another guy put another. just to make it different then drop on ground and pick up. really. but again no safezones, nothing scripted, no ingame mechanics factions but rather improvised by players, no random military ai events, since players will do that by their own. in this case such rp and cti mechanics may turn this mode into something really awesome then just plain surviving in zombie apocalypse. but again. no obligatory. more options and possibilities but nothing artificial. thats an experiment afterall. will be interesting to see will people form some kind of factions/society in the end or not, if they have all possibilities to do so, or it will stay chaotic
  10. n7snk

    Don't add to much features

    exacly. it will be way better to have more toys to play with and possibilities like build something, form improvised factions and such around cti and rp gamemodes mechanics, but without making it mandatory. just to be able to do more stuff in game, to give people who geared up and can survive more reasons to stay other then deathmatch. but again. nothing scripted that force to behave one or another way.
  11. n7snk

    Don't add to much features

    i'm not fan of mechanics like "to cook a bread you need to flour, to get flour you need to harvest wheat, to harvest wheat you need mow, to make a mow you need etc etc etc :) i guess "don't overcomplicate things" will fit your idea a bit better, rather to keep game out of new features and keep it canned.
  12. some people will do that at first' date=' waste few minutes of yor life to get the whole concept, not discussing one element without taking others into account. aswell as you missed part about 10-15 minutes death penalty. ofcause it is' date=' i didn't suggest to simulate feeling/whatever when you kill person. i explained social / improvised factions element as result of killing anyone. aswell as such things as cti element which is purely pvp. you don't need to put mechanisms to punish people for killing, because this is part of game. not bean wars, but something rather complex. as i said, when there will be players at higher stages with better weapons and equipment thats logical that people who new will try to take em down, but they in their turn will treat these people same like zombies - shoot on sight. you consider whole concept to nowdays state, where there is no camps/improvised factions/thats quite possible to survive alone. well let's say you will start with 3-4 mags instead of 1-2 if it make the change. the point is, ofcause there will be triggerhappy cod children who will shoot anything they see, but then again, when people getting used to game they behave different. at some point game will have some unwritten rules, and people will follow em, but these are not rules that game force you to follow, but players around etc. example: 1) you killed some guy at camp. now your character feel dizy or blured or more zeds spawn around you. -not really a good idea. 2) you killed some guy at camp. now they all are hunting and killing you all the time. -sounds pretty natural. thats it. and since this is more like experiment then a game, then why not?
  13. n7snk

    Don't add to much features

    well this is overcomplicating things, not adding new features.
  14. n7snk

    ACRE Support

    absolutely
  15. also there is no need in squad mechanics to group up etc. just make it possible to produce some skins at established camp. in this case players from one camp will know that they are on same "side" / "faction" but nothing like something is scripted, and you cant double cross your faction etc
  16. n7snk

    Don't add to much features

    to op: limiting the game features reasoning it with average life time is incredibly illogical. the more features you have the more interesting the game is. if you can't survive longer then 30 minutes thats your problem. if you can't get geared up thats your problem. but saying that there should not be more features and game should say in current state as: "get some supplies -> gear up -> have nothing to do anymore" is the same as saying that you should not be able to build things in minecraft because all you should is survive agains zombies and skeletons. but i do agree that there should not be any kind of classes/perks/scripted factions and so on. all of this should be formed by players. players survive, get supplies, gear up, and instead of going tk every1 because they are bored - they build up camp and crafting ammo, food and stuff, and their camps can be raided, or they can raid another camps / take it over and so on in cti mode warfare way. but again, NOT scripted, and this should not be mandatory. anyway, rp elements and cti elements is a must to make game addictive on later stages of progression. but no classes, no skills, and maybe no squad mechanics aswell. more about all of this in this thread. just not to spam about why how and what. http://dayzmod.com/forum/showthread.php?tid=6152
  17. i do agree with op. there is no need in military ai. there is no need in scripted mechanics to punish bandits. the term of bandits is irrelevant aswell game need more features and time for players to establish thats it. when game will get more features i.e. some rp and cti features, more established players and groups of em will actually be "militaty patrool" or "defending some fortress" more about all of this in this thread. http://dayzmod.com/forum/showthread.php?tid=6152
  18. n7snk

