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Everything posted by FlimFlamm
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I think this is a good idea but it needs to be situational. If you die, you should be given an account of the recent damages you took in the moments before you died. For example, if zombies were beating you, you would see several messages indicating limb or body wounds and pains. However, if you are struck in the head, by a bullet or by someone who has crept up on you with a sledge hammer, then you will be unconscious or dead before you even realize it. If you get shot in the head with a long rifle, the bullet will have passed through your head before the sound reaches you, leaving your disembodied soul with basically no ability to determine what happened. If you get shot lethally in the chest instead of the head, then you would probably have a moment of realization before loosing consciousness and dying, and so you would see damage message indicators relating to such.
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Server hopping? Is there a solution? If not, what else....
FlimFlamm replied to rickyriot's topic in General Discussion
The existence of server hopping is not a good thing for the final game that will be released but it has some advantages for the beta version. It makes it much easier for players to accumulate gear for testing purposes. That is the only benefit. -
The problem with horses is they would be incredibly difficult to model and animate and implement in a useful and balanced way. Modeling and animating the horses alone would be a major hassle, unless we all want shitty non realistic looking horses. Catching and taming a horse is a very difficult task. To perform it in game you would basically require an existing horse or a fast off-road car with a lasso. Figuring out and programming a fun and realistic way to break and train the horse would also be an immense chore. Unlike cars, horses are living animals, and as such they require constant maintenance, making them less than ideal as a vehicle to actually keep given players do not play 24-7. It would probably be cool, but a huge amount of work that people don't realize would sequester too many dev resources to complete. Animating a simple wild horse model that can be hunted is feasible, but making it capturable and rideable is something perhaps best lest to the modding community.
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In short: Planes If you one day find yourself in a zombie apocalypse, would you rather get into a helicopter hobbled together from various parts by murderous survivors, or would you rather get into a plane hobbled together by murderous survivors? Planes have their place in the original DayZ mod. The C130, the An-22 Cargo, and the Cessna were vehicles that could be found and with enough skill could be flown and used to great effect (the C130 included but in a more limited fashion). The real world advantages which planes have over helicopters which could be applied to DayZ standalone are numerous. They require much less fuel to move much heavier loads, and can in general lift much more weight at one time than a helicopter. The way a plane mechanically operates is much more simple than a helicopter, making engineering and constructing them much easier. Helicopters are known for requiring constant technical maintenance and for having sensitive and complex electronics. Planes are simpler, cheaper, and easier to build than helicopters. If planes make their way into DayZ then constructing small aircraft planes ought to be much easier to do than constructing a helicopter of any size. Planes should be easier to maintain, and like helicopters should bring with them all kinds of options for modularization. Helicopters are superior for short range transportation. They are more manuverable and can perform vertical landings. In the world of Dayz this means you can pick up and deliver teammates from more places and more quickly than planes. Planes also come with the detriment of being more difficult to fly (at least in the DayZ mod world). You need space to land and takeoff, during which you are quite vulnerable. These sorts of disadvantages are another reason why it should be easier to build or get your hands on a small plane than any helicopter in the world of DayZ. Finally, and the thing which makes greater commitment to planes worthwhile, is armed planes. As we all know, there will eventually be implemented big ass helicopters that you can paint black and have multiple armed men hang out the sides and shoot guns at you, or from some sort of mounted MG, so why not let the moderate DayZ plane enthusiast strap an MG or two to the nose of his plane? This opens the door for plane on plane dogfights (which I have done extensively in the DayZ Overpoch mod using a WW1 Camel plane) and it is much more fun than the same boring old helicopter vs helicopter fights. Landing and take off are skills that initially many people would need to develop, and dogfighting tactics are themselves a very fun and interesting strategic game that players would also need to learn. TL;DR The addition of more planes into DayZ, including armed ww1-ww2 style planes (perhaps modular airframes) is an addition that would bring in an entire new layer to the game of DayZ, which would open up and extend the strategic end game, which would be forced to include much more skills-driven, robust and exciting arial superiority.
