Jump to content

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

agentstaple

Members
  • Content Count

    98
  • Joined

  • Last visited

Everything posted by agentstaple

  1. agentstaple

    In-Game Screen Recorder to report ScriptKiddies

    I would like that, but it depends on whether it's even possible, how much work it'll take and such. Edit: I fully support it though if it is possible. My self, I think when killed by someone you should be given a "serial code", this code can be used to report the player for hacking. The same serial would never be given out twice, if the same person killed you, you would get a different code so you can't use it to identify players in any way. But Mods/ban staff can :) So a report would sound like - ------------- Player serial - ghaf194323 Report - My character automatically dropped all weapons and then someone TP'd in front of me and shot me in the face. ------------- The staff could then cross reference the serial for any suspicious activity or other reports.
  2. agentstaple

    Jumping Server Cheating and Spawning Characters

    What about server groups! You would get one character per group and each group would have no more than 5 servers in it. When you think that rocket said he wants 150 player servers, that's 750 players per group. So nearly all the people you meet will be new but there is also a strong chance that you will meet people you've met before. Making trade and working together much more likely. That eliminates or partially deals with 1, 3, 4, 5, 6, and 7. I'm not sure what you mean by 2, could you rephrase it? on a seperate note, because server groups would help this too. night day cycles should be shorter, no longer than 8/8 and no shorter than 2/2 (the night day cycles are like that in some takistan life servers and it works very well). Different server groups could have different day/night cycles but every server in a group would have the same time!
  3. agentstaple

    Odometer

    Cars should just plain deteriorate over time without care. This should happen even if the car is being used. Cars should rust over time unless waxed (or something like that). Engine parts should wear out if not oiled regularly. Tyres should have a very small chance to burst. Lots of things like this should happen to cars making them harder to maintain So there is no point in having 5 of them. And once they reach a certain state of disrepair they should despawn or become a seperate unrepairable entity. (but that would only work if cars where implemented like my vehicle suggestion - http://forums.dayzgame.com/index.php?/topic/212383-unrepairable-vehicles-to-spawn-salvagable-loot/) That unrepairable vehicle would stay there for a few more days before despawning.
  4. agentstaple

    Suggest an Item Thread!

    I actually really like that idea, We could find junkies stashes from the pre apocalypse and use it in place of morphine (they're basically the same, heroin is a bit stronger).
  5. agentstaple

    The Horror element of the game

    I completely agree with this, there needs to be more "story" in the world. Here is something I posted in a thread I made about looting car parts, it was about how car parts would spawn while keeping the amount of useable vehicles down. But this part of it is relevant. -------------- Non drivable vehicles would be more common, much more common 50-100 per server but they would be in such a state that they could never be repaired. Some of the conditions these vehicles would be found in are - Completely totaled on a building or into a tree at the side of a road - anywhere Burnt - anywhere Shot up by military - near military bases Full of dead zombies and rotting flesh - mostly in cities Rusting to pieces - near the coast or in the woods -------------- I was stuck between them spawning in different locations like choppers do or them being in the same place and X% of them spawning loot on restart. I was unsure because if they moved every restart it would seem strange. Though thinking about it, some of them could be static and some of them could move! The crashed cars for example, it's possible that they only crashed yesterday meaning that they could be random spawn while others, like the burnt cars and ones full of dead zombies/people would always be in the same place. I was thinking that these cars would show story, find a car that crashed into a tree? there should be a dead person in the drivers seat and maybe some valuable loot in the boot. Find a car full of dead people/zombies, there should be valuable loot but you would need to disinfect or take on a high risk of infection. Top notch post Xbow!
  6. agentstaple

    Suggest an Item Thread!

    Tool boxes to make Caches with. I'll copy my comment from another post. Caches would require a toolbox, you could get different size boxes, ones large enough to fit rifles would be very rare and heavy (imagine a military foot locker, a little smaller than that) You would most likey need a vehicle to transport these long distances, smaller toolboxes would fit pistols (maybe a sawn off), food, ammo, a knife, a map, those kind of things (not much of it) and would be rare. You would bury a toolbox in the ground and leave some form of marking or maybe you could even mark your map where they are, once you've made the cache you could activate it and select "mark map" or something for that. Caches could be dug up and reused. These tool boxes would require a key to open. If you didn't have a key and wanted to open one you would destroy the tool box (and so the cache) in the process of opening it.
  7. agentstaple

    Implement a Moral stat?

