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Everything posted by MrAerospace
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You hear sounds like a player, eating their beans. Your heart beats faster and you reach for your gun, but it's useless now, so you take out a knife. You peek into the room, it's almost empty, but you notice him there, he's crouched down in the corner with his back towards you. You creep up behind him, ready to strike, but as he raises his meal you recall in horror. It's a human leg with the pants torn off and missing a calf. He turns towards you with a blood soaked face. It's Shia Labeouf
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Because nothing screams 'horror game' like a DayZ zombie slap. I wanna fear walking into a building, I wanna be scared for my life for every single infected...because they are hunters, and if I get caught off guard, that one zed I missed could knock me down and rip out my jugular. How is giving a monster a nocturnal life cycle so frowned upon? If anything, it's perfect for any game; players run around outside during the day, so spawn zombies inside buildings and then make players afraid of the dark so they hunker down inside during the night, which means you can spawn zombies outside...and reduce the chance that players will actually see 'pop-up' zombies.
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Brains can be used for tanning leather, and strangely enough, the standard rule of thumb is the brain of the animal is enough to tan it's own hide. And if players want something warmer than leather, there could always be furskins from bears or sheep.
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TENTS and PERSISTENCE, Keep-Out PUBLIC SERVERS and THE DEVS
MrAerospace replied to pilgrim*'s topic in Suggestions
I've already suggested tying the server's loot economy to the current population, although I was suggesting it as a means to prevent server hopping. Perhaps it would actually stop both loot farming methods at the same time, which would be awesome. -
I suspect the implementation of momentum and stamina will be tied into the new animation system, simply because it makes sense to me that someone would fit them together into a single block. I do hope there's a lot of effort going towards staggering, stumbling and being knocked around, like Pilgrim talked about...It'll not only make PvP fights a lot more interesting, but imagine how good that would be for PvE as well. Zombies could actually try knocking players over! These are supposed to be predators, it's about time they went for the jugular! Or, imagine getting attacked by a bear and being knocked around like a chew toy.
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We ALL want our top end military loot to be extremely predictable. There are already far too many spawn locations for the helicopters, and the range in the loot and quality is also far too variable. All crashes should happen at set locations and times across every server simultaneously, and the spawn events should occur in a rolling pattern to minimize travel distances. Derp.
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Time to get PIPSI (from the machine :OOOOOOO)
MrAerospace replied to thefriendlydutchman's topic in Suggestions
Because Pipsi is a real brand that carries the Czech air-force roundel... -
As for weapons, Katana's aren't exactly appropriate for Europe, but there's room for more medieval weapons, such as longbows, battleaxes, spears/halberds and shields. Harpoon gun, meh...It'd make a good defense mechanism for a base, but it's not very practical. Traps need to be craftable from just about everything. Just need a whole bunch of trigger and attacking mechanisms that can be combined in a whole bunch of ways; e.g. A bike, a nail (trigger) and a bullet (attack mechanism) can be combined to, when triggered, shoot the round up through the seat when a player sits down.
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Alright, what if instead of your more non-specific diseases and maladies, why not reduce the idea down to a single "Immunity" stat. Immunity can then be lowered by low levels of blood, hunger, thirst and fatigue.
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Time to get PIPSI (from the machine :OOOOOOO)
MrAerospace replied to thefriendlydutchman's topic in Suggestions
Loss of power won't automatically dump the entire contents of the machine out. The front of those things are just a flimsy door, pry it open with a crowbar (or go at it with an axe) and then you'd be able to grab whichever can you like. -
Mouse swiping movement instead of mouse click for melee?
MrAerospace replied to CGNoodlePot (DayZ)'s topic in Suggestions
Bean ninja -
For example, the Battered/Tired/Relaxed (status indicators) could all be grouped into a Fatigue status. Add in a critical Status indicator such as "Exhausted" and you'd be close to having a full set. Then, for each of these status indications, you could add status effects. I would think the simplest way to represent fatigue is to simply have fatigue reduce the maximum stamina. "Fatigue" 000 - 300 = Relaxed = 1.0x Max Stamina 300 - 600 = Tired = 0.7x Max Stamina 600 - 800 = Battered = 0.3x Max Stamina 800 - 1000 = Exhausted = 0.1x Max Stamina
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Here's something that might help you to organise your statuses a little better.
