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kevo1414

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  1. kevo1414

    Experimental Update 1.10 (Changelog)

    How do you know how warm it is outside? How many degrees are there? Now with insulation system I'm wondering if you need to be less dressed if it is sunny and hot outside? into reality, on a sunny and hot day we wouldn’t just run around in sweaters and jackets but in T-shirts. Am I the only one who want to know what time and weather temperature is in the game? I wish we had watches and a thermometer in the game for things like that that would give that information.
  2. SUMMARY: After Chernarus was hit by an apocalypse, survivors and groups try to establish their own rules of life. Some survivors want to establish peace, freedom and a friendly enviroment through groups (Friendly clans) while others promote violence, domination and power through crime and aggression (Bandit Clans). Here is where the war between good and bad, good and evil, heros and villains begins. Chernarus becomes a world where two types of groups try to rule and fight each others for their own right reasons and beliefs. There is war between Friendly clans vs Bandit clans. Welcome to Territory mod (Concept). https://imgur.com/imNlclt https://imgur.com/wasxXIG 3 ways of playing in this mode: In this mod survivors can play in 3 different ways. They can play: As a Lone Wolfs In a Friendly clan or In a Bandit clan Playing as a Lone Wolf: All survivors in this mod starts as a Lone Wolfs. Playing as a Lone Wolf, player is on it’s own. He is not part of any group. As a lone wolf he can’t conquer any territories such as cities, towns, villages etc. However at any time a Lone Wolf can decide to join or create a new group, either Friendly or Bandit clan. Playing in a Friendly or Bandit clan: To be part of any type of group player need either to create or join one. As being part of any group, player have option to conquer different territories (cities, towns, villages etc.). Main goal for Friendly clan is to conquer as much territories as they can and secure place(s) into a friendly environment where people can hangout, trade and have fun. Friendly clans tries to connect with other friendly clans and Lone Wolfs and tries to make a healthy community where freedom and a friendly spirit reign. Friendly clans are trying to establish order and justice, and to achieve this goal, they are ready to confront Bandit clans in a fights as well. A friendly clans tries to help people in any way possible, eaither with loot or with services. Friendly clans are there to serve and protect others survivors. Friendly clans are trying to restore normal life as it was before the apocalypse. They are trying to lift the economy and connect the community. On the other hand Bandit clans strive for power and domination through brutal battles (killings). They are willing to do all the horrible and evil things to rule the world after the apocalypse. They are ready to fight against anyone who stands against them and opposes them. Bandit clans are trying to take over the whole world with their destructive power and rule the people. For this power and dominance, they are willing to kill, rob, and torture innocent people or other villains. PROCCES OF CREATING/JOINING CLANS The Proccess of creating or joining a clan is simple. Either you want to follow some group and join them or you want to lead and create your own group. To create a clan you need to determine a basic information about your clan such as: Clan name, Clan type (Friendly or Bandit), Clan Color,Clan's publicitity (Public/Private), Clan Structure (Hierarchy), Clan's transferability (Yes/No), Allies,, Rivals and, Description Clan Name: Self explanatory. Name can be anything. Clan Type: You can chose between being a Friendly or Bandit clan. Clan Color: Each clan has its own color, which represents the symbol of the clan. The territory occupied by your clan will be colored on the map in a color that you choose as your clan color. Clan's publicitity: Clan can either be Public or Private. If you set up your clan as Public then anyone can join to your group without your permission. If you set up your clan as Private then players can only be part of your group if you send them invitation or they send it to you and you accept it. Public clan is open for everyone, Private is closed and based on accepted invatations. Clan Structure: Each clan has its own hierarchical structure. Clan consists of Boss, Underboss, Consigliere, Caporagimes (Capo's) and Soldiers. Creator of clan is a Boss. The job of the Boss is to determine the roles of the other members within the clan. https://imgur.com/nt6WYDg Boss – The boss is the head of the group, usually reigning as a dictator, sometimes called the Don or "Godfather". The boss receives a cut of every operation. Underboss – The underboss, usually appointed by the boss, is the second in command of the group. The underboss often runs the day-to-day responsibilities of the group or oversees its most lucrative rackets. He usually gets a percentage of the group's income from the boss's cut. The underboss is usually first in line to become acting boss if the boss is killed, and is also frequently seen as a logical successor. Consigliere – The consigliere is an advisor to the group and sometimes seen as the boss's "right-hand man". He is used as a mediator of disputes and often acts as a representative or aide for the group in meetings with other families, rival criminal organizations, and important business associates. In practice, the consigliere is normally the third ranking member of the administration of a group and was traditionally a senior member carrying the utmost respect of the group and deeply familiar with the inner-workings of the organization. A boss will often appoint a trusted close friend or personal advisor as his official consigliere. Caporegime (or capo) – A caporegime (also captain or skipper) is in charge of a crew, a group of soldiers who report directly to him. Each crew usually contains 10–20 soldiers and many more associates. A capo is appointed by the boss and reports to him or the underboss. A captain gives a percentage of his (and his underlings') earnings to the boss and is also responsible for any tasks assigned, including murder. In labor racketeering, it is usually a capo who controls the infiltration of union locals. If a capo becomes powerful enough, he can sometimes wield more power than some of his superiors Soldier – A soldier is a member of the group. Once a member is made he is untouchable, meaning permission from a soldier's boss must be given before he is murdered. When the books are open, meaning that a group is accepting new members, a made man may recommend an up-and-coming associate to be a new soldier. Soldiers are the main workers of the group, usually committing crimes like assault, murder, extortion, intimidation, etc. In return, they are given profitable rackets to run by their