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Everything posted by BeefBacon
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Tie Bandanas around arms for easy team spotting
BeefBacon replied to slipperyminx's topic in Suggestions
I think you've missed the point. Communication with radios isn't the issue, the problem is that it can be very difficult to tell players apart visually. It's true that most people would probably choose the colours you mentioned, but if you're wearing black and they're wearing red, you know they're not on your team. Large groups don't run into each other very often, as far as I'm aware. At least not in close quarters. Even if they did, the odds of them having the same coloured arm bands aren't that high. I, personally, would probably go for a brighter colour like red, yellow or blue rather than black or green. What's the point in identifiers if you can't even see them? Beans -
Just add every weapon from the STALKER games, bar the gauss rifle. Would work for me.
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So I'm sure I'm not alone in considering the low blood desaturation effect to be obnoxious. I hate that being injured causes me to lose my vision permanently or until I can find a way to get healed. I usually play alone so healing can be a real challenge, so if I get injured I'll usually spend the rest of my game seeing a re-imagining of DayZ in 1920. When I die I'm relieved rather than annoyed because I can see colour again. Basically I hate it when games have an obnoxious "you're low on health" effect, constantly telling you "you're low on health. You're low on health. Hey, you know your health? It's low." Now I get why it's in place and I can respect that, but I think it needs to be less annoying, so I propose this: Instead of losing colour, a vignette (a shadow around the edge of the screen) becomes darker and darker. The vignette serves as a indication of your health, but it doesn't massively obscure your vision. Once your health or blood or whatever gets below a certain point, say, 25%, then you start to lose colour. This means that when you start to lose colour you really, really need to fix yourself. So in summary, instead of losing colour from 100% to 0% blood, you only lose colour from 25% to 0% blood, and a different - less intrusive - visual indication as to your physical wellbeing is given for the first 75% blood. I'll grant that this may still be annoying, and it'll be just as intrusive when you're near death, but at least you won't be seeing things washed out when you're pretty much fine.
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Who uses in-game maps? I just keep one open in my browser.
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But I feel as though bandits would just shoot sleeping people, rather than fucking with them.
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Visual and auditory wind effect ideas. + first shot accuracy made authentic when weather effects for bullets added? plz?
BeefBacon replied to franzuu's topic in Suggestions
I'm amazed nobody has commented on this. Ah well. I like it. Some of it would probably be way, way too taxing on systems, but there are definitely a few really good ideas. Some more movement in the world would really liven things up. I'd especially like to see leaves coming off of trees and maybe the odd bit of paper or a rubbish bag floating around in towns. -
Why is it that almost every thread I see on this topic is horribly thought out? How would this work across servers? On a private hive I can -almost- see this working. It'd be terrible but it'd make some small modicum of sense. How long does the bed stay? If I don't play for two days does that mean my character is asleep for two days? Does that mean that if in those two days somebody stumbles across me I'm basically fucked? In regards to having a longer log out timer - no. I once had a zombie chase me half way across the map. A 5 - 10 minute logout timer would ensure that said zombie would easily be able to catch up with me. What if I log out in the upper floor of a building or the the middle of a forest and 5 minutes later somebody else finds me? What if my internet cuts out? What if I'm kicked? 30 seconds I can deal with, but 5 -10 minutes is moronic. Think before you post.
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I can attest, from personal experience, that people without military training can peek over and around things of different heights. Beans.
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Chuck Norris is an awful human being. Also this idea has been suggested before and I quite like it. I think it'd only be viable with a faster day/night cycle, however. Would be pretty weird to go from baby face to Brian Blessed in an afternoon.
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If anything most loot shouldn't be pristine. Don't think I've ever found a damaged gun. Cleaning kits should only be able to improve the weapon condition to worn. Finding a pristine weapon should be seriously rare, but bring great advantages along with it.