    This is stupid, it's punishing people for not playing the way you want them too. I agree that KOS is out of hand but I don't think that punishing people for it is the way to go. There should be incentive *not* to kill everyone you see. What can they offer you, what can you gain from not killing them? A few examples of things that will help with this. ------------------------------- I was talking on reddit about salvagable parts from non drivable vehicles (I also made a thread about it here) the other day and someone pointed out that if they saw someone looting one of these cars for parts, they might think that they have a vehicle somewhere that they are trying to fix. Suddenly, there is hope of a vehicle, one of the rarest things in the game (this is assuming they would be. 10 per server, max). The goal isn't to shoot this guy and take his stuff anymore, it's to follow him and find out where it is or team up with him and help him fix it. ------------------------------- Caches/bases. If someone is looking pretty geared up and walking around in the forest or a small town, you may think that they have caches or a base nearby. And so the best thing to do isn't to shoot on site anymore, it's to follow them and find out where they're hiding their loot. Bases will also promote team work. I'll paste part of one of my comments from another thread to show what I mean. >I also think a detterant to smashing on a door with a sledgehammer will be zombies *and other players* (in the finished game, not as they are now) there should be more of them and they should have some way to respawn (or just a fuck tonne of them to begin with, 50 in a small town). So if you wanna smash that door down, you better have two or three guys ready to fend of the horde. and >If I'm making a house I am gonna make it so that a fresh spawn cant get in. The best way to raid a house would be with a squad. If you where doing it solo you would want to do it with lockpicks (which should be rare) and the risk would still be high cause if you get your leg caught in a bear trap your gonna be immobilized and probably scream and all the zombies in a 50m+ radius are gonna hear you. *to clarify, I suggested booby traps should be possible, for this reason* ------------------------------- I think there should be benefits and downfalls to each style of gameplay, but they should be real world consequences. Not emotions and things that effect stats.
  8. agentstaple

    Keys for barricades?

    I agree with karmaterror's idea on how bases should work. The only addition I would make are booby traps, these could be things like bear traps around the house, possibly even mines/tripmines. Or rigged guns attached to wires. I also think a detterant to smashing on a door with a sledgehammer will be zombies (in the finished game, not as they are now) there should be more of them and they should have some way to respawn (or just a fuck tonne of them to begin with, 50 in a small town). So if you wanna smash that door down, you better have two or three guys ready to fend of the horde. As for caches, Large cahces would require a toolbox, you could get different size boxes, ones large enough to fit rifles would be very rare and heavy (imagine a military foot locker, a little smaller than that) You would most likey need a vehicle to transport these long distances, smaller toolboxes would fit pistols (maybe a sawn off), food, ammo, a knife, a map, those kind of things (not much of it) and would be rare. You would bury a toolbox in the ground and leave some form of marking or maybe you could even mark your map where they are, once you've made the cache you could activate it and select "mark map" or something for that. Caches could be dug up and reused. These tool boxes would require a key to open. If you didn't have a key and wanted to open one you would destroy the tool box (and so the cache) in the process of opening it. So yes you would be able to get items straight away after death, but preparing for it would be very difficult and you wouldn't be able to save much stuff. (the amount you could save would be proportionate to the amount of time you stayed alive before, and you still wouldn't be able to store high end weapons like rifles unless you managed to get a large cache. And the more protection you put on your house the harder you make getting into it for yourself. If I'm making a house I am gonna make it so that a fresh spawn cant get in. The best way to raid a house would be with a squad. If you where doing it solo you would want to do it with lockpicks (which should be rare) and the risk would still be high cause if you get your leg caught in a bear trap your gonna be immobilized and probably scream and all the zombies in a 50m+ radius are gonna hear you.
  9. agentstaple

    Make more zombies but remove their ability to run.

    We don't need slow zombies. As other have already pointed out they wouldn't be scary or dangerous, they'd be easy to kill and escape. If anything we need more zombies. We just need them to be a lot less buggy. Which will happen in time. An interaction with even one zombie should be exactly like something from 28 days later. Not to hard to deal with but still dangerous and always to be taken seriously, more than one should be terrifying, at this point you should be panicking about how you're going to deal with them. Any more than three should be a really bad situation to be in. Near certain death if you're alone with no guns. The only thing I'd recommend is the ability to hide after breaking line of site, they should be instinctive but not completely stupid. If I run around a house and hide in a shed and 5 seconds later they all come around after me they should spread out looking for you, for like 10 minutes, you could choose to stay hidden until they disperse and calm down, you could try and sneak away or if you have a good melee weapon you could try and take one or two out and even the numbers a little. Though if you smash ones head in with a lead pipe and there is another one very near by he should hear you and come running screaching and wailing.
  10. agentstaple

    Homemade phosgene gas grenade

    Differnet gasses like that would be great! You could get a message like "It smells like mustard" or "I smell something strange" something and your character could make sniffing sounds. Chlorine gas is said to smell like "a mixture between pepper and pineapple". So if you knew the gasses you would know how to react to the situation, but if you didn't then you might use a rag to protect yourself against mustard gas and think you are fine because there are no symptons.
  11. agentstaple

    Homemade phosgene gas grenade

    I know that in real life, one of the gas masks you get in dayz wouldn't protect you from mustard gas, but for the sake of gameplay, does it matter if it will protect you through a short exposure? Or atleast dampen the effects. Or could we just change the gas mask all together for one that would protect against mustard gas. And by high quality I meant a new gas mask would have to be added, found at chopper sites (someone else here suggested it). Though I think the whole idea is getting a little complicated, if you read my other comment, it takes 2-4 hours for mustard gas to even show any signs of damage. in game that could be taken down to 10-15 minutes minimum like but it's still not that useful. Actually it would still be an excellent deterrent. If you where trying to get away from someone or if you wanted to keep someone from going to a certain place, building or street (depending on how it was implemented), people wouldn't want to have to deal with the effects after the combat, which would be long lasting and incurable (only time would heal the wounds)
  12. agentstaple

