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Evil Minion

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Everything posted by Evil Minion

  1. Evil Minion

    Clothing Ideas

    Some ideas I had or found around here. Incorporates some of my suggestions/ideas about game mechanics and is not limited to single pieces of clothing. But instead of making yet another topic here it is: Clothing properties Besides adding inventory space and different appearance (that translates into identification and camouflage) cloth should have some additional properties: - weight (more weight -> less speed or higher stamina cost) - fire resistance - protection (against cold, reduces temperature loss but also increases temperature gain) - soaking (the amount of water clothes can soak up increasing their weight and ithe time to become dry) - swimming (not wearing topwear, trousers etc. should give you a bonus depending on underwear,...) - resistance (against attacks, making the wearer more durable) - access speed (access to clothing that is worn under other clothing should be much slower) In general short clothes should provide less protection (can be good if its hot though) and resistance but soak up less water, make you swim more effectively (stamina drain, speed etc.) and weight less. Usually they should also have less storage space. Wearing multiple layers of clothing should increase the benefits (like more storage space and protection) but also the downsides (like high weight and making you sweat) as well as redcing the access speed to the lower layers. Modification: Make it possible to modify or even craft clothing. Shirts, Skirts and Trousers might be shortened to decrease their weight at the cost of less protection. Slit long skirts or even jackets to increase access speed for clothing that is worn under them - also at the cost of some protection. Female Only Clothes: Those can come in different shapes (mostly dresses) and are supposed to make up for the customization disadvantage female characters got for not being able to grow a beard. If a male character tries to put them on he will receive a message that the clothes do not fit. However, most clothing (even skirts) should be wearable for both sexes, especially the higher utility versions. Underwear: Underwear can only be exchanged, never completely taken off (for censorship reasons :P ). Its specific to a certain gender (e.g. bikinis only for females, shorts only for males) and is far less common than other clothes. Cannot be used for anything else. Long Underwear: (long undershirt+underpants/bodysuits) - good protection against cold - takes very long to become dry - almost no bonus to swimming - quite rare Modest Underwear: (short undershirt+underpants/bodysuits) - some protection against cold - takes some time to become dry - minor bonus to swimming - can be spawned with Short Underwear: (boxer shirts, briefs, bra+panties etc.) - minor protection against cold - takes a short time to become dry - some bonus to swimming - can be spawed with Swimwear: (swim briefs, trunks, bikini, tankini) - no protection against cold - becomes dry swiftly - good bonus to swimming - common at coastal areas, rare elsewhere Swimsuits: (competitive) - no protection against cold - takes a short time to become dry - very good bonus to swimming - rare, almost exclusively at coastal areas More varienty for existing clothes: - Sleeveless Shirts/Tops (like T-Shirts with less protection) - Short Pants (less protection and storage but often lighter) - Leggins/Tights (pants without storage that can be torn into rags) - Business Suits - Sportswear - Civilian Vests (Warning Vests etc.) - fur/hide topwear A better differentiation of topwear by providing a shirt, a vest and a jacket slot or at least a shirt and a vest/jacket slot. Of course if you are wearing a jacket above your shirt accessing the shirts inventory would be much slower. "Hip"-Slot: Can be worn above pants but only one at a time. Skirts are mainly cosmetic and fairly common while belts are more rare but usually offer more practical value. Skirts: - protection slightly worse than pants of equal length - low if any storage space - some (especially longer versions) might be torn into rags or shortened/slitted (use bladed tools) - longer versions might increase time to access items stored in trousers (not if slitted) - some might hinder movement if not shortened/slitted - can be made from fur/leather Belts: - no protection - might come with some specific storage place (e.g. small melee weapons/tools only) - attachable items (magazine pouches, pistol holster etc.) "Neck"-Slot: You can wear items around your neck for quick access or just for show. Most need some kind of strap. Multi-slot Clothing: There clothes occupy more than one slot but might come with increased utility or decreased weight to compensate for lower flexibility and (usually) less inventory space. Overalls: - uses T-Shirt and Pants slots - high utility (working clothes, protective clothing) - low utility (sleeping, sports, fashionable overalls) Wetsuits/Dry suits - uses T-Shirt and Pants slots - no storage capacity - allows for longer and more effective swimming - Wetsuits provide protection against cold but not wetness (combine with swimwear) - Dry suits provide protection against cold and wetness (only wearer and underwear) - both become dry fairly quickly Dresses: - uses "Hip" and T-Shirt slots - usually low utility and female only - usually can be torn into rags - might be able to be shortened/slitted - usually lightweight Ghillie Suits: - uses Vest/Jacket and "Hip" slot - highly camouflaged if built from the right material - high protection against cold (but also heats you up quickly) - flammable - quite heavy All clothes should fall into three main categories: - military/working clothes (high utility, quite rare) - civilian clothes (the kind people would usually wear in public, common) - costumes (rare, just for fun) In general I think there should be no or only very few "fanservice" clothes - the kind you are wearing mainly/exclusively for getting the attention of the opposite sex. Simply because 99% of the opposite sex is zombified and you really don't want their attention at all. Also this kind of clothing is usually less than practical and thus uncommon even in real life. In the end clothes should not only provide plenty of cosmetic options but also some practical ones (e.g. long underwear allows for traveling light while still keeping warm but combined with other long clothes you might overheat or stay wet for a very long time).
  2. Evil Minion

