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I would try disconnecting the modem from your router. Wait for everything to shut of (usually takes around 30 seconds.) Plug the modem back in and let everything reset. This usually clears any internet problems that I'm having. Hope this helps. - Setlo
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How do you manage your real life and DayZ at the same time?
Setlo replied to john5220's topic in General Discussion
Real life should always take priority over a video game. As others have said, DayZ will always be waiting here for you, but real life opportunities will not be so patient. I do not usually plan my schedule around DayZ (or any game for that matter, anymore.) I used to plan my life around MMORPGs and I missed out on 3 1/2 years (June 2010 - December 2013) of personal life experiences due to my lack of control and obsessive behavior. I look at the importance of gaming as secondary now (unless you're developing a game) due to it being time consuming without giving any real benefits in life (unless you're in a gaming group that makes money off of their success.) Gaming isn't bad, but everything should be done in moderation. Relentless preoccupation towards (for some) an addicting pastime can be / is damaging. If I am playing DayZ, when I could be doing something productive, it feels as if I am wasting important time on fun, but relatively unimportant matters in relation to reality. If I am ahead in my studies, and there is some down time available, then DayZ is where it's at for me. -
My apologies. I wasn't sure which font to use, so I just went default with 12 pt. Times New Roman, but I'll change the font and text size in future posts. Thank you for the feedback. Alright, I understand. When I was thinking about implementing military soldiers into Chernarus, it never crossed my mind that doing so would be completely straying from the game's overall purpose / mechanics. I guess I've been playing too much Arma 3, haha. I'm relatively new to DayZ and forums (in general) so I was not aware that what I posted had been previously suggested before. I'll start searching around the forums more thoroughly before posting new topics moving forward. I'll take your advise and move towards the other discussions so I can obtain a better understanding of the overall game. Thank you for taking the time to share your thoughts. Human NPC's / AI (I thought) were a cool concept, but really thinking into it has changed my mind on that. I think having a military presence in game would remove some of the unpredictable nature that the game currently has, which would prove to be quite negative in the overall experience. However, I agree that a denser zombie population in high-profile towns / cities would be a great addition to the game. Doing so would make the popular looting areas even more dangerous to venture into. I suggested blackpowder because I thought it would add to the survival aspect of the game, where you can be self reliant on making ammunition and what not. With surgical procedures, I think a lot of people would struggle, which never came to mind. I was thinking about it from the perspective of teamwork w/ realistic bullet channels and potential for ricochet. I agree that having to do medical procedures would be an annoyance more than anything, seeing as how 95% IG are hostile and getting shot while playing lone wolf would be near impossible to recover from. Thank you for taking the time to read and respond.
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Hello all, Over the course of a few days I have done some thinking on game mechanics and I put together a list of various things that I believe would make the overall atmosphere of DayZ more ‘survival oriented’. I understand that PvP is an important component of DayZ, however, I do not believe that the end all goal of DayZ should be focussed entirely on combat. I understand this is a video game / simulation in the alpha stage, but in a SHTF / TEOTWAWKI situation, I highly doubt people would be opening fire on one another for no reason whatsoever, as doing so kind of jeopardizes your safety and chances of survival by compromising yourself in multiple ways. Survival is the state or fact of continuing to live or exist, typically in spite of an accident, ordeal, or difficult circumstances. With that being said, how would humanity continue to exist if everyone viewed one another as a hostile opponent? Self defense and marauder / raiding situations would make sense, but someone wasting ammunition on a stray wanderer 300+ yards away which poses no threat whatsoever with limited resources available at hand just doesn’t seem like an accurate portrayal of survival to me. From what I have seen, PvP occurs most of the time due to boredom. Gameplay usually starts where you spawn somewhere along the coast, and slowly but surely move your way inland (assuming you don’t get killed) and loot every building until you find a weapon that fits the ammunition that you have been carrying for the past hour. Now you move towards one of the military bases and attempt to get the best gear available, and if you’re lucky, stumble across a helicopter crash site which has yet to be looted. Now what? Continue to loot buildings for food you don’t need? Venture to the tents at NWAF, looking for a good rifle, while hoping not to get killed in the process? In DayZ, death pays a visit to everyone eventually, and a lack of endgame content can make people more prone to impulsive killing without reason. I understand that not everyone follows the same exact play style every time they start a new character, but it gets tedious when there isn’t much more to do than looting to get the best gear, killing others and respawning once you’ve died to repeat the process over and over again. There are other things to do in game, such as hunting, bushcraft and other woodsman related skills, but