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Everything posted by Bab
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Reduce range of explosion, and allow throwing a rock at it to trigger it. And implement a rare drop defuse kit for those that want to steal them.
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Adding smoke to the fireplace to act as a signal // Way of attracting players.
Bab posted a topic in Suggestions
Hello everyone, There aren't many ways to significantly attract other players, the best one as of now (the loudest and with the most range) is the truck, and firing shots (but that's unpractical player-wise, because you're wasting ammo, and saying that you're hostile). The noise the truck makes, and the fact it is a high value object in the game, definitly make it a target, but being in the truck as the driver is a pain in the ass if you need to defend yourself, the animation to get down from it is just so long. So we now have a fireplace, which is great for getting rid of that "cold" status (thanks for that). The fireplace makes light, which can attract players that have a direct line of view to it. But it doesn't make any smoke, only the visual whisper of heat coming from the pit. My suggestion is that players could add an object to the fire to add an actual smoke collumn to it. It would be a way for players to attract each other, and create more interactions. Adding such a mechanic would increase the number of possibilities for players to look for other players, the first of them all right now being: going to the coast. Survivors would have a way of finding each other, heroes could host easy to find campfires for sharing, bandits could set traps, or pose as heroes for more bloodshed and theft. More roleplay for everyone. Survivors would have a way of finding each other, heroes could host easy to find campfires for sharing, bandits could pose as heroes for ambushes, even someone with broken legs and no way of getting back up could try and get help from this. If find myself thinking of many occurences where this would be useful. The object to be added for dense white smoke would be leaves, easy to find, Clothing items would produce dark smoke as they are made with chemical fabric. In my idea, the smoke collumn could be interrupted, or could be given a rythm to, using a burlap sack and the F1-F12 keys, basically you would be doing native american smoke signals. There could be other things to add in the fire to change the color of the smoke, chemlights for colored smoke for example. I believe one of the key aspects with this is that the smoke needs to be able to be seen from far away. Making a fire in a hostile environment is a risky business and shouldn't be taken lightly. Thanks for reading, and I hope you will consider this suggestion and tell me what you think about it! Bab Some concept images; Freshspawn reunion in Kamyshovo? Or Freshspawn killers trying to have some ambush fun? Looks like a scout with binoculars saw us rampage Elektro and is signaling how many of us there are to his friends.... (Fire + Burlap Sack use) Someone looking for a pickup? ( Fire + Red Chemlight) Just blown up fire station, whoever did this don't mess around... The last image is a little addition to the whole smoke thing, It's mostly a cosmetic factor in regards to the gas station, but could also serve as an indicator of someone's rampage through a town. And finally, something I got from the wiki on smoke screens, which I think could be a nice addition because of it's very "craftable warfare" style. PS: You can follow this suggestion on the feedback tracker under feature request n°0022765 -
Adding smoke to the fireplace to act as a signal // Way of attracting players.
Bab replied to Bab's topic in Suggestions
Edited original post with the concept images from my last one for further simplicity in understanding the post. -
Then again, one shotting a zombie with any weapon to the head isn't very realistic either, but that's how the game works now. It's so much simpler to have the knife just deal 5x damages than incorporate a zombie arterial mechanic. I'm all for this so beans for you.
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Or make him go prone, or tell him to drop all his stuff and then walk ten steps back, if he doesn't, shoot his legs, they'll break and he won't run. On the possibly to handcuff oneself, I agree, it should be in the game, so should the possibility to fake handcuff yourself, I, as a bandit, like to stay on a populated road with my hands up to ambush people, but the hands up technique is a well know fake nowadays, so I'd like to be able to take the same position as a guy handcuffed WITHOUT having been handcuffed
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MODULAR VEHICLES Concept/Discussion Thread (condensed/updated)
Bab replied to FlimFlamm's topic in Suggestions
Oh this, just for this this should be implemented, there's so much fun to be had! -
MODULAR VEHICLES Concept/Discussion Thread (condensed/updated)
Bab replied to FlimFlamm's topic in Suggestions
In all honesty, I find this to be a great idea. Modular vehicles, even craftable ones, would be a great addition into giving a building side to DayZ. After all, they gave me duct tape, they gave me an ak, I don't see why I shouldn't be able to duct tape that to the side mirrors of my V3S! Even making a makeshift skateboard out of 4 wheels and a piece of plywood isn't that big a deal. Sure, it won't be a high performance vehicle, but it'll roll me down the hill, haul my dead friends' body, or even carry my extra loot. The problems the suggestion faces lie inside different aspects of the game: Mostly the engine, and the way it deals with physics. You propose a sort of a "building blocks" way of building the vehicles. The character could push, pull, move parts around using his strength, "apply welding" to pieces of metal and see them soldered, salvage wheels from trucks and have these linked to a makeshift chassis for making a sort of chariot. That would mean the parts would need to have physical characteristics : Weight and materiality, density, shape, burnability...etc. Now I can't stress enough how difficult the