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kloust!
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Everything posted by kloust!
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Any more feedback?
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[ Edit ] Nevermind - my post was disgusting
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Better loot, and more loot, should exist the further and further you go inland. This would keep the bandits away from the spawn, and add a sense of 'progression' to the game. As you go inland, it should become more and more dangerous (more bandits, better loot) - higher risks, and higher rewards. I really don't see any reason, presently, to go inland. All the best loot is right where you spawn! (with the ONE exception of night vision goggles, which only appear at the airfield) Loot appears to become worse, and less common, the further you go north - which is completely messed up! (again, the airfield is the one exception) If the loot at the spawn is junk, the bandits would rather hang out up north, where everyone has good loot and is well-equipped. Honestly, most bandits are just players looking for better loot. The bandits would ignore the newbies and allow them to collect some equipment (or "fatten up", essentially, by doing the hours of scavenging work for the bandits, who plan to simply shoot them). Players would be WILLINGLY entering 'bandit territory'. 'The North' would become a place that players would fear. And anyways - it adds more of a sense of "progression" to the game, like I said. Once you've built up a nice gang of friends, you'd be saying to each other "You guys completely ready? Time to head ... north ... It's going to be dangerous. We'll definitely find some good stuff, though, we may not all come back alive ..." If you're looking for a really, REALLY simple fix, just make players spawn in the north -- and put the airfield loot at the 'air strip' on the southern tip of the map. Problem solved. Loot would get better the further you go towards the shore!
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Thanks for all the positive feedback so far guys I'd really like Rocket or one of the Developers to see this! I'm just curious about what their plans are for 'construction' Please continue to post feedback / suggestions
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. ^ Exactly :P .
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+1 support. I think there should be WAY more locations, preferably far inland, though.
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Server Hopping Exploit Possible Fix
kloust! replied to randomisation's topic in DayZ Mod Suggestions
The #1, best way to solve this, is to have the player's body remain for 10-15 seconds after logging out. Problem entirely solved. [EDIT] You could also make it so that each person has a new character on every server! This would encourage people to stay on a server, and play at night too. This way, the SERVER would store player information, and rocket wouldn't have to pay so much money storing the 300,000 or so profiles that exist currently. -
Well, you could have the stash 100% hidden if you were to bury it. (ie. No 'mole hole') That way, when a player 'digs' with a spade, a simple request would be sent to the server with the player's coordinates (ie [10294,2848,33] ), and return whether or not any loot was found at that dig site. That way, valuable bandwidth wouldn't be used up sending the location of every mole-hole in proximity to the clients, and make something like this feasible, and very easy for the server to handle. It could also give the GPS another purpose - players could store locations of their loot staches in their GPS. That way, finding a GPS on a deceased player could give you the locations of many valuable loot caches!
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+1 support Maybe call it "Promega" or "Pro-Mega" for short?
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Suggestions ? - You could give the medic suit an ability to carry quite a lot more medical loot than regular, but not allow for him to carry a primary weapon (only pistols, etc) - The mechanic, perhaps, could carry more vehicle parts, in something like the slots where maps/compasses go, but not have a secondary weapon or something - The bandit clothing could give you the ability to carry an extra primary weapon in your secondary weapon slot, and give you more slots for loot? The drawback to this article of clothing is that players would be more likely to shoot you if they see you dressed as a 'bandit'
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Maybe not hollow it out yourself, but find a tree with a naturally occuring hole, like this one - http://daily.ingak.com/photos/250-tree-hole.jpg
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The importance of fine-tweaking stealth
kloust! replied to Pharmakon's topic in DayZ Mod Suggestions
I like your ideas. Took a while to read through, but +1 for you! -
wrong thread - my goodness! I haven't ever messed things up like this before. sorry
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/ snip
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They'd have to disappear pretty quickly (~5 minutes), if this were to work Otherwise the servers would have one heck of a time keeping track of all those shells, and uploading their location/type data to players who come into proximity. (That's the number one reason why this and the blood trail suggestions may not work too well - it'd take up all the server's upload bandwidth sending the location/type data to players who come nearby) Good suggestions though!
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+1 support
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*wolves Good idea though!
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Great idea! Another clothing option they could possibly add is the 'bandit' skin -- (Not FORCING bad players to wear the bandit skin, but adding it in as a clothing option that players can find) It's already coded into the game, so I don't see any reason why not!
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The only problem I see with this is the immense stress on the servers. Trust me, something like this would NOT be easy for the server to handle Good to see people thinking though!
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[snip] Administrators please delete this topic ; sorry, changed my mind.
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+1 Good man :D
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Headlamp or pistol/torch dual wield?
kloust! replied to Roshi (DayZ)'s topic in DayZ Mod Suggestions
+1 support -
Sanity: Turning DayZ from a FFA shooter to a survival game.
kloust! replied to IIBloodXLustII's topic in DayZ Mod Suggestions
what is this ... farcry 3? -
+1 support