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FlimFlamm

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Everything posted by FlimFlamm

  1. FlimFlamm

    500 - 1000 Slots for loot. Per Account

    This is something that modding will give players access to, rest assured. But personally I think it would pretty much wreck the skill based nature of DayZ and would make loot hoarding too easy, which in turn would wreck the economy system..
  2. FlimFlamm

    AUTOGYROS in DayZ?

    Just in case anyone is confused, I'm not suggesting that autogyros straight out of the 1930's be made available, I'm suggesting that modern ultralight autogyros be made constructable in order to address the whole vehicle rarity/difficulty versus accessibility issue. This is the type of autogyro that I am suggesting be implemented:
  3. FlimFlamm

    Does DayZ need aeiral transport?

    Around a Cessna sized aircraft is ideal I think for rare prefab planes. An An2 Cargo plane would be the biggest type of plane that I would feel comfortable with, but that is pushing it. There ought to be only one of them per map. Sure DayZ doesn't need aircraft. It could be released as it, it doesn't actually need anything. It wouldn't do very well as a game, but that's how it is. The better question is "want" rather than need. What does the player-base want rather than what do they need. Sometimes the community is foolish and they don't know what is good for them, and good developers will ignore their shitty ideas and make the game in spite of them. In this case developers don't even need to speculate about what would be best. The history of the original DayZ and the mods that followed in many ways tell the tale of how aircraft are used in DayZ, and the changes to the game that were made to accommodate the ensuing issues.
  4. FlimFlamm

    AUTOGYROS in DayZ?

    I fell in love with the gyro after I decided to master it on a DayZ mod. I could glide around silently so that nobody would know when I was landing, and take off from just about any hill or field available. Flying it at first was difficult because I did not understand how it worked, but once I understood it's capabilities it was my number one vehicle (besides the armed CAMEL ww1 bi plane for obvious reasons) for travel. I am of the exact same opinion when it comes to aircraft availability. I think we sould have the ability to construct (at great difficulty) dinky aircraft like the autogyro instead of being forced to compete with everyone for the precious few large aircraft that will also be out there.
  5. FlimFlamm

    AUTOGYROS in DayZ?

    In a zombie apocalypse an aytogyro becomes more than just a toy, it becomes a relatively silent and ultimatlely cheap method of travel and reconaissance. The minimalism and versatility makes autogyros the most feasible aircraft I know of. My hope is that we eventually get the ability to construct makeshift vehicles, and the autogyro would be among them in 1-2 seater options. The main reason I am suggesting this aircraft is because it is a reasonable project for suvors in an apocalypse area. Things like Mi model helis and An-2 bi planes are going to be very hard to maintain and to fuel. Around 1/3 out of all players do not want any aircraft at all in DayZ. The idea of having a 1-2 man autogyro being the entry-level candidate for aircraft means that all the survivors who have their 'authenticity' funny bone struck at the idea of functional helicopters and planes wouldn't have much of a leg to stand on in argument against them. Don't get me wrong, I want to see more kinds of aircraft and I am not against larger helis being discoverable, I just think that instead of have 1000's helis on the map to make them accessible people should be forced to construct their own entry level aircraft to initially get airborne. Vehicle rarity is something that is required to ensure difficulty, which everyone pretty much unanimously wants except the whiny idiots. If there are only a few rare aircraft on a map then they become extremely contested. This happens even more so with aircraft and they become hoardeed and stashed away at all times. This leads to a massive flooding of spawned vehicles by servers in order to create vehicle accessibility. This flood of vehicles destroys vehicle rarity and ruins the DayZ experience. It was the first major development and evolution of the vanilla mod; servers had to jack vehicle numbers because they were too inaccessible. It was not until the mods that allowed for vehicle construction or vehicle purchasing that the vehicle access/ vehicle rarity dilemma was solved. Devs need to imbue, at least lightly, the vehicle construction aspect into the vanilla standalone, else-wise the game is going to suffer from 'fun issues' of vehicles either being too rare, and hence unaccessible, or too common and the game not difficult enough because of it.
  6. FlimFlamm

    AUTOGYROS in DayZ?

    Being able to build them is the ideal implementation of autogyros as finding factory made ones would be difficult. The good thing about autogyros is tht if you do want to build an aircraft, this is the cheapest way to do it that I know of except for maybe some ultralights, which are not as good as an autogyro. It's also not just about what would be most common, it's also about what would be maintainable, repairable, constructable, etc...
  7. But the only popular servers are ones with thousands of vehicles or modded servers where you can either construct or purchase them so that they are not super rare luck only based commodities. I understand very well what they want DayZ to be and I was there for the vanilla mod in the early days. There is not point however in making it exactly like the vanilla mod in terms of end game because we have had many years to figure out what was missing. Turns out it was more reliable access to vehicles and base-building.
  8. FlimFlamm

    AUTOGYROS in DayZ?