    Saw this floating around. Yes please!

    I don't want a clean zombie apocalypse and I do not approve of censorship but my country will ban the game if its too gory (even though they say its about violence its about the gore as bloodless carnage is allowed). And I want to be able to play the game. Thats up to you. If you are everyone is. If you are not everyone but you is.
  3. Evil Minion

    Saw this floating around. Yes please!

    It would not be that much of an issue if there wasn't the censorship in certain countries. Especially because it is a steam game which means the game will be completely unavailable in these countries. And adding a censored version would either put those players at a disadvantage (you see a body on the ground and have no idea how it happened while another player can see the blood and knows) or make the game absolutely unimmersive (instead of blood you got flowers and toys all over the place). Might be stuff for a mod though. Same with nuditity.
  4. Evil Minion

    Fixing the wall hacking in military buildings

    It is a major issue and should be addressed as soon as possible. However, the fact that it is a widespread bug in many video games shows that its nontrivial to fix.
  5. Evil Minion

    FRIEND/FOE IDENTIFCATION

    And what if I want to play a cute little psycho girl? Or a grim and hardened hero? Ted Bundy for example did not look very rough and hardened. Your face should identify you and not your actions. Mostly at least: Getting hurt might result in scars, so someone who got into lots of fights might end up with lots of them. Maybe make medical treatment done by other players or with advanced equipment (that would be impractical to carry around for bandits) result in no or smaller scars.
  6. Evil Minion

    FRIEND/FOE IDENTIFCATION

    There is no friend/foe differentiation in DayZ and thats why friend/foe identification doesn't make any sense at all. Player identification on the other side does. I would like to see much more variety in character creation so you can use ones face to recognise him/her (and maybe even the body to some extend). Also a greater variety of civilian clothes (also military clothes but those are mainly for camouflage and not for identity) might help. It would make much more sense to agree on some ingame clothing or hairstyle (if it was to be implemented) to identify buddies rather than having some artificial and unrealistic system. Maybe add the ability to craft badges ingame and add them to your clothing so teams can have some additional information. However, in the end it should come down to your face (clothing can be stolen from people) - which also makes wearing a mask much more interesting.
  7. Evil Minion

    Split clothes into sections.

    This topic here is basically the same idea. And this one is about different access speed. I am not really sure how item destruction works right now but making it pocket-wise is probably a good idea (otherwise you would destroy everything or have to track the items location inside the inventory in terms of ballistics).
  8. Evil Minion

    More meaningful aesthetics for your starter character

    I made a quite detailed topic not long ago. Just click the link in my signature.
  9. Evil Minion

    Remove 'sniper' rifles?

