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Everything posted by Thirdthorpe
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I would love to see some changes to aircraft in the standalone if they are implemented. First you should only be able to refuel them at airstrips or with military fuel trucks. Aircraft don't use standard gasoline you get out the pumps at 7/11. They take aviation fuel. Second, with the exception of maybe one huey or Blackhawk per server I'd see military aircraft scrapped. Anyone that's ever worked on them knows that even in optimal conditions they're near impossible to keep from breaking, let alone in a zombie apocalypse where replacement parts aren't an option. I would love to see aircraft restricted to a couple small aircraft like bush planes and crop dusters, maybe a gyrocopter, and MAYBE one military aircraft per server. The last of which should be treated as a very VERY rare commodity. Only 3 or 4 aircraft per server.
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Just a single prop airplane on pontoons was all I was thinking. Runways are somewhat limited and the ones that do exist are a tad on the dangerous side because of their location.
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Uh oh, the thread seems to be making a comeback! Somebody hit it with a blood-bag!
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The Community's List of Suggested Weapons for Dayz Standalone (Version: 1.29)
Thirdthorpe replied to alexeistukov's topic in Suggestions
This is slightly off topic, but I'm surprised to hear good things about the Saiga 12. I owned a Saiga 7.62 that was a complete turd. Misfires ahoy and the magazine would randomly eject while shooting. I've mentioned this before but I would love to see weapon problems like misfires worked into the firearm condition system. -
Well, I think its safe to say that this idea has been met with less than positive sentiment.
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Fair enough, was just thinking of it and thought I would throw it out there.
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Abandoned utility building - Gunsmith (Hear me out, please)
Thirdthorpe posted a topic in Suggestions
As I was exploring the landscape I got to thinking about my weapon's condition an in real life how I would need a gunsmith to fix some of this stuff. Then it occurred to me that it might be useful to have abandoned GunSmith shops, just small empty buildings that can spawn any non-military weapon, ammo, or weapon mod in game, as well as weapon cleaning kits. Additionally these buildings could have a workbench in the back for repairing or modifying weapons. I don't mean to imply that every town should have one, but in an area equal to the in-game size in Chern. one could only imagine there might be at least one or two professional gunsmiths who left empty shops when the outbreak occurred. Maybe one in Cherno and one in Stary or something? -
Abandoned utility building - Gunsmith (Hear me out, please)
Thirdthorpe replied to Thirdthorpe's topic in Suggestions
I suppose I wasn't very clear. My idea was that if you have a mosin with a damaged barrel and come across another mosin in the world you could take the second mosin to a gunsmith bench to break them both down to cannibalize the best parts off both to make a mosin in better condition. I suppose its even concievable that a gunsmith shop would have various weapon parts lying around you could use as well. -
Stick + knife + rope = spear. (For basic defense and fishing in shallow water)
Thirdthorpe posted a topic in Suggestions
Not a whole lot else to say. Not that effective melee weapons are hard to find but a survival spear could offer greater utility to a player in gathering food as well as extended reach for defense. -
Abandoned utility building - Gunsmith (Hear me out, please)
Thirdthorpe replied to Thirdthorpe's topic in Suggestions
How would you guys feel if certain guns required different tools to break down and clean/repair? For example if memory serves a Mosin requires the barrel to be unthreaded from the reciever in real life so in game a player could take a spare mosin they found apart if they have a pipe wrench and a screwdriver in their inventory. Those parts could be taken to a gunsmith workshop and have their condition repaired bringing the overall condition of the weapon back up once its reassembled. Similar to the way you can break down an M4 into different parts, each having its own condition. -
I know where you're going with the babysitting question, but I'm going to go out on a limb and say you don't have kids. I don't play at all during the day while she's awake, only at night after she's gone down. The tricky bit about kids is that like zombies, once they go down its no garauntee that they will stay down. But we digress. I think your proposal would be a fine option for a hardcore mode, but it would be a severe punishment to casual players just trying to enjoy the game in their ever-so-limited free time.
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I totally sympathise with you on the issue but your proposal would drive a lot of players away. I have a two year old daughter and am expecting a son in July so sometimes I need to log with a quickness and if I do I don't want to leave my character standing in the middle of electro or the airfields as free beans. I think a better fix would be a 5-10 minute queue if you leave the game without waiting the 30 second logoff time.
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Totally love this. Makes complete sense. +1
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I know there are plans for adding barricades and defenses to structures so correct me if I'm wrong but I would assume a player will be able to create a "base" or "home" in game. If so I was wondering if anyone had mentioned the idea of making snares that could catch rabbits and water barrels for gathering water? The snares could function simply as a created item from wire and once set on the base of a tree it just starts a random timer that eventually a dead rabbit would spawn at that point. The water barrel could operate similar to the well-pumps you encounter accept you get a certain number of "drinks" from it per rainstorm. This might be somewhat "knit picky" but the amount of cans of soda scattered across the map seems a tad high. It might make things a bit more suspenseful if standing water could be found in more areas but absolutely require purification through filtering or tablets, or at the very least boiling over a camp-fire or camp-stove. Forgive me if any of these items have been addressed in prior posts or updates from the devs.