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Heh, I've got some pretty thick skin, that said, any fellow An-2 pilot would have a hard time making an enemy out of me. ( On the vanilla DayZ mod the An-2 was always my number one vehicle, and then on some epoch servers they modded them to where they had front firing MG's :D ). On "building aircraft": I have a thread called MODULAR VEHICLES which is basically about a concept for player constructable ground vehicles. It isn't exactly macguyver level because players need to gather a wide variety of raw resources, tools, and rare parts in order to complete construction of a ground vehicle. This doesn't mean that surviors on the coast are going to be able to build a vehicle on the coast, nor does it mean that everyone and their grandmother will have a vehicle becuase they number of available engines will be limited by the economy of the server and the actual time it takes to gather the parts and put one together will be immense. Building vehicles is a project only for people who have som sort of established base that affords them survival benefits like food stocks, storage and safety. Building and upgrading your own vehicle (ground or air) gives players something to do in the end game that also happens to address the issue of vehicle rarity without making them easy to get. It also delivers on the promise of modular vehicles. What I suggest is that in addition to ground vehicles being constructable with the full gambit of parts and tools they require, there should also be constructable ultralight aircraft, with a similar gambit of parts and the same tools. Constructed vehicles of all kinds are not meant to replace real vehicles entirely, but instead to provide an inbetween or a middle gound. Light aircraft cannot light much weight and are slower and weaker than real aircraft. Construcfted gound vehicles are likewise probably slower and weaker than prefabricated vehicles (unless heavily armored with sheet metazl and with the strongest available engine to push it). On "vehicle hoarding": Yes the map is much more filled in and there are lest vast empty forests, but this does not mean that things are easier to find. If anything it was wasier to find a vehicle in the vast north beause that's where everybody hides them, and visibility in forests was quite good . Now that everything is much more densely designed there are more places to hide vehicles than before that will be hard to spot. Vehicle hoarding will not go away if nothing changes in SA, it will in fact become a much bigger issue in finding a balance between vehicle rarity (and therefore value and game difficulty) versus vehicle accessibility. If most servers have around a 20 vehicle limit, like most people think is a good idea (they are adhering to original initial vanilla mod concepts), then what will happen is players will spread out and diffuse into more servers because individual players will think they have a better chance at a vehicle on a less populated server. This will stimy player interaction and it will be much more difficult for the best servers to establish themselves and maintain constant high populations. With a system of supplemental vehicle access, like the one I suggest, players will have additional reasons to stick to one server, which will foster community development within individual servers. The only reason people run up and down the coat in a pink dress weilding fire extinguishers is beause since every interaction is essentially anonymous (because of server hopping), they have no reason to preserve their dignity. On "Bases": I think I understand what the devs are going to do about base building. They are going to add as many basic things as possible and be as minimalistic as possible so that survivors really have to adapt bases to the environment they choose to construct them in. A very common base will be a locked and fortified building that already exists. It won't be immediately apparant that this is a player base, and almost impossible to tell from the air. Forest bases are going to mainly consist of camoflauged tents and cammo netting type setups where the main defense will also be invisibility. Players will additionally set up trip wire traps and land mines in the forest around their base in order to protect against raiders. If the devs actually add the ability to construct larger bases and lockable buildings then it will be implied that anyone posessing such a base is strong enough to invite agression by being easily visible. Personally I would like perhaps the ability to make lockable cabins, and maybe down the road something even bigger, but I would be totally happy with a basic hidden forest base where I can stash my vehicle (maybe with some type of fencing and gate system as well) or the ability to barricade and lock a building that I can live in with a garage out backwhere I can keep my vehicle locked up. --------------------------------------------- In the end it's impossible for the SA not to address the problem of lone tents sucking and of vehicles being hoarded. The decline in popularity of the vanilla mod compared to the basebuilding/vehicle building mods like epoch and overwatch and origins is absolute proof that the original model of vanilla DayZ is incomplete and flawed. If the dev team releases a game with no long term objectives like basemaking/building and vehicle construction to prevent hoarding then they are never going to hear the end of it and it will be very bad for business. We would instantly see the exact same phenomenon as what happened to the original vanilla dayz mod: people would only play on modded servers that add supplemental vehicle access, or on vanilla servers that have 1000 vehicles spawning. The end result was then and would be today that nobody would actually play vanilla DayZ. Why would the devs design a game in a particular way that they know nobody will use it for? (not trying to criticize the devs here, i think they know that they need to add and end game type content which is what the original DayZ lacked) Apologies for the text wall nature of this post :(