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They need to bring back the zombie kill scoreboard and time survived message
BeefBacon replied to pjano's topic in Suggestions
No stats while you're alive. However, I'd like to see things like how long your character survived/ zombies you killed/ distance travelled/ etc. When you die it feels pointless to have been playing at all. You just start again. Having a couple of stats would at least make you go "okay, I'm going to try and beat my record". -
So this is an issue that is prevalent through a lot of videogames, and that is that it's not always clear which doors can be opened. If I go into a house, the doors that can be opened and the ones that exist as decoration look the same. So I propose that all doors that cannot be opened have something that clearly shows it - something like a load of wooden boards as though somebody tried to block the door from the outside, or a big padlock. Anything that indicates that the door cannot be opened. I'm tired of staring at doors and rolling the mouse wheel, not knowing if I'm not getting the option to open a door because of lag, or because I'm not looking at the door properly or if it's just because the door isn't real. Of course what I'd really like to see is all buildings being fully explorable, but I don't know how viable that'd be in terms of performance and the time it'd take to model the interiors of, like, 60 different building models.
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Enable Steam Workshop ( Players develop alongside developers )
BeefBacon replied to looplijuh's topic in Suggestions
I feel as though that at this stage this would cause a lot of problems. When the game engine is stable, hopefully in beta, then definitely. For now it seems that there are really big changes happening to the engine on a weekly basis, plus there are no private hives. So until private hives are available and the core game is stable I doubt we'll be seeing any workshop integration, though I'd love to see custom content; especially new buildings and weapons. -
Indication of which doors can and cannot be opened.
BeefBacon replied to BeefBacon's topic in Suggestions
How about you don't treat people like they're idiots? Be nice and we'll be fine and dandy. And my thought process is this... 1) Does the current situation affect my immersion/gameplay? - YES, to an extent 2) Does the proposed solution affect my immersion/gameplay? - YES, because it improves immersion by giving an in-game reason as to why you can't access a room 3) is there a better alternative? - YES, but it may not be viable. We've covered this. -
Sitting down after resting is something I already do, but I'm not sure if it actually has any impact on the game. I just stop when my character starts wheezing. As for sleep - no. Sitting down for a couple of minutes after an hour-long run is enough.
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Indication of which doors can and cannot be opened.
BeefBacon replied to BeefBacon's topic in Suggestions
You're getting very defensive. I suppose you're an advocate for invisible walls as well? My immersion is 'ruined' when there's a door that can't be opened when it clearly should be openable one way or another. I said a wooden one. No, if there's a gun model then I expect to be able to pick it up and use it. If I'm being hunted by bandits I'm not going to ignore a weapon because it's an essential part of the feng shui. That's part of the original post. I covered it, but I wasn't sure if it was a viable option due to the performance issues and the extra interior modelling work it would require. I agree, but the engine is clunky as hell. I've already covered this by saying that sometimes lag or just looking on the wrong spot on the door can lead you to believe that the door cannot be opened. Maybe that's explainable in-game by saying your character just had a stroke, but I don't see that as okay. Having all doors openable and random on restart is a suggestion I've considered making in the past, but I realised that it could cause issues if someone were to, say, spawn inside a locked room. It's definitely an area that warrants discussion. Don't be a bitch. I understand the point you're arguing from, and to a point I even agree with it - but in my opinion the current state of the game warrants a clearer indication of which areas you can access and which ones you can't. If, in the future, all doors could be opened I'd welcome that with open arms. I made this suggestion as a compromise. -
Indication of which doors can and cannot be opened.