superiors and have full access to their group's connections and power. Clan's transferability: You can choose between a clan that is transferable or non-transferable. Here you determine what will happen to the clan if some (important) members die. If you decide to make a clan non-transferable, then the clan dies and collapses when the clan Boss dies. With the death of the clan Boss, the clan also loses all territories that become no-man's land. If you decide to make a clan transfarable, then the clan does not die when the clan boss dies but the clan boss then automatically becomes his subordinate according to the hierarchical structure. The same goes for Consiglere, Underboss and Capos. Example: Non-Transferable clan: When someone or something kills a clan Boss, a clan get destroyed. Clan loses its identity and territories, which becomes nobody's territories. The other members, after the death of the clan Boss, become loners (lone wolfs) and are no longer part of the clan. Transferable clan: When a clan Boss dies, the clan does not become extinct and does not collapse. After the death of the Boss, the position of Boss is automatically occupied by his Underboss, and the position of Underboss is automatically occupied by his Consigliere and so on. The positions of the members automatically change according to the level and structure of the clan hierarchy. If a clan is transferable, there may be a rebellion within the clan where one of the clan members (for example, a soldier) kills his superior with the intention of becoming the clan leader. But if one of the soldier kills his own boss, that doesn't mean he automatically takes a Boss position. Soldier with the assassination of the Boss, goes one step higher on the hierarchy scale, which for Soldiers is Capo position. For example if one of the Capo's kill his own Boss, he than move to Underboss position and if Consigliere kill his own Boss then he become the Underboss and so on. Allies: Each clan can have a maximum of three allies with whom they have good relations and cooperate in common goals and against enemies. Here you choose and determine who are your allies. Others players and clans can see this information. Rivals (Enemies): Here you deterime your main enemies. You can determine max 3 enemies. Others players and clans can see this information. Description: It's not necessary but optional. Tell the world about your clan. What is the purpose of the clan, clan philosophy, clan values, beliefs, mission etc.. Why and for what are you fighting for? Some examples from picutres (how to create a clan). To join a clan, you simply click "join" button in dialog box and you could see all available clans. You would see how many members clan has, who is their leader, their structure, type of clan, privacy and so on... TERRITORIES What is territory? Each Island, City (Large and Small), Town, Village or Hamlet is a territory that can be conquered by either Friendly or Bandit clan. How to conquer the territory? On each territory there is “flag pole” where clans can hang their own “clan flag”. If the flag pole is empty means no clan has claimed the territory yet but once there is a clan flag on flag pole means some clan claimed the territory. The bigger the clan, the easier and faster it is to conquer territory. The smaller the clan, the harder and slower it is to conquer territory. How big a clan is is determined by the number of members in the clan. Each clan member must carrie a clan flag that can be hanged on flag pole in order to conquer territory. To conquer territory at least one member of clan must be near flag pole and hang clan flag on that pole. This can take certain amount of time which gives other clan option to defend their territory (their flag pole). The more clan members tries to hang their flag the less time they will need to hang it. Once territory is captured, territory gets colored on the map with clan color. MAP TERRITORY: Players can see and use 2 types of map to see which territory is conquere by which clan. There is map that show conquered territory by clan's type (Friendly or Bandit) and there is a map that show conquere territory by each individuals clans: Example: Clan Type Territory map: https://imgur.com/wasxXIG The blue color represents the territories occupied by the Friendly Clans, and the red color represents the territories occupied by the bandit clans. Map territory by clans: https://imgur.com/NYKNkBN The territories are colored by the color of the clans they have occupied Map Updating through gameplay Territory map is not globaly updated which means, map updates for each survival seperatly. That means that map updates only when surivival enter the zone of territory. For example if current location of “John Doe” is Bolota, on the map he can only see which clan owns the Balota territory. He cannot see who owns Guglovo because he was not their yet. Once “John Doe” comes to Guglovo than he can see on the map who owns the Guglovo territory and if it happens that in the meantime of his trevel someone else took the Baloto territory he could not see it until he comes back to Balota territory. TERRITORY VALUES: Each territory has its own value. Larger cities are worth more than villages and territories further north are more valuable than southern territories. For example: Conquered territories in zones 4 are more valued then territories in zones one, two and three and Large Cities are more valued then Small Cities, Towns, Villages and Hamlets. https://imgur.com/sICs4Rk https://imgur.com/ghvmp0B Example: · Clan would get 600 points for conquering Elektrozavodsk territory (500pts because it's a large city and 100pts because it is in Zone 1). · Clan would get 800 points for conquering Lopatino territory (200pts because it's a Village and 600 points because it is in zone 3). · Clan would get 1100 points for conquering Storozh territory (800pts because is an Island and 300pts because it is in zone 2) LEADERBOARDS, STATISTICS and INFORMATION about clans and players: Under this players could see clan and players leaderboards and also clan and players information. Players could see basic informations about clan such as name, privacy, transferabiliry, structure, number of members, type of clan (friendly, bandit), members name and status (who is boss, UnderBoss, Capos etc..), territory conquered (numbers of territory and names of territories). For an indivudial statistics players could see how long have been someone alive, how many kills he made, in which clan he is, what is hes status in clan, what territory he conquered and so and so on. https://imgur.com/mL6JtDq CONCLUSION: Let me know if you would play such mod through poll. If your answer is yes, please consider sharing this idea and give additional thoughts and comments about this concept. If you know anyone who can make this dream into reality please send him this post. I would apreciate that. The same topic can be found on reddit: PS: Sorry for my english, I'm not a native english speaker.
  3. kevo1414