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@thedogfoodyayho I hear where you're coming from, so allow me to adress a few things. Redarding the nature of bases and one of the common objections to aircraft: In the vanilla Dayz arma 2 mod, bases consisted of tents and nothing more. There was no way to secure them, no way to lock them, everyone hated them because no matter where you hide them eventually someone will disover them. That said, I should have been clearer in my OP about my own particular vision of what DayZ is becoming. Since the developers originally promised in depth base building and barricading systems I naturally assumed that SA was going to implement some of the basebuilding style mechanics of mods like epoch. I don't think giant cement walls are appropriate, but I am sure the devs can find some happy mediums. When it comes to the impenetrability of bases, even with larger cement ones like in epoch and overpoch, there is simply no such thing. Everything can be destroyed, or hacked, or damaged. Regardless of how big and secure your base was, it is only a matter of time before someone dedicated enough breaks in when nobody is around, or by force when you are and to your great dismay. The more secure the base the less chance of breakins, but there is no possible fort knox in DayZ. Nor was there in epoch. Many payers will simply barricade existing structures, making them basically invisible from the sky. Other players who have groups will build larger bases with some sort of fortification system to keep zombies and players away. Spotting them from the air will be the easy part, risking landing or attacking a fortified base is the hard and risky part. Camoflague tents if placed under heavy tree cover will be invisible from the sky, so there is actually no nevesary threat to tents being discovered in the first place. Most players will not use the random tent system however, because it sucks. They will all want to make actual homes that they can fortify somehow and defend. My main purpose for bringing up mods like epoch and ocerpoch is to point out that these are far and away the most successful developments that the original DayZ has seen. The original game was incredibly buggy and had serious problems and limitations. The interaction between players is what made it become popular despite it's serious flaws. The thing that kept DayZ alive was the modding community which added much needed content and mechanics changes. These two main changes were: improvement to the tent system in the form of base building; and supplemental access to vehicles in the form of constructable variations or NPC vehicle dealers. One of the main flaws of the original DayZ is that vehicles are either too rare and hoarded by admins and large groups, leaving most players no way to experience them, or the server has 1000 vehicles spawning in everywhere to the point that vehicles become meaningless and the survival aspect of the game is ruined. I cannot think of any other way to address this problem by making certain basic vehicle forms be constructable. When it comes to aircraft, It is not unreasonable for survivors to construct ultralight aircraft. An ultralight plane is easy, an ultralight gyro copter is harder but still doable, and an ultralight helicopter (mosquito) is harder still, but in the realm of plausible. People buy kits and assemble their own mosquito helicopters pretty cheaply and very commonly... Some people even build their own from scratch like the russian gentlemen a few posts above. Having constructable aircraft is an incredible difficult issue to navigate and implement while still holding true to the survival/interaction vision that the dev team is going for. I have been putting a lot of thought, and recently some work, into it, but the short version of the story is to have three variarions of aircraft be constructable, a plane, a gyro, and a mozzie, with the appropriate relevant difficulty, in order to make it so players can spend time working toards their own aircraft rather than having to find and fight over the couple that already exist. Something very similar to these three arcraft: P.S indeed I did mean An-2, not the An-22... Let's say I strapped a powerful engine to my aerolite 103 (the ultralight plane seen above) so that I could strap a gun to it and be more manuverable, would you honestly prefer a door gunning An-2 over that? (Don't underestimate my love for the An-2, it was one of my favorite vehicles in the mod, and I could literally fly it backwards)
