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Your DayZ Team
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Everything posted by Espa
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Holy goodness. This is fantastic work. Speak with the Devs! Maybe you can corroborate together and make this game an even shinier gem.
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Bump for opinions/more ideas to add? I'd really like to see how more fantastic this game can become ^.^
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Hmm. . I wonder. If I made it so that Adrenaline was given to a player who just dealt damage, rather than taking it. Would that be preferable? Also, I thought making a SAT Phone upgrade from a radio would be extremely cool for realism. You could speak to any one that possessed a radio and thought perhaps it'd be neat to have some special features on it. . Maybe a map and compass?
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I think this would be pretty cool, actually. More than just landmarks that can be found in cities, have semi-purposes for the certain towns. . Like a specialty that would make sense. Coastal Cities would have a vast variety of goods and gasoline, but nothing in bulk. Farming Cities would have garden supplies and useful items for growing, as well as more food content. Factory Cities would have random goods, car parts, barrels. Of course, this wouldn't ruin the randomness of the game! Simply give more markers and locations where certain goods may be found more easily. - All goods would still have the condition to be able to be found in a town that doesn't have the specialty.
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Extremely happy to hear about the fixes and changes slated for exp into stable. Especially about the design for the infected! SO excited for this change! This is exactly what will bring this game into a more realistic horror simulation game in which the infected are often times more scary than the other people you may find.
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A small yet lovely detail of horror I think we all want to be in the world. I submit to you, at any given time may there be multiple hordes of 20 infected marching together on a pathway from city to city, through road and also through wilderness. This adds horror factor, keeps players on their toes, shows an intelligence in the infected, and also gives that scary image of a shambling horde searching. .
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I can understand that it would be an old idea, and a good one, but if it's been promoted for so long and for so often. . Why hasn't it been implemented yet? Is it on the slate to be? :D
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Last post was August 2012. . It's probably best we keep our major desires up front. This ought to be added to the comprehensive requests if it is the norm of what people wish. It also shouldn't take 3 years to place these infected in the game.
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I actually like this idea, but it may need some work.
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Had some ideas to follow-up on the inclusion of Micro-skills. ~Sneaking: This would allow for crouched walk to have dampened noise crunch as well as effective sneaking (reasonably, of course) near infected/other players. This could be recorded as every such-and-so distance walked in this manner would allow for 10% noise dampened crouched movement, up to a 50% marker. ~Hardiness: A minor reward to players who have played for long and hard. A system that records every 100 food/beverage items that you have consumed, effectively increasing your 'full/energized/hydrated' effect by 1%, up to a maximum of 10%. ~Alertness: This is an idea I need to ponder more on, but I'd imagine that not everyone would react so calmly to everything in game - But alas, we don't want to make flavor become more than just flavor and wreck the players' good time, so here's my idea! -Simply different states of being depending on what is going on! -Panicked: Shot, hit with weapon, or mauled by infected. (Increase movement speed by 10%, blurry edges on screen as rapid breathing) -Relaxed: After smoking a cigarette, drinking alcohol, sitting by a fire, or simply resting in place while hydrated/energized. (Crisp edges, slightly less weapon sway) -Battered: Exposed to orange alerts for far too long, whether hungry or thirsty or bleeding. (Slows movement speed by 10%, less contrast) ETC. I'm not entirely sure on every alertness, but an interesting idea at least!
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Sorry, this game is built to be difficult as is. . Making it a soft skill would only increase the learning curve for noobies.
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I've pretty much just started my DayZ adventures, but I find the Blaze to be my gun of choice for sniping. The Trumpet is just too weak with it's .22 shot. . For backup, I like a magnum or a Red 5. Granted, I try to play the Hero and only take out hostile bandit types. . Granted, I've had someone backstab my good nature.
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Hey guys! I play Brother Espa on Experimental! I generally try to act the Hero and help people out get geared and share my loot as good gesture. There have been a few occasions where I've been held up though by Bandits and been left with nothing, which is still better than just random KoS. My first kill though was a few days ago where I had just loaded my magnum in the church courtyard when I heard, "Hold it!" so I spun around to see a guy with a makarov aimed at me and decide to unload the magnum and boom. A second passed and I checked my body and I had no damage! Their body was just slumped on the ground so I went to check to see if I could tie up and bandage them, etc. . But they were dead. It was kind of a crazy situation, but I generally avoid players for now. Post up and clip down bandits though ;D
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Hey there! Just started my adventures in DayZ and already I love the zombies in the game while working on Experimental! I had just a few ideas to improve upon the current zombie system! 1.) Randomized Player Target What I mean by this is, a random player character will be picked on the map and this will become a 'target' to a new zombie population that is solely built for roaming. How we could manage to do this is set up 4 or 5 zones in the large outskirts and have them consistently spawn a zombie every short while continuously that will proceed to head to THAT players' position. This would make it so that not only are there 'sitting' zed in cities and in the wild, but there's also zombies that are actively walking/roaming across the expanse to find the random player that they have targeted. --This should not make it impossible for a player to hide. . It'd be perfect if the 'target zone' was the immediate area of the player and not the character themselves, but either would instill a sense of being hunted. 