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tacticaljim

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Everything posted by tacticaljim

  1. tacticaljim

    No more out of bounds, camo netting instead?

    I agree, PR mod has some pretty good ones
  2. tacticaljim

    Tunnel network

    Yeah, currently its very difficult to do tunnels i'm arma 2. I think arma 3 has it figured out though. And i'm pretty certain that DayZ will be on that cash cow train.
  3. SD ammo on non silenced weapons will not agro zeds but other players can still hear it. Not sure how long this will last though.
  4. I disagree with your proposal but do think that mechanics should be introduced that simulate the real world consequences and effects caused by murder. See my post posts for my proposals if interested.
  5. tacticaljim

    TrackIR and DAYZ

    I can't play without my track ir....infantry mode, flying, whatever...all so much moor immerse.
  6. No incentive to brave the night...there has to be an incentive
  7. tacticaljim

    Do you ever feel guilty for shooting on site?

    Ill say it again...people will not act friendlyor group up under most circumstances unless via TS or with a REWARD.
  8. tacticaljim

    goodbye side chat...i shall miss thee...

    None of you seem to get this games premise. I hope that when the zombie does happen we all sprout magical telekinesis do that everyone on earth can magically communicate while dodging the undead but I just don't think its in the cards.
  9. tacticaljim

    direct comms suck

    dont get seen so easily...I love direct comms....can't wait till there are grouping functions, equipable radios, and long range fixed radios (hope)
  10. tacticaljim

    goodbye side chat...i shall miss thee...

    SIDE CHAT should only be accessible by a repairable CB radio that can be found in game at sites such as radio towers, broken down trucks, found vehicles, etc... GROUP CHAT should only be accessible by a new grouping function and by having a equipable walkie talkie that can be found by looting. ALL other chat should take place in the direct channel. I love side chat, but it detracts from the feel of the game. Make it part of the environment (such as broadcast radios/CB radios) and I'm down but running around with magical telekinesis that allows you to magically talk and type to everyone on the map...nah...this aint WOW.
  11. Simple fact is that you cannot just simulate the survival side without simulating a bit of the human side. People lose their humanity when they play video games (gta anyone?)...you must simulate the urge to group in such a situation along with the urge to solo. Reinforce those urges with positive and negatives and the game will flourish....ignore them and the game will be a simple hunter gatherer fps. Provide avenues of communication. Tradeable walkie talkies that when traded between players automatically group them. Provide cb broadcast radios both equipable and stationary for general broadcasting perhaps making them repairable. Group play already has incentives for loot and survival. Enhance them alittle by increasing areas of high zed counts that can pretty much only be accessed by groups...add loot that is highly prized (forts for the groups, custom uniforms, bestest guns, etc.) There is also already natural incentives to bandit...stealing peoples shit. But where are the disadvatages? People , minus sociopaths, show ptsd and worn looks from killing over and over again innocents. Others see this and would be wary to team up with these types of persons...so make it where
  12. tacticaljim

    simulator? then simulate

    i disagree racecar...you automatically lose some humanity when you start playing a game (when you play grand theft auto for instance...90 percent of the time...especially after you have beaten the game...you end up on going on rampages and farking stuff up...its fun...but not sustainable). You have no real life to lose in a sense...you have no real friends to lose...you have no heaven...you have no hell... Some simulation must be added to push people towards these things...and unfortunately, unless you are playing on a server which requires people to role play (which are few and far between) you will not see this on a regular basis. I understand that groups are forming...but for the most part they are forming out of game, in programs such as teamspeak. This is great for the persons in the group but overall detracts from the gameplay. A group on teamspeak has no incentive to reach out to strangers in game. Whats the point? I can call up my buds on TS and look at an offline map and have them meet up with me anywhere on the map.
  13. tacticaljim