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AUTOGYROS! You might be sitting there asking yourself "what the heck this Gyro thing is supposed to be?". Isn't it some sort of meat and pita food stuffs? Well no, not quite. Put simply, the autogyro is the most majestic and magnanimous aircraft to ever have graced the skies! Let's have a Look! Now you probably confused as to what you have just had the privelage of witnessing. "Is it a plane? Is it a helicopter?". Ah, here we are, I've found something! You might be thinking "How the devil do unpowered rotors keep you in the air!!!!!". This uncertainty is sure to cause you great anguish, therefore it has been arranged that we might enlighten ourselves to this incredibly new and exciting method of flight: "Well that explains a great deal, but these machines seem big and complicated", you might say... I must admit that up to this point my resources have been very slightly outdated, in order to address this I have acquired what I believe represents a more up to date and exciting window into this enjoyable new sport: Isn't it wonderful? These gasoline powered minimalistic machines represent the most accessible route to flight for men of limited means. I think autogyros are the future of flying! "Just how easy is it to construct an auto gyro?" you might ask, well let's talk to this genius here who was so innovative that his pilot's seat doubles as a gasoline tank! So, how easy is it? Woah! Forgive this man his new age insensitivities! Verily he does good work, and so the good book says we should judge him by his fruits! These autogyros are so effective that even the most top secret governmental agencies use them to protect us on a day to day basis. Observe! ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- All joking and historical roleplay aside, autogyros are literally the cheapeast and easiest method of powered flight. Perhaps constructing a modern ultralight fixed wing could compare in terms of difficulty, but really all you need to get going in making a gyro is some rotors and an engine. They consume regular gasoline unlike helicopters and most planes. They are highly manuverable and highly safe. Relative to their size their have great lifting capabilities. They can land and take off in very short distances, making them ideal for landing in fields. They can also glide silently with their front or back propeller turned off, making them even more ideal for making landings without every zombie and survivor in the world being made aware of your location. Please share your thoughts about the implementation of autogyros in DayZ. I think they are the most genuine, authentic, and realistic aircraft possible for DayZ, so if you would like to see them please show your support to let the devs know!
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I've flown them quite a bit on the mods and in general their handling was fairly realistic, except for the rotor visually ceasing to spin when the engine was off and you were gliding. Take off distance depends on a whole lot of things. The main thing is something called the 'pre-rotation' of the rotors while the gyro is still on the ground. In the old days, people would get the rotos started by hand and then the forward motion would get them going even faster for take off. Later aurogyros had build in prerotation mechanisms that could get their rotors going very fast and greatly reduce the takeoff distance by a hand crank or a device which temporarily connects it to the engine. Some odler models even use essentially rocket tips on the ends of their rotors which release pressurised air to get them spinning and for emergencies in the air. Some of the older models in the hayday of the gyro had hydraulic jumping mechanisms that would launch them up and forward a bit and could do actual vertical takeoffs. They just couldn't hover. In the gyro that we might be able to build as survivors, we would be lucky if we could rig a hand crank for prerotation. In the real world, if a gyro is facing into the wind then the rotors can basically start on their own. Taking off into the wind drastically reduces the take off distance, and since wind is a feature that I think is planned, this could come into effect. It also depends greatly on the strength of the engine. Stronger engines will enable way better take off times but wont necessarily impact top speed very drastically. In the end different gyros have different characteristics. If you want to compare the mod gyro of that picture to real life, here is the model it is based on: http://en.wikipedia.org/wiki/Wallis_WA-116_Agile While I prefer the safety, comfort, and utility of the autogyro, I must admit it's a pretty bad ass method of flight.
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I've been doing a lot of thinking about the direction of the DayZ end game and I'm wondering just how in depth the base building system will become. For example, in the Epoch mod for the original DayZ mod, you could make these big intimidating cement walls as a part of a modular base system, but once you built a base, the interior was barren and bleak. The actual base building process in DayZ is probably not going to be as epic as cement walls and instead will be more about minimalism and realistic materials. If this is the case, then wood is going to become the main resource that players will use, and as such, they will need tools for carpentry and the like. If the devs implement some basic wood-working tools then they will create a foundation for a crafting system that can have uses in all other aspects of the game. Players would be able to make small objects and furnishings like doors and chairs and storage bins out of wood where appropriate. Players would be able to build things like ladders and stairs, and even bigger objects like walls, roofing, and palisades. Things like bicycle frames, wheel barrows, and other basic vehicular objects could be easily constructable as a part of this system along eith even more difficult and advanced projects like aircraft wings, propellers, and rotor blades. In short, we're going to need things like wood working tools and metal working tools in order to have a fully fleshed out basebuilding system, otherwise bases will not feel like home due to being undecorated with no interesting way to spend time improving them and making it your own.