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Well at least not anymore
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My approach to game balance would be this: The run-loot play-style should keep players from ever getting too hungry. They'll find just enough of everything to keep them gearing up and moving to the next town. The trade off for this lifestyle is that it is both riskier and unhealthy in the long run. They are at a much higher risk of being attacked from players and infected alike, and their predominantly tinned food, sodas and well water diet, while very hygienic, is simply unhealthy, resulting in the onset of nutritional deficiencies. Symptoms could be so varied (and medically quite realistic too): the loss of night-vision (Vitamin A) and lengthier healing times (Vitamin C) are just 2 examples. On the flip-side, the reclusive play-style should allow players to settle in an area. However, the style is both time-consuming and energy intensive, requiring players to carefully manage their efforts to avoid starving or freezing. That next meal is never guaranteed and even once collected, will require careful preparation and storage to stave off infection and wild animals. Everything survivor man could want should be craft-able, but the trade off being that handmade stuff is simply less effective and less durable than manufactured goods, no matter the character's soft skill level. The third play-style is that of the pragmatist. They will loot towns, but do so stealthily and thoroughly for the best tools they can get, collecting tinned food along the way. They will use stones not to craft a primitive knife but to sharpen and maintain their hard earned hatchet. They will supplement their diet by taking forage wherever and whenever they can, and take shelter in unassuming buildings when necessary. It is a highly adaptive and diverse play-style, and thus players should be rewarded for their efforts by having the most risk averse route to survival.
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Any clothing item that's underneath another wouldn't need to be physically displayed on the character. Layering items and wearing socks for added comfort (clothing attributes) would be awesome, but if implemented there should be a drawback to layering things...maybe remove the carry capacity of any undergarment?
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First vs Third Person Discussion (Dslyecxi video)
MrAerospace replied to DemonGroover's topic in DayZ Mod General Discussion
Are you 100% certain? You've just mentioned three different possible causes together in one answer. That not exactly a definitive answer. What about angle of vision? Not having some sort of constant visual reference? Could it be the unnaturally fast player speeds? I mean, there's so many variables, wouldn't it be worthwhile to isolate and systematically run individual tests on them all? -
To add to the feather thing...the primaries are flight feathers and thus they are unidirectional. Pairing a left wing feather with a right wing feather for separate fletching will result in bad flight characteristics for your arrow/bolt.
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First vs Third Person Discussion (Dslyecxi video)
MrAerospace replied to DemonGroover's topic in DayZ Mod General Discussion
Question: - If players suffer from motion sickness in 1pp, wouldn't the correct response be to try to resolve that issue, so that 1pp is enjoyable for more players? - If wall peeking is a problem in 3pp, and it can be exploited no matter what the camera angle, then why not alter a different parameter? Creating a type of depth of field for example; measure the character models' point of focus, and then blur the ever living cr@p out of anything that is beyond that distance. -
I think by now we've all noticed Bororm! It could be really funny if when that happened, the chicken went nuts and players would have to struggle with it, and the struggle attracted a whole bunch of zombies. Or, better still, you go up to a chicken coop and there are zombie's trying it out! But, back on topic...feathers are easy to get out of a coop, but 99% of the time, you should get the message "these aren't the feathers I'm looking for, I better go about my business" No, really. You'll need the primary flight feathers to make fletching. Chickens have 20 of them, of which each bird might shed around 2 feathers a month. Once they drop them on the floor of the coop, the feathers will be scratched and clawed until they are kicked out and blown away or simply ruined. As for foraging for stuff, I think a system of diminishing returns could work really well to 1) prevent 'farming' exploits, and 2) convince players to move on: - It takes a short time to find one item. (total time depending on the item...berries should be quick, while say larger things like apples might take longer...not realistic, but good for game) - Successive items take longer and longer to find, until it becomes a waste of time. - The item population slowly recovers (slower than what can be foraged), encouraging players to move on...while also providing feedback if players want to track/hunt other players. The benefits is that so long as an action is being performed, it won't ever end in failure. It might require some sort of "finding" or end animation that makes it obvious to the player, and the only way a player can fail to find anything is when they stop searching.
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Ok, that's a much cleaner look for the first post! As for the adrenaline mode...it won't mess with consciousness or outright death...players will still pass out and die as per normal if the shock/blood levels are surpassed. To maybe compensate for the adrenaline mode, what about an increased rate of bleeding (due to the higher blood pressure)? This would generally leave a player still shrugging off minor injuries, but at any second could slip into unconsciousness.
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I'd suggest modifying your original post using a few subtitles and spoiler tags. It would break up the wall of text a lot better.
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When someone says 'hundreds of x' they're not usually referring to an exact number. It wasn't the focus of the idea. It was meant to be an example of how the game could use the CLE Regional control system to spawn a large number of vehicles in a localised area, but only spawn enough parts between them for players to be able to repair one or two vehicles in total. Secondly, there's what? A handful of character models, a number of houses, churches, police stations, 'static' vehicles, fire stations, water pumps...You're arguing a point using a very subjective view of repetition. Not that clever design couldn't mitigate that problem either - vehicles have interchangeable parts. So instead of having say 15 Off-roaders in one area to scavenge parts from, there could be 5 offroaders, 5 sedans and 5 vans, you just have to make the bulky and less interchangeable parts such as tyres and panels more abundant, while using the smaller, highly interchangeable items as the driving factor in the vehicle 'economy'.
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Yes, I did. :blush: Sorry!
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Really? Every single new member? Gee, thanks, I don't recall ever recall deviating from good forum decorum. We exist, I am yet to lose the BS filters, and there are others out there that still contribute, even among those killers we despise too, if you look carefully.