    No, just add more survival elements and make zombies an actual threat so people have something else to do than sitting around waiting for victims to shoot. With more different gameplay options less players will go for this playstyle. And the occasional psycho sniper spices things up. The post-apocalypse-world would be pretty boring without proper bad guys.
  10. Evil Minion

    after death run back to storage ?

    Just make it possible to fully interact with other players storage devices. You should be able to loot other peoples tents or even outright steal them. So storage containers are just that - storage containers. If you find one you are lucky if someone finds yours you are unlucky - life is hard. And if a bambi runs straight out of town after spawning just follow him to his hideout, put a bullet between his eyes and take all the delicious stuff.
  11. Evil Minion

    Easter Eggs? Aliens? Mysteries? [Official]

    I like how your survivor says "I am extremely hungry" while looking at those cows. :D
  12. Evil Minion

    Fighting gamma exploit, tripping?

    I think many people would consider (random) tripping in a video game an absolute no-go. And it does not solve the issue (people manipulating game options for better vision) but rather makes the effcts very strange: You can see that camouflaged guy sitting there 500m away from you but not that stone right in front of you? Tripping might work if its a purely deterministic mechanic that directly originates in a players action: Lets say you are running around (W+W) and run into an obstacle without jumping. Upon collision you either take damage (that might knock you out) if the obstacle is something big and hard like a tree (something you can't jump over in the first place) or you trip and get knocked down also taking some damage in the process (if you could have jumped over it). This would require jumping to be revised as in the current implementation you would kiss the ground a little bit too often. As for nighttime: Make darkness substantial. Make it work like fog that blurs vision and reduces the sight range. Then a gamma increase would only result in having ugly dark blue/grey fog all around you instead of darkness.
  13. Evil Minion

    Items draw speed

    I like the idea. It could be beautifully combined with the pocket system by making the access speed depend on the pocket. This way the backback becomes more of a storing and carrying device as access is pretty long while vests would serve as limited quick access inventory. You can even combine it with the reloading system by making quick reload (via reload button) only work on quick access pockets. So if you have your bullets elsewhere you have to search for them inside your backpack as usual.
  14. Evil Minion

    Fleeing birds

    While I like the idea and agree with it I would also like to point out that even a newbie like me is aware that this suggestion is already existent in an already existent topic (I probably also discussed in much more detail).
  15. Evil Minion

    dress to impress

    In general civilian gear (dress-to-impress) looks more trustworthy while military gear (camo) is suspicious. And if someone has a green ballistic helmet he is most likely a bandit.
  16. Evil Minion

    Better reloading

    Another concept: You can select some slots (up to a maximum of 4-6) as quick-access as long as they belong to your pants, shirt or vest (stuff you can reach relatively quickly). If pressing R you will only see your quick access slots and can select which magazine/bullet type you want to use (simple click should be enough). This way the character window won't block your whole screen and you gain some flexibility while keeping the "reach into your pockets" style.
  17. Evil Minion

    Carrying 2 rifles in DayZ

    You should not be able to carry multiple rifles without drawbacks. You have one for free already (glued to your back with no additional gear needed) and the same goes for melee weapons (also glued to your back with no additional gear needed). One can argue even this is too much and should require something like a gun sling for example. As backup/storable weapons we got smaller melee weapons, pistols and sawn-off shotguns and those take up inventory space. I can see the potential for a specialized backpack (or something that replaces your backpack) that can hold another rifle but it should come at a price (slow access*, not much other storage space, slows you down significantly). *You need to put it into your hands and drop the rifle to the ground, then put away the bag and pick up the rifle. This way we got a rifle transportation tool without carrying a second battle-ready rifle as additional weapon.
  18. Evil Minion

    Loot placement overhaul?