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There is all sorts of water off the coast that the game engine loads and can be occupied by players, but there is simply no reason for them to ever do so. If boats ever get added and when planes get added, islands would represent the perfect places for groups affluent enough to afford boats or aircraft to build forts to defend against players and zombies alike. The addition of the prison island is proof that it is doable, and a great example of the sort of content that islands can provide the context for. Small rocky islands, medium forested or swampy islands, large islands with light houses and structures like cabins or communication towers. Some islands might have water, others might not.... There is a huge amount of room for additional islands of any kind and any size. By adding islands Chernarus can be expanded and made into a bigger place with very little effort on the part of the devs, and down the road players will use them to create all sorts of unique content. So my only question is: Why not? Don't you guys want to experience the 'water water everywhere, but not a drop to drink' thing?
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It seems like there is little reason they should not add in a bunch of islands to make use of the coast. They should do it if only to give boats a purpose...
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I guess I was thinking more along the lines of "lamination" which is when you use glue and clamps to let things set in general. It's not only cabins that players are going to be building so I think we need more tools and such in order to facilitate them. Also, boats! Did I mention boats? Do boats even matter?
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How will the barricading system work when put up against server hopping? this will less of a problem for private servers (and hence they will become more popular), but I am wondering how we are going to prevent people from getting into our inner cloisters by just server hopping past out defenses. One method is to have something be placable, like a bedroll, that will prevent anyone from spawning in nearby except other people with bedrolls in the viscinity. If a player tried to server hop into the area then they would be moved a certain distance away in a random direction (where the process would repeat again to make sure they aren't in someone else's base) until a suitable spawn location is found. Another method is to remove server hopping entirely! Thoughts?
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I'm more concerned with working with the actual resource rather than acquiring it. Whether from trees and industrial sites it matters not. Boards to make plywood should become the base unit of just about everything. You could find boards at industrial sites and move them with vehicles or a wheelbarrow, or, if you have a chainsaw, you can mill your own from trees you fell.
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MODULAR VEHICLES Concept/Discussion Thread (condensed/updated)
FlimFlamm posted a topic in Suggestions
Modular constructable vehicles are a pretty big can of worms for DayZ. Currently we are all restricted to which ever prefabricated vehicles which the developers are adding in, and our ownly way of experiencing them in game will be to find them via luck. In the old dayz, admins of individual servers would hoard the few existing vehicles all to themselves, and if they didn't then the most powerful groups at large would. Actually getting a vehicle was a rare occurance and it generally didn't last very long. Modular vehicles can not only adress this limited access problem without flooding servers with tons of vehicles, but they can deliver on the promise of customizability and synamic gameplay that the devs so loftily spoke of so long ago. A basic system would consists of parts, tools, and raw materials like metal and wood (wood being already in the game). Built on a chassis of varying sizes (small medium and large), different parts, like engines of different sizes or tires of different types, will impact the behavior and performance of the final vehicle. Passenger and cargo capacity will depend on chassis size, while things like handling and top speed depending on engine size, overall weight, and tire type. The end goal is to create an indepth, challenging, and laborious process for survivors to embark on, which in the end will produce an endless amount of dynamic gameplay while resulting in meaningful rewards for harworking and successful survivors in the form of completely customizable vehicles of diverse utility. Here is a description of the main elements and how they might work in such a system: World Objects: Chassis The chassis of a vehicle is the undercarriage that holds everything together and provides structural support. The bigger a chassis is, the more room it will have for bigger engines, more seats, more cargo, and potentially MG mounts. Chassis can easily be added into chernarus as an object or as a contstructable object from raw