    Some yummy suggestions

    I know that some of these have been proposed already, but give me your thoughts none the less... 1: Toolbelt equipable walkie talkies that, when traded with another player, automatically group you and that player into the VON group chat. You can add others to your walkie talkie network so that your group can grow. 2: CB Radios: fixed locations and/or fixable/deployable asset. Gives access to the SIDE channel allowing you to send/receive on it. Extremely valuable...could even add in speakers into the gameworld so that when people turn on a recieve only radio inside an apartment they can hear persons voices on direct channel in VON. 4: Grouping: provide incentives to grouping by making highly valuable items pretty much out of reach to lone wolf players (still possible but very very very hard). 5: Banditry: Kill too many innocents (players that don't also kill too many innocents) and your humanity falls. This creates worn looks in the face (requiring face to face encounters with people to even notice) and other indicators that you guys can think of. Nothing over the top but just enough to throw a hint out. 6: Psychopath: Becoming a damn good bandit should have rewards too...when people are very good killers they lose the human reaction (worn face etc. from 5) and become very calm. They are zed and pvp killing machines due to being very calm (no panic response) These persons have the lowest of the low humanity.... Psychopaths loose the ability to trade walkie talkies and there for, the best of group play...because honestly, who wants to group up with a psycho?
  14. tacticaljim

    Some yummy suggestions

    4 (or 3 lol): You can still get the stuff if you are that good...but honestly...if zombie appoc happens are you going to sneak into a zombie populated military base all on your own to get a m16 acog? Also suggest getting rid of the random bad ass gear found on deer stands...
  15. tacticaljim

    simulator? then simulate

    Dove, Thanks for the reply but I think you read into it alittle too much. I am simply proposing the following: 1: Toolbelt equipable walkie talkies that, when traded with another player, automatically group you and that player into the VON group chat. You can add others to your walkie talkie network so that your group can grow. 2: CB Radios: fixed locations and/or fixable/deployable asset. Gives access to the SIDE channel allowing you to send/receive on it. Extremely valuable...could even add in speakers into the gameworld so that when people turn on a recieve only radio inside an apartment they can hear persons voices on direct channel in VON. 4: Grouping: provide incentives to grouping by making highly valuable items pretty much out of reach to lone wolf players (still possible but very very very hard). 5: Banditry: Kill too many innocents (players that don't also kill too many innocents) and your humanity falls. This creates worn looks in the face (requiring face to face encounters with people to even notice) and other indicators that you guys can think of. Nothing over the top but just enough to throw a hint out. 6: Psychopath: Becoming a damn good bandit should have rewards too...when people are very good killers they lose the human reaction (worn face etc. from 5) and become very calm. They are zed and pvp killing machines due to being very calm (no panic response) These persons have the lowest of the low humanity.... Psychopaths loose the ability to trade walkie talkies and there for, the best of group play...because honestly, who wants to group up with a psycho?
  16. tacticaljim

    simulator? then simulate

    Thanks for the input
  17. tacticaljim

    simulator? then simulate

    Cont.... Where people can sense the waryness. But add a feature where the bandit becomes a psychopath...void of emotion and oddly calm...and unable to group with anyone Sorry, tapatalk no work with dayz forum...cell phone
  18. tacticaljim

    What Would You Like to Start With?

    Since there is no melee..a pistol. If melee is developed, fists. Options to loot axes, metal poles, etc for melee but can only kill a zed with head hits. Must take out the brains.
  19. How bout a reward for the bandit that wants to be superbad! Ie: survive with very very low humanity and no one offs you...you jump over the hump and become a physcopath...oddly calm and devoid of emotion. Killing doesnt make you a bandit, killing innocence does
  20. tacticaljim

    The cure for Banditry

    Social aspects need to be added into the game. People survive better as a group (overall). Right now are there positives to lone wolfing? Yes...these include being able to control your environment so someone else doesn't get you killed. Are there positives to banditry? Hell yeah, I kill you and take your shit Positives to bring in group now? Socialization and organized looting... where are the negatives? How bout: Lone wolfs: significantly lower chances you will find medium and high end loot. Bandits: innocence system. New players spawn in with medium innocence longer you go without killing players with higher or equal innocence to yours the better off you are. Loot (reward) is easier to find. Kill indiscriminately and your innocence drops causing you to become worn in the face and causing you to rely more heavily on killing players in order to servive...just so happens that in order to be successful youll have to kill players in groups if you want any worthy loot. Then add a grouping function. I meet a player in game, friend him and trade walkie talkies to enable communication (group von).
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