    Give me one good reason why they are "the worst things". You cannot give me one single reason because they are more feasible than any other possible aircraft for DayZ. They also made frequent appearances in various DayZ mods.
  9. FlimFlamm

    AUTOGYROS in DayZ?

    So my opening joke really hit the mark huh? :)
  10. FlimFlamm

    Does DayZ need aeiral transport?

    I recently made a thread about Autogyros which i whink are one of the most realistic and authentic options for Aircraft in DayZ. given there is roughly a 66% concensus that aircraft should be implemented, I think we should start discussing what would be good options in order to influence/aid the developers. Here is is, from the suggestion section: http://forums.dayzgame.com/index.php?/topic/224163-autogyros-in-dayz/
  11. FlimFlamm

    AUTOGYROS in DayZ?

    Here are some videos demonstrating and explaining the more modern recreational gyros that I think would fit perfectly into DayZ. (Will add more) Here is an older gyro being flown and taxi'd through a narrow forest path. Here is a more modern, two seater gyro Here one of the pioneers of the modern autogyro describes why he loves them: Here is an extremely ghetto autogyro hobbled together by a Chinese farmer. Quite inspiring! Here is a video of an autogyro doing high wind takeoffs. Gyros love wind because they are extremely stable and turbulance resistant and more wind means free lift! Here is yet another great video which goes into the history, details and specifics of gyros. There is just something so satisfying about these older videos, and this one is very on point:
  12. Vehicles need to be there, elsewise no matter how in depth everything else becomes, the hassle of transportation and the teamplay that comes with it will force people onto mods that adress the limitations of only having 10-20 prefab vehicles available. The more modular everything becomes, the more dynamic the game will be and we will see more 'emergent' game play as a result. Developers should be asking themselves "what is the best we can do" rather than "what should we focus on, and leave to the wayside because it is easier that way"...
  13. Those nincompoops are so pampered that they need constant day time. A shame really, night time DayZ is the best DayZ.
  14. I can very easily see the future of vanilla DayZ where modders are forced to make all kinds of cool additions to the game to keep the playerbase happy. Vehicles were too hard to get in the mod as people always hoarded them, and cranking up the spawn numbers wrecked their relative value and made things a free for all. A prevailing feature of the most popular mods was modified access to, and increased diversity of, vehicles. Some mods made them purchasable from traders for in game currency, and some made them constructable. The fact is that the vanilla dayz mod declined in popularity and gave way to improvements from the mods. Servers either jack their vehicle numbers or install a mod which improves the system. Don't believe me? Look at this list of DayZ servers by rank http://www.gametracker.com/search/dayzmod/ . They are all epoch and overpoch and other heavy duty mods except for one or two vanilla servers that have millions of vehicles. Why would the DayZ dev team not incorporate something that they have absolute proof will drastically increase the playability and longevity of DayZ? Why would they adhere to a model they they know has gameplay issues?
  15. Rocket said he wants to give us the tools to do what we want and to create that so called emergent gameplay that they so often allude to. This kind of system is exactly how to do that, even if this approach resembles something akin to road warrior or mad max. Would the hit to authenticity really be a a big deal given the possibilites and gameplay that would be available as a result of a modular constructable system?
  16. One of the good things about this system is that it gives players access to vehicles without directly increasing the number of them or making them easy to get. Players will have to assemble their vehicles laboriously from parts which means that only the most populated servers would see significant increases in vehicle numbers. In order to control the upper limit the number of engines that exist per server can be regulated by individual servers. Fuel is an important commodity I understand that, but the only way map related fuel limits would become an issue of authenticity is if there were hundreds of vehicles accross a map. Not only would servers be individually able to limit the number of vehicles, but as morevehicles get constructed parts become more rare and so this creates a soft cap for the upper limit of vehicle numbers. I've played a ridiculous amount of DayZ, and I can tell you that very few vehicles creates a game where you live and die on foot with little to no hope of getting wheels. Having constructable vehicles will give survivors something to do other than hunting for player and admin bases to steal a ride and be a fundamentally mroe reliable way to work towards transportation. P.S. It might be that the radiation feature is only a part of some mods. In the vanilla mod you so rarely if ever get a vehicle that I guess I never had the chance to go into the debug zone and just assumed it contained radiation. In any case, one look at most of the cars in chernarus tell you that something very bad happened, and it looks like it happened a long while ago.
  17. I completly re-wrote the OP in order to be more readable. I am also looking for images of ghetto looking makeshift vehicles that would fit the description of the OP (So I can include them as visuals). As always any input is appreciated!
  18. FlimFlamm

    Developers communicating with players

    I would like to see more dev interaction in the suggestion section. If they openly shared where their directions for things basebuilding and vehicle mechanics the community is an intensely dedicated, free, and demographically ideal resource which they should use to the fullest. All they need to do is ask us for opinions on things, and to share their vision with us on things like basebuilding so we can contribute relevant and useful ideas for content and mechanics.
  19. FlimFlamm

    Does DayZ need aeiral transport?