survival is not reliant on using these things, which is the main reason, I believe, why most people continue playing as if they were a serviceman in Korangal Valley, fending off new spawns from taking their beans. My ideas / opinions consist of the following below: --------------------------------------------------------------------------------------------- Black Powdered Rifles And Pistols The ball ammunition can be crafted at camp fires from the lead, found in the tires of broken down cars.Black powder can be crafted from charcoal (could be created from burning wood in a fire) and potassium nitrate (certain items at pharmacies contain ammonium nitrate and sodium-free salt (potassium chloride) which can be combined together to create potassium nitrate.) The components of KNO3 would obviously have to be implemented into the game first, as the in-game pharmacies unfortunately do not carry the supplies to create the compound.KNO3 would have to be combined with charcoal to create ‘x’ amount of blackpowder.Black powder firearms could possibly spawn in deer stands and residential areas.The primers / nipples could spawn in deer stands and residential areas as well.A pre-made can of black powder can be found, but it would be harder to find than the weapons.Sluggish reloading procedure would force you to really think about whether or not the shot is worth it.You would not be able to run while reloading the weapon.You would have to strategically pick a fire spot and a reload spot, because cover would be necessary.The firearms would be loud and lots of smoke would be produced from firing them.A container made out of leather or burlap would be needed to contain and load the final product of the black powder. Other containers would work as well, but some black powder would spill outside of the barrel if a container not designed to hold black powder is used. Ammunition Should Be Less Common With how available ammunition is, it is not surprising that people get into huge gun fights.Large amounts of ammunition make finding ammunition less precious, which will make people more prone to KOS for no given reason just because THEY CAN. It's not like anything is lost really... using 3 - 4 shots out of the 100+ in your inventory is nothing at all. Improvised Sling (Weapons) Rocks would be the main ammunition for the sling.Rope would be combined with sticks to make a makeshift sling.Not the most accurate weapon, but it would give new spawns more of a fighting chance by giving them range against armed (firearms) attackers. Gather Materials From Environment To Add To Ghillie Suit Being nomadic, with a constantly changing environment, an adaptive ghillie suit will prove to be beneficial to the wearer in staying stealthy, vigilant and most important... alive.You could activate the scroll wheel to select the option and then roll on the ground, which would pick up any leaves, dirt, etc. in that environment.The suit would have to be washed by a water source afterwards, otherwise, the compilation of dirt on the suit would cause the fabric to lose quality and durability if it were to become adaptive again. Cleaning it would make it return to its standard color. Military Convoys There could be random instances where a few military troops would be making their way across the map with an armored vehicle.They would be transporting communications / intel and this could be intercepted.Intel would consist of notes which could have intel on a certain item on the map. But will you get to it first, or were you too late?Canteens and binoculars have a rare chance to spawn on some of the guards.You would not be able to loot their guns or clothing when they're killed (destroyed in the gunfight :).)They would be well armed and accurate, making team cooperation mandatory towards being successful. Armed Military Base(s?) ONE(?) military base would be randomly selected by the server.There would be armed riflemen and snipers.The snipers would be hidden at various towers and windows points.The amount of snipers and riflemen depends on the server (it will always vary).The gear there is good, but the military intends on keeping the security on guard and have a zero tolerance policy for intruders.The gear would consist of clothing, food and medical supplies.Ammunition and weapons would be rare, so the group would have to discuss afterwards who gets what.Team work and planning would be essential for success in breaching their defenses.They are not initially hostile, but brandishing a weapon within 100 yards(? debatable) would cause them to become aggressive.The military (hopefully) wouldn't have the Arma 3, aim-bot-like AI, but if shot at, you better be damn sure that you'll be receiving rounds.Shooting at them would automatically instigate an attack.If you walk up to 25 yards(? debatable) within the base without a weapon, after a warning, you will be fired upon.The shots aren't always kill shots, but a medic would be needed to give assistance in the fight.Cooperation would be key. Dakota Fire Hole A Dakota fire hole is a low profile fire which can be used for cooking and warmth, without compromising the location of the person by flame.This type of fire is fed oxygen by a second hole, where air flows.A shovel or digging stick would be necessary to make.Could prove to be useful once fires start to become obviously noticeable from a distance.This would make people more cautious in the name of survival and safety, which at the moment requires for you to stay hidden. Rope Making Rope is incredibly useful for many applications.Rope can be made from harvesting various barks, grasses and fabrics.The materials are woven together, which makes a stronger strand.The quality level at first is unknown (as displayed.) You can tug on the rope to see the condition (which is then shown upon hovering over it.)This shows how long it will last with applications requiring it, along with how strong it will be.Example: A bad