Forums Announcement
Read-Only Mode for Announcements & Changelogs
Dear Survivors, we'd like to inform you that this forum will transition to read-only mode. From now on, it will serve exclusively as a platform for official announcements and changelogs.
For all community discussions, debates, and engagement, we encourage you to join us on our social media platforms: Discord, Twitter/X, Facebook.
Thank you for being a valued part of our community. We look forward to connecting with you on our other channels!
Stay safe out there,
Your DayZ Team
-
Content Count
128 -
Joined
-
Last visited
Everything posted by Thirdthorpe
-
I had kind of a weird thought today. What would you guys and gals say about a delay for reloading ammo into mags. For example if you have an FN magazine with 6/15 rounds and you want to reload it. Each magazine has a bullet/second rate for reloading so lets say the FN magazine is rated at .5/second so roughly one bullet loaded into the magazine per two seconds, so to reload the rest of the magazine would take 18 seconds. This may seem silly but it would put importance on making sure all your magazines are loaded and ready before getting into any fights. Ah, and I almost forgot, you could find speedloaders to reduce that number.
- 24 replies
-
- 16
-
-
This could actually serve as a good equalizer between weapons in a firefight. Imagine a fight between a player with an akm and a double barreled shotgun. As it stands the player with the akm has the upper hand, but what if he blows through all the rounds in his mags? Suddenly the slow and steady break action shots has the upper hand. Edit: I just realized I essentially have already said the same thing in a prior post. My bad.
-
Oh and most importantly; because it would be one step closer to implimenting a katana of some type and I swear to neptunes watery butthole that if they put a katana in this game I'm going to drive to bohemia's headquarters and take a shit on someone's desk.
-
Because this is a survival simulator and the goal isn't supposed to be wading into a hoard of zombies with the intention of getting into a fight. Because what happens to your character as this animation is occuring? Do you get 2.5 seconds of god-mode while your character performs some type of animation? I respect everyone's oppinion but I really think it wouldn't fit with the rest of the game.
-
Sunglasses dimming the bloom while walking towards the sun.
Thirdthorpe posted a topic in Suggestions
So today during my wanderings I realized the once considered beautiful bloom effect a player encou ters while walking towards the sun is actually quite annoying. How would you guys feel if wearing sunglasses reduced the bloom effects? Furthermore, as your sunglasses deteriorate in condition you vision gets blurrier while wearing them. -
I've actually had to stop coming to the forums because the ceaseless posts for things present in every other game drive me insane. I'm really starting to have serious apprehensions about the game's popularity because with that popularity comes an influx of requests for leveling systems, NPC's, ridiculous weapons and vehicles, and every other gaming cliche that has been rammed down the gaming community's gullet over the past decade and a half. Different is not bad folks, just let this game develope appropriately and you won't be dissapointed...and if you are then there are literally hundreds of other games that encorporate all those cookie-cutter ideas for you.
-
So I know player housing has been a popular topic (I still want my shipping container house!) and I had a thought the other day. Items that could conceivably be made by hand like a bow and arrows, reloading ammo, cooking/preserving food could be done by the player while they are logged out in a house with the required materials. For example, lets say a player has a house some place and thinks it would be a good idea to make a bow or stock up on arrows. They could go scavenge the raw materials (wood from specific trees, broken glass for simple arrowheads, broadheads that could be found at random, string, feathers from birds) and deposit those materials in their house and elect to begin crafting while logged out. Once a player is logged out the server would mark the date and time and then mark the date and time that the player logs in next time. Each item would have a certain amount of time required to craft. Lets say you want a bow; a bow takes roughly 12 hours of solid crafting to make so the game would take the amount of time you were logged out and supply a fraction of that time towards the progress on a bow. Same concept for all items as long as you have the required materials stored in your home someplace. Rare bullet loading stations could be found and used to reload spent bullets. A good weapon cleani g kit could be used to bring the quality of your weapons back up to 95% of their potential. Meat could be dried to prevent it from spoiling. Fruits could be canned and preserved. Ect ect.
-
Hello all, Being that I'm new to the forums I would just like to clarify that I understand the game is in early stages of development and I hope I'm not reiterating anything that has already been suggested. That being said after playing for a couple dozen hours I had a few thoughts. It seems obvious that the game is intending to create a feeling of tension and suspense for a player and being an avid gun enthusiast (no tacti-cool weapons in this house, just common sense hunting rifles and shotguns) in real life I was thinking of some things that might increase that feeling of suspense; a system for weapon misfires based on weapon and ammo condition. I do keep a home defense weapon (I live on the outskirts of Detroit, it has some real similarities to Dayz sometimes) and the greatest concern I have with that weapon is the thought of needing to use it and having a misfire because of a dirty gun or bad ammo. I think because of the nature of this game it is a feeling or concept that could be brilliantly implemented. First a system for ammo degradation based on the starting quality of the rounds. Quite simply put, there are good types of rounds out there such as target match rounds, and there are really bad types of rounds out there such as the bulk economy rounds. A simple way of implementing this would just be the starting condition of the round; a target match brand could start as "pristine" and be somewhat more difficult to find while other ammos could run the gambit of "worn" to "damaged" and be much more common. From here the round's condition would degrade based on exposure to conditions such as water. For example if you have a box of .45 rounds in your pocket and decide to go for a swim, this could reduce the overall condition of the bullets or if you simply leave bullets in your pack and go romping around through the rain for hours on end this could also EVENTUALLY reduce bullet quality, though at a much slower rate. Now, the quality of the round would have a certain percent chance for weapon misfire each time you pull the trigger. Pristine rounds would have a tremendously low chance such as .05% (.0005) while damaged round would be much higher such as 5% (.05). During my time in game I have found water-proof boxes which would be a terrific way to preserve the condition of "defense rounds" or bullets you can count on when you need them. The second part would directly relate to your weapon's condition. It would roughly be the same concept where a pristine weapon has a very small chance to misfire while a damaged weapon would have a higher (say 5% again) chance. By itself 5% doesn't seem like much of a chance to misfire, but a damaged rifle (5%) paired with damaged rounds (5%) would add up to a total 10% chance of misfire. That means there is a 1 in 10 chance that when you need it most your weapon will go "click" instead of "bang". The third idea I had regarding this was salvaging parts off a similar gun. Lets say you have a worn Mosin and come across another worn Mosin (this is a funny concept because while they aren't known for their incredible accuracy, Mosin's are somewhat renowned for being harder than a T-rex's turd to break). If you have a screw-driver in your inventory you can break down one of the Mosins into its basic weapon parts similar to what happens with m4's. Stock, barrel, receiver, magazine, bolt; each with its own condition. You could then pick and choose the parts you want to keep or change out bringing your myosin's overall condition back up to pristine. The same concept could be done for any weapon. There could also be "conditional" problems for your weapon. Say you've been crawling around the beach trying to flank around someone, you've now opened yourself to a dirty/sandy weapon which adds a 2% chance to misfire until you use a weapon cleaning kit. Lets say you're firing from the water, there's another % chance to misfire.