materials and tools such as scrap metal and a welder or a drill and bolts. A good example of passenger limits based on chassis size would be 1-2 persons for a small chassis, 1-4 for a medium, and 1-6 for a large chassis. Engine The engine of modular vehicle, as with all vehicles, will be what determines top speed. In conjunction with the overall weight of a modular vehicle which is calculated from the various parts, the engine will also determine the accelleration of the vehicle. In order to prevent players server hopping to more easily create modular vehicles, engines (also chassis and other parts) can require a special mechanic to be transported which can inherently prevent server transfers, such as dragging or a small constructable trolley. Aditionally whatever engine maintenance exists in prefab vehicles can also be applied to the engines of modular vehicles. Fuel tank A fuel tank is an essential part of any gas powered vehicle. If a fuel tank is too big for a particular chassis then it cannot be installed. Smaller fuel tanks can be installed on larger chassis but the larger more rare fuel tanks would be more desirable. Wheels Several types of wheels should be available to find in Chernarus, with different types bringing different performance options for players to choose from. Tractor tires will give the best offroad traction and performance while car tires will give on road performance at the expense of offroad. A third type of road only tire could also be available, with very high on road performance but very poor performance off road. Seating/Controls Certain peripherals like seats, steering wheels, and foot pedals can be a simplified process involving various tools and the appropriate resources like wood or scrap metal. The number of seats that can be added should reflect the size of the chassis and the amount of space left over after the engine, cargo and everything else is installed. Siding/Armor Siding and armor should be constructable from metal, wood, and perhaps canvas, and require the relevant tools and resources to construct and install. Heavier harder to make metal siding would be heavy but bullet proof. Wood siding would be cheaper, lighter, semi bullet proof, and cover from prying eyes. Canvas could also be used to provide cover from observers but would not be bullet proof at all. As opposed to the option of driving with no siding at all (siding is not necessary) siding gives you the potential for armor, cover, a paintable/dyeable surface to further customize, and perhaps also some protection from the wind and cold and rain. Cargo hold The cargo hold or bin on a modular makeshift vehicle in this type of system can easily be made out of wood or metal. Wooden bins are cheaper to make but are not bulletproof like metal ones, meaning if your vehicle gets shot in the cargo area a wooden bin will allow cargo to be damaged, while metal will deflect low caliber bullets. Cargo bins of greater size allow for more storage but they take up more space on the chassis which allows for fewer seats and a smaller engine. Cargo could be constructable directly from their raw resource form (wood or metal) and be installed directly onto a chassis, eliminating them as something you need to find or an in game object that must be coded for. Gunnery Atattchments If DayZ winds up going in the direction of having any kind of armed vehicles, then modular vehicles can remain relevant with gun mount attatchments being constructable from scrap metal and appropriate guns mounted upon them. This could be something only available to large chassis, for realism and balance reasons, and they would also potentially obstruct a great deal of potential seating space. Tools Various tools and other necessities can be added in as appropriate to make the system feel as authentic as possible, but also to provide additional difficulty and balance to the process. I mentioned a constructable trolley earlier, a pushable or pullable transportation device (like a wheel barrow), which could come to serve many more functions than just engine and chassis transportation. Coding Mechanic/Animation Requirements: Part Construction Code/Animation The code and animations required for constructing various parts from raw resources like seats from metal can be a very simple thing, involving metal and the appropriate tool and a simple time consuming operation akin to the other crafting sequences. Things like welding fuel or generators to provide electricity can also be added in to go with these processes, and like the trolley, can serve and integrate with many other features like base lighting. Part Transportation Code/Animation The necessary animations and code required for moving around and manipulating large parts like engines and chassis can be a fairly simple task, accomplished with the aforementioned trolley and the simple accompanying animations that involve pushing or pulling objects around. It should also be possible to transport large parts in appropriately sized vehicles, giving a very distinct advantage to people with transportation large enough to assist with the