rope would serve to be a bad bowstring (which would be less accurate and would break earlier on.)Possibly make the game harder by making crafted items have an individual durability for each component? Check Your Own Pulse This would be somewhat related to the thermometer function (idea wise.)This could be used to check early signs of suspected dehydration, overheating, etc. serving as an early warning, allowing one to properly adjustment to a situation without running into trouble later down the path. Boil Water A fundamental part of survival.Water should hold a greater chance to cause sickness when not purified (especially stagnant or 'still'.)Boiling the water removes the chances of your character getting sick, similar to purification tablets, but still helpful if tablets are not available and you do not feel up to risking your well-being by fixing a short-term problem, thus creating a more serious, long-term problem. Survival Shelters: These shelters would be important for woodland survival.Would allow for better cover when building a fire while it is raining.Could help you dry off and warm up (by staying out of the wind.)Shelters would allow you to set up camp and shelter without having a tent.These shelters could block the light emitted from a fire.Nothing could be stored in them (long term) but they could be used to create outposts (in the future.) Hand Sanitation Hands get incredibly dirty, especially in the wilderness, not to mention during the apocalypse.Proper sanitization would remove the chances of getting sick from eating with dirty hands.*Note: I know this idea isn't the best idea (game improvement wise) but I feel as if something related to this would be beneficial at making the game more challenging.* Match Box --> Rare + Ability To Split Match (literally not just dividing it in your inventory.) Match boxes would still spawn, but the rarity of them spawning should increase, along decreasing quantity of matches in each box.Players would be able to split the match with a sharp object.Be careful! There is a high probability that the match could become destroyed and nothing gained if the blade or sharp surface is dull. (i.e. Pristine Can Opener —> 100% | Worn Fire Axe = 9%.)In other words, a knife or blade of some sort which could be used with precision would have to be used in a sharp or ‘pristine’ state to ensure the match doesn’t get ruined.The split concept would be to conserve resources, instead of having a box with 50 matches in it to use whenever needed. It would make little things like this more precious rather than abundant. Traps For both players and animals.For animals, the trap must be treated with the smoke of a fire.The smoke removes the scent of human presence.Animals perceive threats differently than humans.When an animal sees a trap with no scent on it, it is like any other thing in the forest. However, if the animal can smell that man has interacted with it, then the scent itself is the deterrent (animals can’t exactly use human reasoning, thinking “Oh! That’s a bear trap. It’s probably in my best interest to avoid that.”)For people, the traps could be camouflaged because people are more in tune with their sight, rather than their smell (comparatively speaking to animals.) Beds And Rest Players can get tired after playing for a certain period of time.Hunger and thirst would also play a role in this.This would hopefully make people work together to guard each other while resting at camps (as listed before... to make teamwork more of a common thing.)Not resting, eating or drinking would result in random passing out (brief = 3 seconds?), auditory hallucinations, minor visual hallucinations, and perception distortions / confusion (i.e. player with axe in hand looks like its in aggressive stance even though it is not, zombie runs into you and disappears, random scream sound with gunshot / pass out and find out it was your imagination, etc.)These symptoms would be indicators, showing the severity of the situation.Untreated symptoms can cause full blown insanity (I'm sure the developers could have fun with this one.) Slush Lamp / Candle Improvised candle from animal fat, string, and a container of some sort (cans or bottle.)Can be used as a light source.Can be combined with an ash wood stick to make an improvised torch to set up outposts. Camp Sun Clock / Wind Compass A 'clock' created on a clear piece of flat land, where a stick would be sharpened and placed into the ground, where the sunlight creates a shadow (kind of like a sun dial?). (Not exactly necessary or beneficial but it sounds like it eventually could be (possibly?))Cloth could be attached on the top to gauge wind direction (could eventually be beneficial). Potential Parasites From Raw Food Lethality depends on type of virus w/ symptoms shown.Minor annoyances (getting tired faster, hungry faster, thirsty faster)Major would be similar to insanity, discussed earlier.Surgery could remove the parasite: Patient goes prone, sanitize area, morphine injection, cutting instrument begins procedure and the quality of blade (including the type) determines health of patient, Pliers to remove parasite, sewing kit to fix up, rags to stop bleeding. Feed vitamins to regain vitality (or something along the lines of this.) Medicinal / Dangerous Plants Plants could be harvested to create various tinctures.There could be recipes in creating the different brews.Some beneficial could be (1+ A) = Adrenaline Rush where your character can run faster without getting tired as easily.Some negative things (depending on who's giving and who's receiving) would be poisons where you could poison meat from a dead animal, or arrows for a bow / blades. Bullets Might Occasionally Need To Be Surgically Removed Bullets would be removed similar to the parasitic removal process.Simply using a splint or rags will not remove all symptoms.Bullet does not have 100% chance of leaving an exit wound.Patching up