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OnionOfShame
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Everything posted by OnionOfShame
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I agree completely. Some people are busy and can't log on every day, does that mean they shouldn't be able to maintain a vehicle?
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I'd like to imagine completely covering yourself with poop would become a tactic for identifying one's squadmates, like the no-pants squads back in the day :P
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There are two ways that they could go about simulating excretion of waste. One way is the way that games like ARK have used, i.e. not super realistic and more of a joke addition than a survival mechanic. Or they could go the other, super-realistic way...but there are many problems with it as others have mentioned. Underwear would need to be a clothing item, we would need to keep all of our clothes clean, etc...like having to sleep in-game, I'd say that a waste excretion system does not fit in DayZ.
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I'd only support rotation of items in the inventory under the condition that the slots are granulated more (i.e. one square splits into four 2x2 or nine 3x3), and our inventories are made into separate pockets rather than one big block for each clothing piece. This is because the lack of rotation serves a (possibly unintended) role in-game, to simulate (to an extent) items that would not fit in a container. For example you couldn't fit the full Waterproof Bag container in your Cargo Pants in real life, and this is simulated in-game by the bag being too large vertically to fit. This system also applies to many other items, although it is not perfect. However if we cold rotate items with the current inventory system then this built-in limiter would no longer work properly. While the system would be better if we got item rotation and the other changes I mentioned above, in my opinion it would be better to keep the system we have now with no changes. DayZ is already a highly complex game both from a gameplay and programming perspective, and in my opinion it would be best to keep the functional, imperfect, and simple system we have.
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Costum patches and "hook-and-loop fastener" (velcro)
OnionOfShame replied to Berecz (DayZ)'s topic in Suggestions
So just using velcro to attach equipment to our clothing or other equipment? Not a bad idea, would have to be high-quality duct tape to ensure that it doesn't come apart while running. We might not even need to sew the velcro on though, I think most velcro comes on a sticky strip that should just stick to whatever you want anyways. -
Big objects shouldn't be able to transfer between servers.
OnionOfShame replied to Wili's topic in Suggestions
So basically splitting the public hive into several smaller hives based on geographical area? Could be interesting, sort of contradicts the point of the public hive in my opinion though.If you were thinking just blocking the transfer of "large objects" as described earlier in the thread, I'm not sure he this would work if it can only transfer between some servers of a hive. If it can't be transferred at all then it would just drop when you log out. But if the game doesn't know which server you're going to join next (which it can't) it will not know in advance to make you drop the item if need be, meaning the only real option would be to make it disappear (which could get very frustrating). -
The Community's List of Suggested Weapons for Dayz Standalone (Version: 1.29)
OnionOfShame replied to alexeistukov's topic in Suggestions
You're thinking of the .50 version of the Desert Eagle. The .357 version uses a 9-round magazine, so a player can actually have ten rounds loaded (9 in the magazine, one in the chamber). I'd say that's a pretty big advantage, but if it's as rare as it should be (i.e. essentially nonexistent) it won't be an issue.On a side note, if they do go through with adding this gun I hope the magazines are just as rare as the gun itself or rarer, so we don't get nonsensical situations like the one we used to have, with the piles of UMP mags lying around everywhere while the gun itself was fairly rare. -
I agree that you should theoretically be able to. However I fear that the stamina system won't put enough of a penalty on you for double carrying consistently to make you not do it; this is why I think the solution may be to simply disallow it altogether. I still wouldn't say carrying two or three primaries is viable though. The added weight from the extra weapons will mean you have to pack less other gear/get a small backpack or wear none, which means you will have less inventory space, which means you won't be able to carry enough ammo and equipment (magazines, scopes) for both guns.
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I disagree. In my opinion it would be good if the devs found a way to make double-carrying impossible. You should only have access to one primary weapon. But as stated above the stamina system iS coming at some point and hopefully that should accurately simulate it, meaning that double-carrying won't be viable.
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I agree completely here, the Katana doesn't really have a place in DayZ. Aside from the fact that it's from a different part of the world from where the game is set, it's not a very effective weapon. Contrary to popular belief Katanas are actually not very good, the design of the sword means that it must be either strong but too heavy to swing quickly or in complicated motions (so it's basically a cleaver), or light and quick but very weak (so it's basically a longer, less-balanced dagger, more for show than actual combat). There's a reason Katanas weren't actually used much on the battlefield except as a last resort. Katanas are also extremely fragile and break very easily compared to Western swords, meaning constant maintenance will be required. Furthermore if you're carrying a Katana on your back that takes up your melee slot, which could be used to carry an important tool like an axe or a shovel...the Katana has no real use except to look cool and to fight (poorly). Honestly I'd take a Splitting Axe over a Katana if they added it.TL;DR Katanas don't belong in DayZ The rest of your ideas were pretty good though, nice work with your post!
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Saline bags should only be in heli crash sites.
OnionOfShame replied to CGNoodlePot (DayZ)'s topic in Suggestions
But it makes no sense from a backstory/logical perspective. Why would military helicopters be carrying around large supplies of saline bags, and actual medical locations have none at all? -
Blood type compatibility on a back of a First aid kit
OnionOfShame replied to r4nger's topic in Suggestions
I agree that something line this isn't necessarily needed as it doesn't take much effort to actually learn about it yourself, however I still think it would be a nice addition. Would also give more of a use to the "Inspect" action which is pretty much useless at the moment. Edit: I had another idea. What if instead, medkits have a chance to spawn with a medical reference card? This card could have lots of valuable information such as a blood type chart, effects of various medicines, and side effects (i.e. overdoses, combining two different medications can sometimes be dangerous, etc.). Of course this would be much more useful if the medical system were made more complex and more medicines were added. -
Big objects shouldn't be able to transfer between servers.