    Homemade phosgene gas grenade

    So it turns out mustard gas is no where near as fast acting as I thought. It takes 2-4 hours for severe exposure to show any signs. ----------- Immediate signs and symptoms of sulfur mustard exposureExposure to sulfur mustard usually is not fatal. When sulfur mustard was used during World War I, it killed fewer than 5% of the people who were exposed and got medical care.People may not know right away that they have been exposed, because sulfur mustard may not have a smell or have a smell that might not cause alarm.Typically, signs and symptoms do not occur immediately. Depending on the severity of the exposure, symptoms may not occur for up to 24 hours. Some people are more sensitive to sulfur mustard than are other people, and may have signs and symptoms sooner.Sulfur mustard can have the following effects on specific parts of the body:Skin: redness and itching of the skin may occur 2 to 48 hours after exposure and may eventually change to yellow blistering of the skin.Eyes: irritation, pain, swelling, and tearing may occur within 3 to 12 hours of a mild to moderate exposure. A severe exposure may cause signs and symptoms within 1 to 2 hours and may include the symptoms of a mild or moderate exposure plus light sensitivity, severe pain, or blindness lasting up to 10 days.Respiratory tract: runny nose, sneezing, hoarseness, bloody nose, sinus pain, shortness of breath, and cough within 12 to 24 hours of a mild exposure and within 2 to 4 hours of a severe exposure.Digestive tract: abdominal pain, diarrhea, fever, nausea, and vomiting.Bone marrow: decreased formation of blood cells (aplastic anemia) or decreased red or white blood cells and platelets (pancytopenia) leading to weakness, bleeding and infections How people can protect themselves and what they should do if they are exposed to sulfur mustardBecause no antidote exists for sulfur mustard exposure, the best thing to do is avoid it. Immediately leave the area where the sulfur mustard was released. Try to find higher ground, because sulfur mustard is heavier than air and will settle in low-lying areas.If avoiding sulfur mustard exposure is not possible, rapidly remove the sulfur mustard from the body. Getting the sulfur mustard off as soon as possible after exposure is the only effective way to prevent or decrease tissue damage to the body.Quickly remove any clothing that has liquid sulfur mustard on it. If possible, seal the clothing in a plastic bag, and then seal that bag inside a second plastic bag.Immediately wash any exposed part of the body (eyes, skin, etc.) thoroughly with plain, clean water. Eyes need to be flushed with water for 5 to 10 minutes. Do NOT cover eyes with bandages, but do protect them with dark glasses or goggles.If someone has ingested sulfur mustard, do NOT induce vomiting. Give the person some water or milk to drink, if they can swallow.Seek medical attention right away. Source - http://www.bt.cdc.gov/agent/sulfurmustard/basics/facts.asp ------------- I still think it would be a good weapon in dayz, but for different reasons. if exposed you would have to get rid of your clothes and clean yourself thoroughly with water as soon as possible. You could improvise by rinsing yourself with a bottle of water or two but it would be best to go and bathe in a pond, lake or the sea. If you didn't do this the symptoms would start and there would be no cure other than time. Your risk of infection would be increased because of the blisters as well so changing/cleaning your clothes often would be important, as well as cleaning affected areas (wounds). If you carried on wearing the same clothes the effects would only get worse until causing severe infection. Liquid mustard could also be a great poison.
  13. agentstaple

    Homemade phosgene gas grenade

    I know, I meant it as a desperate attempt to escape. Like, you could hold your breath and cover your mouth/nose with a rag and run through the gas for 3 seconds and your lungs shouldn't be damaged, your skin certainly would though. You would be in pain and lose health but you could survive alone. If caught off gaurd though and you don't have time to hold your breath (make a rag and cover your mouth, think of it as the ingame action) and you inhale a load of the gas then you're gonna be hitting the floor coughing and choking. I don't think it should kill you instantly but your chance of survival without medical help is slim. A poor quality gas mask could have the same effect (protecting your eyes and lungs for a few seconds, so you are already prepared for it) while with a high quality mask the gas would have no effect.
  14. agentstaple

    Homemade phosgene gas grenade

    I would love gas grenades. imagine seeing someone go upstairs in a pub and throwing a gas grenade up after them a few seconds later, the pub ends up filled with gas and the guy is stuck up there. If he trys to run out - shoot him while he's disorientated. If he trys to stay up there, He dies or takes serious injuries, you wait for the smoke to clear and go finish him with your bat. This could be useful in a lot of situations, of course it would have to be quite rare and counterable. If the guy upstairs quickly made a rag and ran outside he would take minimal damage, which is why you'd be waiting to shoot him as he comes through the smoke.
×