    New Location - Aircraft carrier

    mwahahahahaha. hahahaha. really? there is one. this carier is a part of chernorussia map/island by default. sorry' date=' could not resist to put it. [s']play arma a bit or play around in mission editor. *rant* these newcomers! *rant*
  19. Would you need to log on to TS outside of the game? Because I know from experience that 4/5 won't bother. and thats a quality of players.
  20. the point is to make it logical to cooperate. thats it. and add more possibilities for people who shomehow got armed and stuff. very bad example but still: you play minecraft as zombie/skeleton survival mode, lurk around for food and such or you can play minecraft as minecraft - survive agains mobs, build things and explore. in dayz terms build camps and form natural "factions" and fight agains others. in this case there is no ai scripted barricades/patrools etc etc. because players will do so, and shoot rest survivors on sight sometimes ;) and even if you will tell that this will scare the hell outa new people like this is not friendy and i have no clue whats going on etc, people seen that players cooperate to raid towns /take down another players and build camps will try to do the same, form their own camp or any hell like that. the whole thing is:limiting dayz only to zombie survival is not a great idea. there should be more depth for people who geared up and can survive. but again you are not forced to and there is no build in rules that force you to do so. but you can. sounds like a nice experiment.
  21. also, jsut to clarify some parts: camps should not be a safezones. there should not be such term like safezones, but you can have a trading table only at camps ( just to make it look a bit more organized not just droping one thing and picking up another ) thats whole the point. about producing ammo. lets say you can produce ammon and weapons at camps, but even it will sound illogical or unrealistic ( heck, zombies arent realistic aswell ) you can't produce ammo for weapons you produce ( except makarov may be ) so if you produce ak - you can't produce ammo for ak. if you produce ammo for ak you can't produce ak. sounds pretty dump at 1st look, but here goes economy/social element/balance. what happens when some1 have something you want and you got something he want? you trade it. so now such thing as trading may appear ( and for details aswell ) and not only with strangers who come to your camp, but also with other camps, you find out that other bunch of guys set up a camp aswell, you talk over what and how to produce and trade with each other too. and when you for example deliver ammo you produced at camp A to camp B you can be shot by some survivours, not even talking about danger of zombies, so you most likely will make a convoy. in this case there is no need for ai convoys or ai triggered events, since it will happen ocassionaly and natural by players and their will. there could happen a top line, when all players got divided in 2 or more big camps(consisted from small ones ) and this is how you get factions and since they got everything they need, they are bored and what they will do? instead of teamkilling people they are in same camp they will fight people from other camps. and this is where game becoming a cti or tvt. fucking badass for sure. also about such features that should get removed imo: night/day cycle. you may call it hadcore/realistic/whatever - it just suck. why? if there will be fast day/night cycle there will be more dynamic in gmaplay. lets say you want to assult some camp, you will get way more opportunities to do so during night time, while people who there will have more advantage at daylight, same goes for surviving agains zombies on early stages. so you rather wait over when night will end or be rather carefull and such, and be more relaxed at daylight. starving/gettig thristy in concept where you have not enough stuff to survive like food at all on start make you explore the world and always be on short with supplyes mostly, so lets say you just started dayz and got not that lucky, so didn't found enough food to survive and you are about to go out/sleep. there is no need to make you hungry/thristy as horse when you log in. this is not hardcore aswell and just dumb, since even if you are established a camp or anything like that you may join other server or your camp is destroyed/taken over. i'm all up for hardcore and realism, but it should be somewhat reasonable in game terms. you really missed the point. if game will be hard enough to make it impossible or extremelly hard to survive alone agains zombies ( lack of ammo/med/food/and so on ) you would like to meet any1 else who survived and bunch up with him' date=' instead of trying to encounter him, since if you got shot - you get infection, or if you got killed you got death penalty in 10-15 or more minutes outa zombie mod at every server. so there are some consequences. and when players will establish some higher organisation states about camps and improvised players factions i described, killing people will be not really a good idea, since if you killed some1 you will be dead if you try to get to some camp etc. try to read more carefull next time. yeah, pretty much it. when zeds will become a real threat, it will be hard as fuck to get some descent weapons by looting around, constant lack of food/ammo, infections that need to be treated after slight encounters with zeds, like they just scratched you and you need threatment, you will feel rather safe when some1 else around then alone.
  22. absolutely agree with that suggestion, also zombies should be rather hard to kill http://dayzmod.com/forum/showthread.php?tid=5848 basicly whole my thought can be summed up as: http://dayzmod.com/forum/showthread.php?tid=3289&page=2 "my point is: if the enviroment is really unforgiving, zombies are extremely dangerous and can be killed only with headshot or alot of shots, if there are such things as infections after zombie bite you once or you got shot, if you can starve, freeze and so on, you would glad to see another survivor, because it will be more easy to survive. the only reason why you will kill him is urge need in order to survive. not because you got bored. Let's take humankind for example. We have no claws, no fangs, no fur, no great strenght, we can't see in the dark, we can't run too fast to excape some shit, we can't eat raw meat, we are very vulnerable and mother nature is quite dangerous around us, wolfes, bears any kind of shit, and still we survived as specie and become dominant. why? because all this nightmare and our weakness forced us to group up and socialize in order to survive. we don't live one by one like other animals, because we simply would not survive like that. " something like that also i'd like to add: if finding weapons will be harder and it will be absolutely random there would not be weapons farming. let's say you want to raid airbase. you can find some equipment there but weapons should be rare.
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