OnionOfShame replied to Wili's topic in Suggestions
You didn't even address the argument he made. -
rekt
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Yes, in real life shotguns are effective at much higher ranges than most video games would lead you to believe. Strangely in DayZ it seems the opposite, I have rarely gotten a point-blank shotgun kill, but the one or two times I have tried to use it at longer ranges it was actually successful.
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Lol, that's a first
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smersh vest - add to loot world (not only heli crash)
OnionOfShame replied to Foma (DayZ)'s topic in Suggestions
Yeah, I'm not sure what you're talking about...I agree with what you said in the title though, this type of equipment is extremely common in and around Russia, chances are it was used to some extent by military forces in Chernarus. In real life there are many different variants and configurations available for this type of chest rig, so perhaps some of those could be added. They could even be added as versions with less slots and have general military spawns, so then the original version would remain top tier/super rare military loot. -
The M4A1 is extremely rare right now because it's (debatably) the best gun in the game. Honestly from a logical perspective the M4A1 should spawn just as commonly as AK's in general military locations. NATO forces are occupying the area, wouldn't they leave some of their guns behind if they all died? In my opinion the M4A1 should be nerfed to a more authentic level of performance, then brought back to general military spawns.
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Hello all, I'd like to propose a new system of character customization in DayZ. This system would involve the player finding/creating patches and attaching them to their clothing. I mentioned this in another thread a while back, but it was sort of thrown in as an afterthought, and I think it deserves it's own thread to be fully fleshed out. To acquire a patch, players will have to find them as loot or craft them. They would spawn in residential locations and some factories, as well as military locations. They should be somewhat rare, but usually found in large amounts where they happen to spawn (for example, a box of military unit designation patches in the warehouse at a military base). Of course some patches could be rarer than others, for example a US special forces patch that could be found at American heli crashes. To craft a patch, the player needs a sewing kit and some fabric. Using the sewing kit on the loose fabric gives the option to craft a patch. This will bring up a design screen similar to the sign creation screen in Rust. The player can only use fabric colors that they have in their inventory. There are no advanced drawing tools, meaning that it must be drawn freehand. However, a player can perfectly remake any patch that they have successfully made in the past. You can choose to share a patch design with any other character, but it can only happen consentually (someone can't kill you, tear off the patch and infinitely dupe it from the patch itself). For simplicity's sake I think that learned patch designs should persist between servers (even on different hives) and between lives, so that if someone is in a group/clan they will not have to memorize and redraw the design by hand again. I am aware that many patches in real life involve a glue-like substance, so if glues are ever implemented then they could be involved in the process of crafting a patch. Once found/created, patches can be attached to one's jacket/shirt, pants, or hat. To attach a patch, the player is given a rotatable image of the clothing model (like the inspect window, but showing the model of it being worn) and simply clicks where they want the patch to go (of course, micro adjustments are possible). Visual representation will be handled by adding a simple decal to the player's model, so the impact on performance should be minimal if it exists at all. There are a few possible uses for this system. The first and most obvious is to individualize your squad by having unique matching patches. This would be great for both tacticool military squads and more ragtag "biker gang"-style groups alike. It could also be a sort of badge of honor; although imitation is possible it is not possible to perfectly copy another players patch (without them sharing the design of course), so having the patch of a highly skilled player or a member of a well-known squad could be a sort of status symbol, so you can say that you killed them. I can imagine that some players would go all out and collect the patches from every player they kill, so that after a while their jacket would be completely covered in them, a good display of one's accomplishments. The potential for these on roleplay servers is even greater... What do you think of this idea? Do you like it? If so, why, and if not why not? Would you suggest any changes?
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The only places you could find a significant amount of ammo would be a gun shop or a military base, and your point does not apply to either of these. And even for houses, do you think every single person who happened to own a gun in the entire country just happened to be home when the collapse started? Because I shouldn't need to explain why that's illogical.And for food, I'm referring mostly to "natural" sources of food i.e. hunting, foraging, and farming. I agree that prepackaged food should be rare, much rarer than it is now. But the part of the world South Zagoria is based on has more than enough naturally-occurring food sources to make searching prepackaged food unnecessary.
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I feel the same way. Despite the great possibilities that it could bring, modding support could singlehandedly destroy the game as the devs intend it. I just hope the "easymode" community stays in different games or learns to adapt to DayZ's nature as an antigame.
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I've wiped a 3-man squad solo at roughly 200 meters with the pistol grip MP-133. Honestly I didn't really expect it to work either, but I guess RNG was in my favor.
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I didn't say that was realistic. Can you read?
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Personally I usually try to get a rangefinder working, whether or not I'll actually be sniping on that character. Even guns like the Skorpion and shotguns can be deadly at long ranges if you know the exact zeroing to a target. I'm decent at eyeballing distances, but I prefer to know the exact distance if I can.Of course you could always use a third party map and measure the distance, but I find that this usually takes longer and is less reliable, and also requires you to know the EXACT position of both you and your target.
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I too would like to see this in-game. I think that rather than having one or two "best" options for each equipment slot, each different vest should be more of a trade off. This is already in game to an extent, for example the High Capacity Vest carries more than the UK Vest, but protects from damage less. In the case of the police vest you could get some of the best protection (enough to make it worthwhile), but not have any inventory slots in it.