    Experimental Update 1.10 (Changelog)

    Armbands removed? What is the reason for that? Other than that, very good update.
  4. kevo1414

    DayZ in 2020

    @KajMak64Bit2 Funny how modders can do, but Bohemia developers cannot.
  5. This is just an idea, that I hope someone who knows how to code will take it and make it.
  6. kevo1414

    DayZ in 2020

    If TRMZ isn't a good server than I don't know what it is. 40 ping, no mods, community...and I'm flying while I driving.
  7. kevo1414

    DayZ in 2020

    Wooow 27 seconds! No, 22 seconds to be precise. "They worked fine" https://clips.twitch.tv/CrowdedEndearingAlligatorPraiseIt Want more? It took me less than 2 minutes to find those videos and past it. I can do this all day... And yea, they y'all probably played on North Korean servers bruh...
  8. kevo1414

    DayZ in 2020

    "They worked fine" 🤣 Excuse? Cars do not work properly, and you can turn it around however you want.
  9. kevo1414

    DayZ in 2020

    I'm playing on TRMZ server, 80 players, 40 ping, community, Vanilla. Cars flies like Turkish Airlines.
  10. kevo1414

    DayZ in 2020

    So, at this point we can say vehicles will never work? I'm trully shocked by this, GTA San Andreas Multiplayer (2004), 16 years old game have multiple functional vehicles (including Helicopters, Boats etc..) but Dayz in 2020 cannot. I'm...speechless.
  11. kevo1414

    Stable Update 1.07

    Relog = Quiting the game and going back to the game. Try one more thing. When your game start to freeze, press window button (next to L CTRL) to minimize the game and then jump back in. This might help you.
  12. kevo1414

    Water pump sound effect

    You know, to be realistic and be even more vulnerable while drinking? https://www.youtube.com/watch?v=ltqsG6MMCQE
  13. kevo1414

    Stable Update 1.07

    Yea I had that problem in 1.06 patch. Relog should solve problem.
  14. kevo1414

    Stable Update 1.07

    And also, what these numbers means at the bottom right, near icons?
  15. kevo1414

    Stable Update 1.07

    Cars finally works properly in 1.07 or it was just a good dayZ? I played on full community server (80 players), The Running Manz Chernarus server (1PP). Keep in mind, my computer is really bad, I'm getting lag and lag spike even when I just walk or run around from time to time, so in this video I'm lagging because of my bad computer and not because of car. At the end of the video I crashed and my right tire get damage, that's why I couldn't keep my car in straight line and in 3rd gear at the end. What's yours experiance with cars in 1.07. Was this just a luck, or did they actually fix cars in this latest patch? Video starts at 0:09.
  16. kevo1414

    DayZ Livonia is OUT NOW

    This would make game more interesting at least. Car would have even more value because map becomes twice as big and also it would be harder to find a base.
  17. kevo1414