presence of these aspects is to incorporate inside the game. That means adding realistic gravity, and ragdoll physics, something the dayz engine doesn't yet seems to be very keen on doing well.That's because dayz applies well made physics to a very restricted number of items, mostly, bullets, and to some extent, trucks. Basically, right now, if you put a can of soda on a hillside, it won't roll down, and standing beneath a falling tree won't kill you. Making a chariot would mean asking the engine to calculate it's overall weight, then to perpetually challenge it's construction (can this chariot, that was built with this and that, which have those and these characteristics, do that action ?). The problem with the way you propose these to be built is in the engine itself, it handles entities, which are relative and aren't linked to each other in terms of materiality. Look at the game Besiege, it's very similar to what you'd propose. Now even though a full physics engine overhaul doesn't seem to be in the making, I could see the devs implementing a few makeshift vehicles using the same kind of crafting the game already proposes, but that would mean a fixed amount of dev decided vehicles would be put in the game, for which they would have to make the models, the entities, the crafting recipes... etc etc, basically, the work they do now on other objects. The same way a splint is made from combining "rags" and "sticks", you could make a skateboard from combining the "skateboard wheels", "skateboard trucks" and "plywood" together, and bam, you'd get a pristine skateboard. That wouldn't account for the materiality of the plywood used, wether it was outside in the rain, wether the trucks are rusty, basically, it would be simpler for the devs to implement. BUT that would mean making a whopping of 3D models, sounds, lootabilty etc for different little parts, that would have very specific functions. So generating lot of work, and using a lot of dev ressources, something the devs already seem to be lacking in. Your suggestion is good, and i'm also hopeful that we'll see it in the future but... you know. -
Too bad no one updates the "list of already suggested suggestions" anymore, that sticky is unfortunately dusty...
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The thing is, you confuse reality with this game. Games need realism to enhance the immersion, but those enhancements stop when they hinder the games capacity. Basically, no one ask you to pay real money in monopoly, you get fake money, and that's why it's fun. You compare real life situations with what should happen in the game... You're right, in a real world situation, like a natural disaster, most people will tend to help each other (and even then, i'm not sure about that). But DayZ is a game, it gives me the opportunity to have FUN, I wouldn't ever be a cannibal in real life, but I find it extremely fun in the game, because I can be a character once, and another after my death, and then another. And every time, new cards are dealt to me. Sometimes I'll manipulate a highly stuffed player into doing a long action just so I can smash him in the head, sometimes I'll be that higly stuffed player and help others out. My real life morale is what guides my in-game action, it shouldn't be my IG actions that guide my IG morale, because that would just result in bad RL morale... I like dayz because every life is different, and I'm given an inifinite amount of those (as bugged as they are today).
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DIY chopper Lift off at 2:20, even though... yeah...
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No! I think I understand where this is coming from, you hate the fact that the game is absolutely ruthless, that being a "bad" character is easier than being a "good" one... because you can just shoot people and get away with it? but... Dayz need bandits! It needs people that are scared, and shoot others on sight! It needs RP psychopaths! The fear of these people are what make the game interesting, that make it exciting, the fear of simply opening a door for someone, talking to him, that simple fact, that you can never trust anyone! If I want to play as a lone wolf, I would have to meet up with people...? Or else I'd get some kind of problem? Your suggestion vastly reduces the scope of possible gameplays...
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Apple trees, berry bushes, they are a-plenty... Sure, you need to eat a lot (A LOT!) to get from starving to energized, but apples also hydrate you which is great. Water? Wells aren't that scarce if you're not in a rush to go somewhere. All and all, now, it's the zombies that scare me, that, and the lack of ammo, notice how you can get gorka stuff much easier? Use those extra pockets for food, shovels, hoes, hatchets, pick the portable stoves up, not gunz. Remember, the guy in front of you that has all the guns has a blurred vision, doesn't see color, and is drawing zombies to him. Use stealth, move like a fox, and you'll end up picking up the gun you wanted on his freshly zombied corpse.
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What about the good old U.L.M ? It's slow, doesn't fly very high, and could be the equivalent of the bike in air terms. Doesn't need long runways, takes off in 20 meters, can easily land on a road, or on the grass ( granted that might be a little bit more dangerous, but it's actually quite done) and uses a 50 cc motor. Needs little mechanical skills... This is the kind of aircraft that you can easily fix. Honestly, it might not be russky all the way, but these things are all over the world in hobbyist aerodromes. Of course, it has no weapons, and it should have just about the speed of a V3S truck. But for a quick getting around, for a lone wolf player, I'd say this is top choice: You can even land on the Prison Island and take right back off... Oh, and let's not forget, you can build one yourself, from a scrapped bycicle and a wing : I already posted this message on another plane topic, but I'm posting it again, because the U.L.M is the actual only flying vehicle that can realistically be built and driven in this kind of environment.