without removal will cause occasional pain, limping, and moaning if left in body.Potential, with sickness already present (low immune system health) to cause lead poisoning. Water Can Be Harvested From Plants (leaves, vines, roots etc.) Way of gauging how clean the water is.Clear water = Good to drink | Milky or colored water = Dangerous.Roots, vines or other vegetation can be cut open with a blade.A container of some sort can be used to collect the water / liquid.Look at the water stream / drops once the cut has been made (a clear indicator on the quality of water / nutrients.)If the liquid is infected, then the container will also be infected if filled, which will require sanitation to ensure that using the container will not cause sickness. Friction Drill An alternative to using matches.String principle talked about earlier would apply to this.Takes anywhere from 30 seconds to one minute if thoroughly made.Ash-wood stick with string and firewood needed to create coal. Flint And Steel Yet another way of creating fire.Flint is found (woods or scavenged from city) and steel is from any blade.Each fire starter would work differently and different setups would be necessary in making the appropriate fire. Sun Glass For Fire (eyeglasses) Glasses can be broken down to give two lenses, which combine into a 2x magnified lens (loses durability overtime from use i.e. scratches.)The magnified lenses are held with two hands, which is positioned according to the sun.No sun = no fire.Need to be in an open spot to use.The wire from the frame can be used to make a fish hook with pliers. Fire Structure Determines Burn Intensity And Length Starter twigs, kindling and firewood.Gasoline can be used to jumpstart fire.Fire has a burn life influenced by how well it is set up.A poor setup will result in a bad fire which will result in a petty flame (warmth and cooking) and duration. Effort in correctly making the fire will pay off. Ignition will also be easier with all steps followed rather than trying to ignite a fire log with a single match in the rain… Bow Trap For Blocking Paths Or Areas Goes with human and animal traps.Needs improvised bow with arrows to use.Sticks and various other items would be required (rocks, rope, etc. for setup.)Can be deadly if set up correctly.Arrow tips can be poisoned (talked about in medicinal plant section.)Can be setup for a specific area with a setup trip wire (rope w/ rock.) Clothing Can Be Made From Animal Skin Hats (different hat depending on animal), belt w/ holster (pistols & ammunition / accessories?) and stuffing.‘Stuffing’ would be taking fur from a killed animal and placing it inside of clothing.The status would simply be (place condition here) *Stuffed* (Might be confused with the physical condition, so I'm not entirely sure about this.)‘Stuffed’ clothing would make your character more resistant to cold weather.The fur could be removed from the clothing.It would have no cosmetic alteration (the current clothing look wouldn't change.)In warmer areas, your character would heat up faster due to excessive layers. Weapon Systems And Mechanics Should Be Tweaked Civilian weapons: .22 rifles, 7.62mm (variant) hunting rifles, 9mm handguns, and shotguns should be more common, but still relatively rare (ammunition included --> rarity wise.)Weapons should be spawning more worn and damaged rather than pristine, making them less accurate (to make the gun cleaning kit more useful and to make the shooter take more effort into stalking their target IF they are to shoot, rather than blowing away an unsuspecting someone at 500+ yards with potential bullet drop and zeroing being the only things to compensate for.Ballistics should be influenced by windage and the Coriolis effect (I have no idea how that would be programmed into a video game, seeing as how there would so many unpredictable variables but if it could, THAT would be amazing.) This would mean that the shooter and spotter would have to be incredibly skilled in the mechanics of stealth and shooting to be effective at longer ranges.Ammunition should come occasionally worn or damaged, which will cause misfires and ejection problems here and there. With damaged bullets, there might be gun powder missing, which will result in a lower velocity with a lower range. Likewise, it could also be where the bullet is defaced, where the round will maintain a relatively similar velocity as a pristine bullet, but it will not tumble / shoot straight as a pristine bullet, making it less effective.Military / fully automatic weapons should be incredibly rare.Lower durability on military weapons: How is it that a helicopter crashes, burns in flames and smolders in the harsh environment of Chernarus, yet the weapon is in the same condition it was when the firearm was manufactured? Although rare, these should be a pain in the ass to repair and fix up, making it a resource consuming task to make this rare weapon, fully operational (to an extent, of course.).22 firearms should occasionally jam, even when the bullets are pristine (rimfire cartridges are notorious for misfires.)Overall, this would be adding to the unpredictable nature of the game. Imagine deciding to execute on taking a building / area and... *Click*... To clear the chamber you would have to remove the magazine, eject the dud, reload the firearm, and chamber a new round. I believe this would make strategy more important in the aspect of always having a plan B. "Gun failed me in the heat of battle... now what?" Again, these are just my suggestions and opinions. Nothing less and nothing more. If you have made it through reading all of this, then I appreciate you taking the time to look over what I had to suggest / say. If anyone has other ideas or something to add / remove / tweak from what I said please share. I would love to hear what the rest of the community has to say about this. Any constructive criticism is welcomed. Thank you for reading.