construction or more vehicles (it will be the same way with constructing bases and transporting raw resources) Part Assembly Code/Animation Like part construction and part manipulation, the actual assembly of parts can be a fairly simple enough looking process with the animations being basic and easy to implement with the relevant tools, parts, and resources at hand. Once parts are being assembled onto a chassis it should become immobile until completely assembled ( or at least a rolling chassis, meaning wheels, chassis, engine, and drivers seat at the minmum). To give vehicles additional versatility, it could be made possible to tow other vehicles if the towing vehicle is strong enough. If this is the case then chassis with wheels should be towable, and also have the option of cargo bins immediately being installed on them in order to create a towable cargo trailer. Final Vehicle Performance Code/Animation Every piece of the vehicle that players need to assemble will have different weight characteristics and ingame behaviour. Bigger engines will mean more strength, but bigger chassis and more cargo and more metal means more weight, which in the end will affect vehicle acceleration. Increased weight in conjunction with tires will determine braking speed based on momentum and traction and also determine incline climbing strength. There is no end to how well the actual performance modularity system can be tweaked, but so long as generally top speed and acceleration are realistic it will be a passable approximation. Things like metal being bullet proof are a given, but more subtle things like wood giving more protection from the wind and cold than canvas or no siding are even more subtle elements that can make modular vehicle variants even more unique. Pros: Improved/Supplemental Vehicle Access Economy/Server Controls Customizability Content Developmental Efficiency Cons: Realism/Authenticity The addition of constructable customizable vehicles would bring an end to the age old vehicle monopoly, and add a much needed touch of content, variety, and personality to DayZ. The vision I have for this particular system does not involve replacing prefab vehicles, but instead existing alongside of them and absorbing and sharing many of the same maintenance mechanics that exist for prefab vehicles. Prefabricated vehicles should naturally be superior in various ways to modular vehicles so as to not become obsolete. The V3S will always be able to hold more people or cargo than a player constructed vehicle for example, or a street car with a powerful engine will always be faster than a constructed one. This way the value of real vehicles will still actually surpass player constructed ones and be more desirable, but the inevitable problem of hoarding will be completely countered with supplemental vehicle access. In the end we will all have more things to do and wind up with a diverse array of useful vehicles! Happy Zombie Apocalypse everyone! -
MODULAR VEHICLES Concept/Discussion Thread (condensed/updated)
FlimFlamm replied to FlimFlamm's topic in Suggestions
I frequently daydream about future games and how the physycs simulators will be able to do just about anything. For now however I do realize that the physics engine is limited, and so too is the time of the devs. Regarding chassis construction, the way I envision it players will need scrap metal and required tools like a drill or a welder in order to get a crafting option to make a chassis. I propose that only 3 variations of chassis be available, small mid and large, and these variable sizes will repsesent the spectrum of different sized vehicles that can be constructed. The vehicle holds itself together superficially, and while each component can take individual damage, when they break they the models for that part simply go into a default looking 'wrecked state' rather than having advanced structural integrity be simulated. Regarding modeling and coding, one of the potential unexpected benefits to this system is that in terms of modeling, animations, coding, and sounds, a modular vehicle system can become a way to implement many variations of vehicles and get away with doing less work to do it. All of the basic modular parts will share models and essentially fit like lego blocks onto the chassis when it comes to modeling the completed variations. I have no understanding of the fusion engine and so I cannot be sure that this is the case, but my general knowledge of programming makes me feel that this is the case. They are going to be modeling about a dozen additional prefab land vehicles or so. Instead I would have them model fewer prefab land vehicles to make development room for some modular ones. -
A man recently protested corruption in congress by committing an act of civil disobedience. He landed his Autogyro on the lawn of capitol hill!!!!! https://www.youtube.com/watch?v=78TsMfKbfF8 Here is the Fox news aftermath, apparantly some fox news reporters advocated that he should have been shot down! Quite funny, but also quite serious as the man faces up to three years according to one source.