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Good stuff, and another useful use for the pen.
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What about the good old U.L.M ? It's slow, doesn't fly very high, and could be the equivalent of the bike in air terms. Doesn't need long runways, takes off in 20 meters, can easily land on a road, or on the grass ( granted that might be a little bit more dangerous, but it's actually quite done) and uses a 50 cc motor. Needs little mechanical skills... This is the kind of aircraft that you can easily fix. Honestly, it might not be russky all the way, but these things are all over the world in hobbyist aerodromes. Of course, it has no weapons, and it should have just about the speed of a V3S truck. But for a quick getting around, for a lone wolf player, I'd say this is top choice: You can even land on the Prison Island and take right back off... Oh, and let's not forget, you can build one yourself, from a scrapped bycicle and a wing :
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Yes! And as well glare protection from sunglasses please! Never forget the way of the samuraï's words, "You must always turn around your enemy so that he is blinded by the sun"!
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Please make an option to enable centered (old) third person camera
Bab replied to SonicSonedit's topic in Suggestions
"This is an early iteration of camera placement for 3pp. The player should be able to switch shoulder view and possibly even center the character by lowering the hands or sprinting in future iterations." Taken from the description on their youtube page. But apparently, the actual 3PP mode, in all it's wall-peeking cheatness is going to be gone. Play 1st person my friends, show it some love, and it will love you back. -
Yeah, agree with trankin, every player death is a potential new zombie. I do agree that the loot should be damaged by the zombie's behavior, but an automatic ruining of items is a senseless mechanic, it seems normal that zombies and military zombies would carry some loot, and who's to say one of those won't have a protector case filled with pristine goodies.
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Unpassable mountains have a tendency to ruin the view, and make you feel boxed up, they kind of ruin the whole immersion factor (to my sense). I'd rather have an invisible barrier on a wide open field, the barrier wouldn't be like a wall, but rather like a soft area forcing you to slow down until you can no longer walk in that direction. Anyways, it's not an easy issue to deal with...
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Adding smoke to the fireplace to act as a signal // Way of attracting players.
Bab replied to Bab's topic in Suggestions
Some concept images illustrating my thoughts on what sorts of situations could be created from smoke signals. Hope you guys like this, I appreciate any feedback, even negative! Freshspawn reunion in Kamyshovo? Or Freshspawn killers trying to have some ambush fun? Looks like a scout with binoculars saw us rampage Elektro and is signaling how many of us there are to his friends.... (Fire + Burlap Sack use) Someone looking for a pickup? ( Fire + Red Chemlight) Just blown up fire station, whoever did this don't mess around... The last image is a little addition to the whole smoke thing, It's mostly a cosmetic factor in regards to the gas station, but could also serve as an indicator of someone's rampage through a town. And finally, something I got from the wiki on smoke screens, which I think could be a nice addition because of it's very "craftable warfare" style. Bab -
Adding smoke to the fireplace to act as a signal // Way of attracting players.
Bab replied to Bab's topic in Suggestions
Not really intended as a signal more than just destroying tires. Very wasteful in the apocalypse, that said, if the V3S ever gets removable tires, I could see this being the object to burn for the longest smoke time... It'd probably be a 4 by 4 slots equipment. IRL tires actually burn quite a while, they burn by themselves when lit, so no need for kindling or firewood, and do release dense black smoke. -
Adding smoke to the fireplace to act as a signal // Way of attracting players.
Bab replied to Bab's topic in Suggestions
Is that a sarcastic post? -
Adding smoke to the fireplace to act as a signal // Way of attracting players.
Bab replied to Bab's topic in Suggestions
Yeah, I was thinking that the new "search for sticks" mechanic could not only yield sticks, but also some "leaves" or "needles" -
Thing is, for meta online map use to disappear, the implemented system would need to be good enough that players might not be so inclined to use the online map. Don't know if your idea is the right solution but I'm all for more location indicators.
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Adding smoke to the fireplace to act as a signal // Way of attracting players.
Bab replied to Bab's topic in Suggestions
Good idea, beans for you. I think this firepit smoke could introduce a new player mechanic as well as some good rp elements. Burnin' and lootin' ! Just imagine putting the prison to the torch after a good round of killing and looting! showing everyone the mayhem, or faking it for easier looting environment...