BeefBacon replied to BeefBacon's topic in Suggestions
I've got a good idea of which doors can be opened. Generally speaking I know which doors to ignore, but sometimes they catch me out, especially in buildings I don't usually visit. And it's not necessarily just to my benefit, but for those who are newer to the game. Plus people like to know clearly what areas they can and cannot enter. It's good game design to clearly distinguish between facades and areas of the level that you can actually interact with. Would you be happy if there was, say, a rifle in a gun case that you couldn't pick up that was indistinguishable from guns that you can actually use? How about a supermarket shelf with decorative tins of food? Also, this is the zombie apocalypse. If I have a fireaxe and I come across a locked wooden door what do you think I'm going to do? If a door is boarded up or, as Steak and Potatoes suggested, a door has a big red X on it, I'll at least have a logical reason not to try and open it. -
That's too severe. I posted a list of things I'd like to see with the mortar a couple of pages back. Might have to find it. The mortar should replace either the primary weapon slot or the backpack slot. I'd be up for the weapon slot being replaced. Mortar shells should be 3x1 (minumum) and unstackable, so the mortar operator can carry a bunch of shells but not a primary weapon, meaning that he'll need a friend to protect him. -The range should be no longer than 2km -accuracy should be appalling -no aiming computer. If you want any modicum of accuracy you'll need to do the maths -low spawn rate -mortar shells should have other applications such as IEDs or makeshift grenades. -Mortar should replace the backpack/primary weapon slot I don't think mortars would be immersion-breaking at all. If two clans clashed I think it'd be pretty neat to have a long-range weapon designed to force players out of their foxholes. It'd create a squad dynamic beyond snipers and slightly shorter range snipers. It'd be a weapon that'd be invaluable in the hands of a clan with a skilled mortar team, but useless in the hands of some kid that wants to blow shit up. You can argue that it could be used to bomb spawn areas, but given the incredible rarity of the shells they'd be better put to use either shelling actual threats, or not even used with the mortar at all. Plus it'd require the use of a spotter of some sort, who'd also have to know what he's doing. If he's killed before the mortar can zero in then the mortar becomes almost useless. If the mortar is too cumbersome, people won't ever use it so why implement it?
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Indication of which doors can and cannot be opened.
BeefBacon replied to BeefBacon's topic in Suggestions
On some doors, yes. There are several doors that cannot be opened that still have the doorknobs modeled. There are also doors that can be opened that don't have doorknobs. It's inconsistent. Other times you get a notification to open a door that is on the floor below. -
Chernarus needs a theatre building + other building ideas.
BeefBacon replied to franzuu's topic in Suggestions
Theater is a good idea. Don't remove the Payday masks, just make it so they can only ever spawn in the theater. A while back I considered suggesting the implementation of a museum for the purpose of spawning certain weapons. I figured that since Chernarus has castles, why not have museums that store the contents of those castles? Going to a museum and picking up a longsword or even some chainmail (massively heavy and only protecting against melee and arrows, also very rare) would be pretty fucking cool. -
Remove Reloading from "F" and scroll wheel
BeefBacon replied to MagneticToast's topic in Suggestions
Yeah, I have this problem all the time. It's very irritating. -
If the weapon is ruined it won't fire.
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There's a difference between actual badass and internet badass. Learn it. I wasn't aware that cities were being made larger. If that's true then I'm all for that. Personally I'd like to see the whole map made larger. I get the impression that the world is going to get a whole lot smaller once cars are implemented.
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Your knickers. I think they may be in a twist. To some degree I can understand what you're saying, but things like Samurai swords just don't fit into the game's setting. Having any and all guns, again, would be nice but wouldn't fit into the setting. "Chernarus isn't real" I noticed you whined wrote several times.You're right, but the devs and most of the community want to keep the setting relatively intact, even if it's fictional. AS50s and lasers are fun, but they don't fit. The nuclear plant is different. Again, it doesn't fit into the setting since Chernarus is supposed to be mostly farms and a few small towns. It wouldn't have the capacity to support a nuclear plant, nor would it need the huge amount of power it'd generate. Having said that, apparently the farmers of Chernarus are plagued by crime since a massive prison is going to be implemented, so perhaps arguments like this don't really work. But in any case, screaming and crying like a little whining child isn't going to solve anything.