    Regarding A: If players piece together custom vehicles all on their own, then this will partially combat the almost unavoidable issue of admin thievery. Admins are going to have a much harder time convincing themselves stealing custom vehicles isn't unacceptable abuse. There could still be a problem of badmins hoarding all the best engines and what not, but they would need to put in much more effort to do so and would probably rather steal the prefabs. Regarding b: This is something that might be problematic even without aircraft and will require some preventative measure on the part of th devs to overcome. It would be a shame to condemn aircraft because of a fairly unrelated bug issue.
  20. How about using a factor of 6 then instead of 4? This way dawn will mean the beginning of a new restart, and players will get access to more night time play.
  21. FlimFlamm

    Does DayZ need aeiral transport?

    Presumably the clan size and level or organization you describe represents the top 1% of benevolent players. Eventually the top 1% of malevolent players will hear of their success and will mount a series of attacks. It will start with things like men posing as traders in order to get close and throw grenades over the wall in conjunction with snipers taking out anyone of merit. It can happen in the wee hours of the morning when most of the clan is logged off, and given that the bandits have much less to lose, their tactics will be as aggressive as possible. Eventually at some point the base will fall, but that's not an issue, it's nature. A base such as this can have a good long run but eventually will decline for whatever reason. Regarding hill forts, I completely agree with your desire for more dynamic possibilities for players to work with... So the question I then must ask, which brings us back to the thread, is with all their security and LMG's, and sniper and constant surveillance, what threat do a couple of 80's lookin survivors and their tandem auto gyro really pose? (I'm the one with the sweet jacket)
  22. OH JOY! UN is my favorite server bar none. Ok here is my input regarding time: As it is currently set you have a 16 hour day that begins with sun up and ends sometime after sundown, which plays out over a 4 hour time span, and constantly repeats. What I recommend is having a full day/night cycle (begin at 7 am and e at 7 am for example) span over either 3 or 4 hours. If it spans over 4 hours then every server start will represent the passing of one day, and they will all begin at the same time. If the full day night cycle spans 3 hours instead of 4, then each new restart will be 6 hours ahead of when the last restart began the day/night cycle. So one restart will begin at 12 pm, and the next will begin at 6 pm, then 12 am, then 6 am, and then finally 12 pm again. This way each restart is slightly different than the last, and mixes it up. I think it is important to have a dark period because of all the night time oriented objects like glow sticks, flares, flare guns, headlamps, flashlights, weapon lights, kerosine lamps, and anything else I am forgetting... Night time is just so cool, and now with crazy zombies might actually induce some horror for once.
  23. FlimFlamm

    Does DayZ need aeiral transport?

    1) Saying that something is not 'authentic' without explaining what that really means is not an authentic form of argument because the ambiguity of the world leaves much room for argument and gives little indication of which definition your are using and how you are applying it. I think that small makeshift vehicles rebuilt from old broken ones is entirely authentic. 2) The devs said that we are going to have customizable vehicles. As far as I'm concerned this is direct indication that modular constructable vehicles are within the theme of DayZ SA. The only thematic issues I think you are talking about is difficulty, which is not inherent at all in constructable or modular vehicles. If anything they are more difficult. 3) Engines and chassis specifically are things that people cannot put into their hands, onto their back, or into their backpack, hence, they cannot be transferred across servers. Aditionally servers can limit the number of engines or chassis in order to limit the overall number of constructable vehicles. Instead of having a hard cap of 10 or 20 vehicles per server, they can have soft caps where it gets harder and harder to find all the right parts based on server/global economy. This way vehicle limit can reflect server population in a meaningful way. I am completely with you in regards to server hopping. I never understood it, I don't like it. I think it sucks. Something needs to be done about it. If engines alone are limited and non transferable from server to server then there is little to no chance of what you are saying will happen.
  24. FlimFlamm

    Does DayZ need aeiral transport?

    It's good. I like it. I want all of this. But you have to also remember that what goes up must come down, and the higher the climb, the bigger the fall. All it would take is one fuck up. For the mine field to be improperly replenished. For the front door to be left open and unguarded, and BAM, bandits are all up in your shit killing peeps left and right. The clan is summoned to TS and amidst the shedding of tears everyone is frantically logging in and trying to re-secure their 'civilization'. But it's too late. The bandits ransack and take everything that isn't nailed down, and destroy everything that a sledge hammer can break. After the bandits leave and the clan is able to regroup and occupy the ruins of their old lives, they will inevitably our of anger and hatred resort to themselves robbing and pillaging other bases in order to rebuild a more nefarious version of their own. And the cycle continues...
  25. FlimFlamm

    Aircraft: Planes

    Found this epic video, have to share it: CHINESE FARMER MAKES AUTO GYRO, FLIES IT LIKE A BOSS. This is actually all I ever wanted.
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