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This is one of the many reasons why the autogyro is so absolutely perfect. The single remaining hurtle I am currently having work envisioning is where we can find or how we could construct rotor blades... Once I figure that out I'm going to make a thread suggesting constructable, potentially modular, aircraft. Ultralight fixed wings and gyros, maybe their unpowered glider predecessors as well... (I am iffy about gliders) One of the other cool things about gyros is that people who don't know what they are both hate and fear them. So the squeaker/no patience demographic among some others are probably going to steer clear of them. If you watch the rest of the videos in the OP, all shall be revealed. I hope my old timey theme is sufficiently titilating for you. :) Having constructable variations of some aircraft and vehicles with an emphasis on minimalism is the perfect way to address hoarding issues without flooding the server with spawned vehicles. The beauty of modular vehicle systems is that they can supplement the existing prefab vehicle system instead of altering or changing it. Effectively it becomes pure additional content which fits in perfectly with all the other systems and mechanics of DayZ. Working together to create vehicles would be constant pilot light and driving force of player interaction. :D
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I have another suggestion thread where I describe a system for modular constructable vehicles. One of the main aspects of the system are various ways to put in place an upper limit of constructed vehicles per map, and to ensure that the process of construction is highly difficult from the get go. Engines are the first feature that limits vehicle construction and impacts difficulty. Only a certain number of engines can spawn per server which can be based off of a server side/global economy. Engines will also be big and require a special mechanic to move around, like a wheelbarrow perhaps. This way finding an engine will take time, moving it around will take work, and it will be impossible to transfer from server to server. Having a wide plethora of tools with a complicated step by step assembly process, having large parts like rotors, engines, chassis, etc, be limited in number, difficult to move around, and non transferable to other servers, will all work together to create a very difficult to pull off project. I had originally intended to make a modular aircraft thread to go along with my modular vehicles thread but envisioning a thoroughly sound, interesting, and semi-realistic modular aircraft system is proving to be exceedingly difficult. By introducing the autogyro in a thread of it's own, I can have something to reference when I do go ahead and make one. I am thinking that the only plausibly constructable aircraft for survivors would be ultralight planes and basic bi planes (building a basic bi plane would realistically be pretty damn difficult even for a well off clan), a mozzie sized heli, and various autogyros. Building your own large helicopter (more than a one seater mozzie) is perhaps simply too difficult to include in any wannabe realistic modular aircraft system... The good thing is that real helicopters can still spawn around Chernarus as prefabs, and since they will be the best of all possible aircraft, they will be highly contested and very limited in number with no ability to construct their equal.
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I would personally like to see all kinds of map diversity, especially weather and seasons. I can foresee modders making 'hunger games' style maps that actually takes care of the initial setup and various missions and such. The more the better. One of the really cool things that might happen is the maximum player limit per server might get raised, and the NAPF map might get modded in. It would take a lot of work but It would be so much bigger than Chernarus that it would fundamentally change how the game is played (on servers with that map).
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I made this thread planning to make it only about the axe, but I guess I got carried away!
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The whole switching servers thing certainly mixes it up a lot. You rarely see someone again after they die if you switch servers frequently. There is just no sense of community. I've not thought heavily about the KoS situation in DayZ, but I can certainly see that server hopping is conducive to killing on site, as there is more danger to look out for and no way to know where someone comes from, or what group they may or may not belong to which can say something about behavior based on reputation. When everyone plays on the same server people get to know one another and bigger groups form. Wars get waged!
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Well if you were a cow and you read that, what other facial expression would there be for you to make? :D I'm quite interested to see how far they take the natural survival aspect of things... The more the better...
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I've done ocean bases before. The worst aspect about them is getting stranded if your boat sinks or your aircraft runs out of fuel. For this reason they were best used as auxiliary bases for well off clans where aircraft and loot of high value was stored. Nobody likes to be forever alone and so while many people dream of island/ocean bases they often fail to recognize the required logistics of operating one and not being ye old hermit. The important thing is that we can dream, and some people will inevitably try it and have success. Pirates man. Pirates... We need extra islands if only for the possibility of piracy.
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Most of the islands would not have a water source on them, making indefinite habitation impossible (barring rain collection I suppose). Bigger more rare islands with water would be more contested, and if someone wants to live there forever then they better be prepared to do a lot of fishing. If people want to live alone then let them, player interaction will force itself upon them eventually and perhaps to their great and delicious dismay.