    No, you should find loot at places where its believable to find it. You should not stumble over military loot in a small remote village without a good reason. If you really want such gear take the risk to go to those bases. Earn it instead of just getting lucky (also way more fun).
  19. Evil Minion

    Military bases have wayy to much loot

    The whole map has way too much loot. BUT: Its alpha and the game version is primarily for testing so it makes sense to provide plenty of opportunities by having loot more common as it should be in the final version (just look how many binoculars, sickles and crossbows you can find).
  20. Evil Minion

    Let perma death be perma death

    No, because all it does is requiring the first looter to remove everything from the body. You can do this for your dead mate and its the same as before. Also its anti-realism and disallowes for third party looting - something I would like to keep - and various other options you should have in a realistic game about survival.However, I like the idea of death being punished harder. Right now you can spawn at the cost with no real reason to fear death. Because when you die you will spawn at the coast with the same equipment again. Cue "suiciding until you get your favorite spawn" and "fist on sight bambi bandits". Maybe its enough to gradually increase respawn time both the base value and also if you die in quick succession. Lets say 10-15 min base. Seems long but in general people should manage to find something they could do in the meantime. Here I would add some confirmation feature: instead of instantly spawning when the counter reaches zero you have to press a button to confirm but spawn instantly after this. A more realistic ingame feature: Make zombies and scavengers interact with dead corpses by eating their flesh, damaging the equipment while doing so. By the time you finally made it mak to your stuff most of it will be ruined. Obviously this has the same flaws than one-time looting but is much more believeable and comes with less downsides.
  21. Evil Minion

    Complete change of the weapons Accesory system

    I liked the system in Red Orchestra and I like this suggestion for DayZ too. I think it would drastically improve the experience and provide some more realistic effects for the currently more questionable attachments (buttstocks and handguards). Might not be enough to discard weapon based dispersion entirely (as barrel length etc. is a factor too - careful aim should still not allow you to snipe people with a pistol over 500m) but might help to reduce it drastically.
  22. Evil Minion

    Better reloading

    Which is equivalent to the current system when you know where your bullets are. If you have to search your inventory on the other side its not that situation. It would be the "somewhere in my backback I got some bullets" situation. Don't tell me you can reload swiftly under this circumstances. So your main criticism is actually more about the inventory screen blocking too much vision.
  23. While I would like to see the combat mainly skill (judging your environment like wind, weather and distance) and planning (good equipment, player condition) based there should be some random elements as well: (1) Dispersion depending on - weapon condition - ammo condition - weapon type Every weapon type should have a base dispersion that translates into effective range - high for pistols and very low for long rifles. (2) Bias This should be a one-time effect: Instead of shooting exactly straight every weapon will come with some random bias (fixed for this single weapon). This effect should be small but noticable over longer distances so you have to get used to your weapon before you can snipe people. The maximum bias should depend on the weapon type. (3) Recoil I think there should be a small random element in recoil as well to avoid complete negation during full-auto fire. Overall if you and your equipment are in prime condition, you know your weapon, you judge your situation perfectly and your target is within your effective weapon range you should hit it. However, if one of those conditions is not fullfilled you might end up missing.
  24. Evil Minion

    Is the attachment system bad for variety ?

    In general these attachments aren't bad for variety. Especially sights, bipod, silencer or different magazines (though I hate the 60 bullet magazine as in reality there are just two 30 shot magaizines attached to each other - you still need to reload after 30 shots). It would be silly to have different weapons just for those features that are otherwise identical. Buttstocks and handguards are a little bit different because of the attributes they modify. Still different weapons should have much more different properties than weapons with attachments. Different weapons should provide a wider variety while attachments are more for fine-tuning. Ultimately the M4 (as a carbine) will probably end up as the "Jack of all Trades" choice: more difficult to handle than SMGs, less accurate or damaging than full scale rifles but without significant weaknesses, using an ammo type that is quite common (though less common than pistol, shotgun or low caliber) and having lots of attachments to choose from.
  25. Evil Minion

    Your first kill

    I did not kill anyone yet as I somehow managed to meet very few players (other than friends of mine) and the ones I met were alone, friendly and had low gear. I shot at one who killed one of my friends but he died by falling from a building so that one doesn't count.
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