2.) Zombie Types I realize that this is not Left 4 Dead or Resident Evil, but I do think that there'd be a lot of flavor given by installing different zombie types into the Hordes and the Singles out there. This would also work well with the Randomized Player Target that the zed would be given personality for. -To add to the populations of normal/running zed. . *Fat People Zed: There needs to be at least two model (One Guy/Girl) that exist in which the zed is a heavy-set individual and the zombie wouldn't be able to run after you, but are always extremely alert and hungry. . They can follow for a long time and have more durability. Are also extremely loud and obnoxious so you can hear them quite off. *Children Zed: It needs to be done. This would cross a lot of lines in terms of terror and horror for a lot of people, as well as bring the sickening factor of having to defend yourself from a little child zed. - They'd be extremely fragile, one hit durability, but run FAST and cough/giggle. *Flavor Zed: This is more like adding flavor than anything else. These zombies would be positioned in clear spots on the map, randomized of course, but they would serve a purpose to both keep survivors on their toes even in the safer zones, as well as give more life-like representation of the landscape. - I think that there should be Priests/Nuns in or around Churches, Policemen/women walking streets, Zed hunters in the forest, corpses THAT GET UP. *Zed Wildlife: Most of what is known about the infection is mystery, but if it were possible to add in extremely rare cases of infected wildlife. . Maddened and murderous by the disease. I'm thinking like dogs, wolves, bears. . Etc. Very rare, but more things to watch out for. *LEADER Zed: Here's another idea to manage hordes. Make two or three models of an enlarged/more disgusting zed that serves as a nexus to other zed. They spawn on the outskirts of the map with a sizeable amount of zed with them (5-6) and they begin to automatically go towards the direction of one of the targeted players on the map. As they pass other zed, they can pick up size. These will always come after players that are chosen randomly and will cause players to need to hide, be stealthy, watch out in their days/nights as they may have a hunting party after them (albeit groaning and walking). 3). Two Zed Populations: Simply a reiteration of what I've already proposed, but I believe that if there were two populations of zombies in the game interspersed throughout the map/cities, there would be more complex decisions to be made by the player. -Random Singles: Occasional spawns in and around the cities and wilds. These are meant to be largely alone and merely set to roam all through their given area, albeit intensely slowly. . But this would allow for Singles to even check through buildings and rooms. Are NOT affected by the Randomized Player Target system and run on an entirely different Hostile-Roam personality. (Can contain any type of zombie) -Hunters: These zed would spawn on five points of the map outskirts and they would be given the personality to target a random player from the server and make attempts to walk to their area location and harass. This will keep players on their toes and on the move. (Perhaps a limit on them. . 2-3 for every player that joins the game, every hour 2-3 more are spawned in, and if another player disconnects then their zed party will move to another player). ((EDIT: Infected, Not Zed. Big whoop xD))
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And headshot the zed I was aiming at. . Then 10 of his friends rushed me from every side. I ended up holding up in a house since I've got enough goods and supplies. Maybe I'll get a lucky window shot. . Or perhaps it's time to log and allow someone else the outstanding civil service of spraying some holes in those unholy diseased bastards. Also. . So glad that infected can't open doors. I'd be so toast if so.
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Bump! Opinions/Criticisms, please? I'd love to really help out in the community find things that enrich the game. I think that a focus on improving the infected variety and purpose would greatly serve to enhance the horror aspect of the game.
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Learning how to craft different things by reading books
Espa replied to Realtarquinn's topic in Suggestions
You know. . The one with the apples. Next to the house. -
I really like the idea of declining mental faculties based on inhumane actions. - You could also extend that to having an unhealthy diet of only canned foods/soda. It'll fill them up, but it might give a debuff to slow down movement by 10% or something of that nature.
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Learning how to craft different things by reading books
Espa replied to Realtarquinn's topic in Suggestions
Hah! This is actually very interesting. . I like the idea of this! Perhaps even find notes that would point to where hidden caches are also. -
This is how I like to do it as well, unless they're abhorrent and deserve the death. (Like sniping someone who you've witnessed murder spawns moments before)
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Agreed on removing populations/times. Also, we ought to consolidate servers so that populations will remain high no matter where you are. PSS: Change loot tables and spawn spots - Or simply add more.
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My idea is that if a player logs 100 hours of game time with a character (no deaths) then they would be alerted to an extraction zone where they'd be given the option to be picked up by helicopter and brought out of the area, effectively winning the game! OR simply resupply if the player doesn't wish to leave. No matter the circumstances, when the player decides to respawn into game (after being Extracted or has died), they're allowed a full (basic) military build on from the get-go. (Assault Rifle, Canteen, Pack, Armor, few MREs) What this would do for others?: Perhaps when the helicopter departs with the victor it leaves a small ration crate of certain supplies. --They could also be attacked and killed for even better loot inside the helicopter, as well as maybe the vehicle itself if the devs allow these type of vehicles someday. What this would do for players?: An extra incentive to try your hardest to survive, to weigh decisions more carefully when dealing with zed or other players, heighten the Hero/Bandit/Murderer divide, allow for more personal attachment to your character.
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Hahaha good comments, mates. I've only been playing this game for 4 days, but I can understand why lasting a long time is a rather difficult situation. - One I think should be rewarded, even if it's nothing to bolster your character. Take that as you will! Also, totally happy with how the game acts as of now with surviving and such as the main goal. There's no salt in my suggestion, just an idea. :)
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I just don't believe a great population of people would even carry these in their homes. . Perhaps police stations, rare homes, military bases for sure.
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I agree and wish this to be present in game, but rare enough that everyone isn't running around with one.