    DayZ Livonia is OUT NOW

    I have an idea. What if we could only transfer from Chernarus to Livonia if we are all the way up North West around Tisy base and we spawn somewhere in the north of Livonia and vice versa also, so to go back to Chernarus you need to be all the way up north in Livonia to spawn back in Tisy base in Chernarus? That's if you want to have same character. You could also have a character only for Livonia map and another one for Chernarus. So basically we would have 3 character. One for both maps, and two for each map. I hope this make any sanse, I'm not so good with english, sorry.
  18. Any interest in this inventory system by Joe Horan and Saulo Pintar? Video concept by Joe Horan Video concept by Saulo Pintar Imo, damaged clothes and backpacks should have less inventory space than pristine ones. Badly Damaged Backpacks should be more prone to breaking, if they are over loaded, leaving it unusable. Right now, theres is no clear functionality difference between clothes and backpacks in different states. I suggest that there be no functionality difference between pristine and worn states, that clothes and backpacks in damaged states should lose some of their inventory space, that badly damaged should lose even more, that ruined clothes should be just that, they should have no functionality at all. To implement this, when going from one state to another, say worn to damaged, 1/4 of the inventory slots could be randomly assigned and the items in those slots dropped to the ground to represent falling out of holes in pockets or rips in backpacks. Then a simple X would be put through that inventory slot and items cannot be put in that slot in future. If the item damage from bullets was significantly nerfed and item damage from melee and zombies was buffed i believe this system would improve gameplay significantly. For instance if a zombie hit your damaged backpack and ruined it and all of your items fell to the ground it would be a large inconvenience, and would create fun scenario's of having to pick up the valuable items while defending yourself from more zombies. It would definitely make zombies more threatening.
  19. Not sure if I understand you correctly because of my broken english but you basically saying there is no chance to see this in the future unless admin makes huge and time consuming changes to item values inside documents? About your last point. I think 60 days would be ideal but if it isn't you could anyway lower loot respawn timer to something like 30 days. This is not a problem. Also I think it would take more then 6 weeks to struggle with items. But this is just speculation we need to test this in order to know exactly at which day struggling would begin. Also even if your speculation is right...that doesn't mean this is a bad thing. This can mean that the fun part has just arrived 😄 Now it's the time to show your surival skills!
  20. I would really like to see server with "No loot respawn" option. For example admin could set time for respawning loot, let's say admin could set that all items will respawn after 60 days. With this option storing items, base building, tents, stashes would make a lot more sense. Just imagine at the beginning of February Chernarus would be full of items but at the end of the april there would be almost nothing because others survivals already took items. Fighting for food would be really a big challange, also traveling would be kind of forced and having a car would mean a huge advantage as it should be. People would start looking for stashes, for groups of people to survive. People might be more willing to help at the end of the month and also this would give you some goal. Can you survive for 2 months? If this is possible I might host one server like that. So it's possible to manipulate with loot time respawning and would you play on such server? Also two sub-questions: Is possible to increase respawn time for character (when you die...)? Can you increase persistence of a dead body?
  21. kevo1414

    More on day/night and messaging.

    You don't need this. Sun/Moon can help you with time. I suggest you to watch this video.
  22. Just imagine what would that bring...At the beginning, you should have made so many difficult decisions such as should I really go first to a military base to get the best gear or should I go first looking for medical supplies? Shit, maybe I should first find a car! No wait! Tents first, then car, then...fuck all this thing, first I need to find someone. In that case we can loot faster and easier.
  23. What's your tip? How do you approach people? Do you have any good tip to share? Any good experiance? What works and what not works for you? Let me know, I would really like to talk more about this, this is probably the most important skill to have in Dayz. Use your words, instead of bullets. When you do this, you win the game :)
  24. Zeus mode, for those of you who don’t know, is basically two parties facing off (It's not necessarily 2 parties, it can be just one team) in an environment controlled by one person. The person in control could spawn vehicles, animals, weapons, zombies and whatever else you can probably think of. I would love a Zeus mode in DayZ (obviously on private servers). One could play as the director in L4D, keeping a band of survivors on their toes, sending zombie hordes their way, triggering random events (heli crash anyone ?) and weather changes. Also spawning or despawning loot based on the team's performance. As an admin (zeus) you could write some stories (notes or diary) to lead person to somewhere/something. For example, in one house, Zeus could spawn two dead bodies and next to them would be note that would say that this dead couple saved some tresuary for better times all the way up north or something like this. Something like this: Is this doable? Any great coder intresting in doing this mod?
  25. kevo1414

    Character Value: A discussion.

    @ lrishjake I agree with you. I understand all what you wrote and I would like to hear more about this from devs. I have so many ideas how to give character a value but my english is not so good to put all my thoughts into a words. Unfortunatly for us who thinks Dayz needs some stuff to give charatcer a value, there are peoples (in majority) who thinks that skills has no place in Dayz which is shame. Maybe one additional idea for giving a character idea. Once you die, you cannot play on the same server for the next 24 hours.
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