-
Lol I generally try not to be so long winded. My bad. TL;DR : if weapon condition and bullet condition is poor then you have a chance to misfire.
-
So we all pepper these forums with ideas pretty regularly but we never really know the topics the devs have any interest in. I was thinking maybe once a week the devs could make a list of topics from the forums that have caught their eye and may be considering. This would be a great way to let us know the direction the game is heading, it would allow for debate over some of the hot topics, and would serve as a great reward to the anyone whos idea was considered. Additionally it would nice if there was a list of the topics that are just not going to happen so the forums aren't littered with repeatedly failed concepts. Also on a lesser note, can we get some written confirmation some place about the zombies; if they're infected living people or the classic Romero undead shambler befause I think I may shit bricks if I have to read another "dead players come back as zombies/headshots only" thread and I know I'm not alone.
-
Forum admin, dev, just anything. I can't help but think it would help to focus the concepts in a bit towards more productive topics.
-
Beans to you, good sir.
-
I played the daylights out of STALKER and don't remember that. Was it the original stalker or one of the sequals? And I tried Farcry and could just never get into it. On a side note, how did the concept play out? Did it add anything other than frustration to the game? Was there a system behind it to mitigate its chances of happening or did it just kind of happen at random?
-
Things that should be added in a near future (suggestion from a large group of players)
Thirdthorpe replied to ladatron's topic in Suggestions
...huh, and here all this time I was under the misguided impression that other players were SUPPOSED to be the biggest threat...silly me. -
https://www.youtube.com/watch?v=wVX8wm_CONM This is roughly how my encounter with Frisbee golfers would play out,
-
Seriously dude, if civilization ever collapses and I come across a bunch of dudes playing frisbee golf I'm going to murder the crap out of them just on the pretense alone.
-
Eventually firing a weapon would increase your chance of misfires in real life but whatever. This was just a random thought I had a long time ago. Truthfully I can't believe the concept of misfires has never been implemented in a game before.
-
The 10/22 should at least have a chance to misfire as rimfire rounds are perhaps the most unreliable type of round on the market.
-
Bob, I agree that the zombies are an important part of the background. They are the explanation for the setting but the star of this little party is still decision making. I don't think the zombies should be ignored because they are important but I do feel like some people may have some confusion thinking this is a game about killing zombies when in fact the goal of the game is surviving and interacting with other people.
-
Can we please stop trying to turn Dayz into every other zombie shooter on the market? Please?
-
You know, I tolerate the idea of military weapons being as common as they are, but I will shit bricks if they add god damned katanas to this game.
-
I was reading the interview with Dean Hall about leaving the Dayz project and I remember one line that stuck out in which he described his skills as being able to talk people into making decisions. "He was the guy that could talk someone into approaching a cliff and he could talk them into taking the plunge". I'm assuming he was refering to a cliff roughly 29.99 feet high. Sorry, that was my tangent for the day. Anyways, yeah searchable containers seem like a good idea but I can understand random objects being left out as well. I imagine people packing as quickly as they could before evacuating and leaving miscellaneous items out. Also for some of the weapon spawns that occur in the open I wouldn't mind seeing those weapons spawn near a bunch of blood-stains on the floor/walls or near bones. Something to imply that the weapon's former owner met an unexpected end. I think that would explain its random appearance.
-
Pretty basic concept. On most rifles you can unscrew the butt-plate and there is a hollowed out area that a lot of hunters will store matches, paracute chord, fire-striker, extra rounds ect. It works out really well because for the most part the hollow is pretty water tight. I'm not sure how the mechanics for this would work but using a screwdriver on a rifle would give you the option of opening the stock and it could act as a small three slot countainer similar to the watertight box or medkits. Your thoughts?
-
With the exception of the 10/22 breakdown every other rifle of that style has been an absolute turd prone to massive problems. When I say survival rifle I simply imply a rifle that can facilitate minor storage in the stock. I know a lot of people out there even hollow out the stock even further to make more storage room.
-
Fire starter of some kind, bandage, and wire for snare if I had the choice. Your'e right about storing beans in there though. Not sure if this would work with the inventory setup.