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Fair enough, Mike. I know they're putting a good bit of work into developing hunting/gathering so I thought I would just throw the idea out there.
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A nuclear plant requires water. Where on the map could you put a giant radiated area near water that wouldn't totally disrupt the existing material? It would have to be on the coast but then that would bring it too close to some of the largest cities. Unless they release another map I just don't see this working.
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I think we also need ridiculously oversized shoulder armor and samurai swords too. Zombies hate samurai swords.
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I think a lot of people get really mixed up about Dayz thinking its a "zombie FPS" when it isn't designed to be that at all. Dayz is designed to be almost a humanity simulator. I read an article a while back about how exactly Rocket came up with the concept of the game and it involved two events; first during a mountain climb he passed a person who was dying. No joke, literally dying from exposure and exhaustion and there was nothing he could do for them. If he stopped and gave up his gear the person would still probably die and he would be in serious danger himself, so he left them there and continued his climb. The second event was during his stint in the Kiwi military during a survival training event in which they were dumped in the woods for several days with zero gear. After having no food for several days he came across another guys camp and had to consider robbing him blind so he could eat, but then consider the fact that by doing so he was leaving his fellow soldier with nothing. http://www.armchairgeneral.com/day-z-interview-with-dean-rocket-hall-the-games-creator.htm (I can't find the article I read that included the dying person on the mountain climb but its out there somewhere, I swear.) That is what Dayz is. It is a simulated world where laws and morals have been eliminated and you have to question yourself how far you are willing to go to survive. It seems cliché and overdramatic in writing but if you play the game as a survival simulator and actually think about how your actions affect other players then game becomes much much deeper than a simple "zombie FPS". My point to all of this is that focusing on the "zombie" aspect of the game is losing sight of what Dayz really is. The zombies are just part of the background.
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I seriously can't wait to read the responses to this...
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Abandoned utility building - Gunsmith (Hear me out, please)
Thirdthorpe replied to Thirdthorpe's topic in Suggestions
I thought of that forumer, my logic was that there are obviously hunting huts all over the woods, so the city must have had individuals with firearms. -
So during my adventures in Dayz I came across the docks in Electro (I think? I'm still somewhat new) and got to thinking that it would be potentially cool to make shipping crates into lockable player housing similar to the units in the epoch mod. Maybe a couple trucks per server that spawn and are capable of carrying a shipping container to where the character chooses and unloading it. The player could then put items inside such as a cot, boxes for storage, or even a generator and lights. It could be locked from the outside to keep other players out. Essentially a simpler version of this...https://www.google.com/search?site=imghp&tbm=isch&source=hp&biw=1616&bih=871&q=shipping+container+cabin+basic&oq=shipping+container+cabin+basic&gs_l=img.3...1677.7207.0.7379.30.17.0.13.13.0.86.572.17.17.0....0...1ac.1.37.img..4.26.640.Osh1WQRrF4o#q=shipping+container+camp&tbm=isch&facrc=_&imgdii=_&imgrc=mAIQNWNqGybxeM%253A%3Bb-oW4YwuJ3nTXM%3Bhttp%253A%252F%252Fwww.falconcontainers.com%252FPortals%252F57117%252Fimages%252F20double-bunk-isometric1.jpg%3Bhttp%253A%252F%252Fwww.falconcontainers.com%252Fshipping-container-home-layouts%252F%3B718%3B354
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From what I've seen vehicles tend to be a tad volatile when exposed to bullets. But for those Dayz survivors enjoying their golden years, I think the mobile home/shipping container concept provides a wonderful opportunity to hit the open roads and see all the sights Chernaurus has to offer before spiralling into the depths of dementia and diapers.
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"However I think you should only be able to move it once. That way it stops people moving their bases around and makes them choose carefully." Fo sho, boss.
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I appreciate and respect the thoughts of the OP, my concern is simply that this concept seems somewhat...played. Its been done to death in other games and I understand that the whole "zombie apocalypse" thing has as well but the concept of survival and doing what you HAVE to in order to survive is what makes Dayz unique. So my question is, in a survival game why in the name of Poseidon's watery butt-hole would you purposefully go wandering into a radioactively saturated area?
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The Community's List of Suggested Weapons for Dayz Standalone (Version: 1.29)
Thirdthorpe replied to alexeistukov's topic in Suggestions
"- The M134 is unnecessary and the only real places you'd find them would be on helicopters (Which I don't think they should do) and on wrecks (in which case they wouldn't work without power)." Very true, but imagine if you could mount it to a fortified location and power it with a gas generator... I generally don't care for the ridiculous amount of military weapons you would find in the mod, but it a military helicopter did crash it is conceivable a player could salvage the gun, mount, and ammo off the wreckage.