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EvilNickolas

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Everything posted by EvilNickolas

  1. And what do you suggest as a solution for ppl who alt-f4, or end process.. i play with 2 ppl who have it as a marco key, and can 'end process' at a moments notice.. apparently in most cases they loose like 10-50 seconds progress, and reconnect 100m or so backtracked to before they were shot.
  2. Keeping in mind this is just a suggestion, and i believe it would add more freedom to the inventory system as well as making tools and melee weapons much more viable. =========================================== The Suggestion: New 'Tool-belt' slot mechanics. =========================================== Make the binoc slot a 'Tool' slot. That being said, the currently equipped tool can then be used by pressing 'B' this would open up a new aspect in regard to tools, while preserving the 'primary' and 'secondary' slots for their original purposes. and fix a number of inventory management hassles (ie: using a hatchet and losing your primary weapon/finding storage for it ) while also making melee weapons easily accessible. (something i thing both survivors and bandits will enjoy..) from a dev point of view, having a dedicated slot and storage to swap tools in an out of would ease the process somewhat. ( tool slot <-> tool-belt ) allowing automatic management features such as moving the current item back the to tool-belt automatically when you equip a new one. as the game stands now, the current tools that could be equipped into the tool slot would be 'hatchet, torch, binoc, range finder' and possibly the knife if there are plans to make it a melee weapon.. =========================================== Amendments: =========================================== In an effort to maintain the thread, here are points that have been talked about, Ill format these from the perspective of 'If it was implemented': * The focus of the 'tool slot' is weapon style items. ie: items that require you to put away your weapon in order to use it. * Not all items on the tool belt need be equipped into the slot. ie: you don't need to equip the 'map' or 'compass' in order to use them via 'B' and are still access by their normal key, in contrast binoc's do need to be equipped in order to use them by pressing 'B'. If i come across any points ive missed, ill add them here to prevent them being re-hashed. so, arguments for and against please..
  3. EvilNickolas

    New 'Tool-belt' slot mechanics.

    While im at it tho, i agree that the hatchet in its current state is OP.. i think the accuracy should be lowered and a few swings should drastically raise your heart rate to compensate.. so currently it might not be suitable as a quick slot weapon.. Going off what you say rocket said, as to why the hatchet is a primary.. that leads me to believe that he originally intended it to be secondary. I guess we will see how that ends up..
  4. EvilNickolas

    New 'Tool-belt' slot mechanics.

    Sure i get what your saying. So when you 'Use' your binoculars, you put your weapon away and draw the binoculars similar to a weapon (because internally, binoculars are a weapon.. i tested this myself and i was able to put binoc's in the secondary slot, and a pistol in the binoc slot and it still worked with only few weird errors that i didn't bother with ) so my intention was to have the slot available for items/tools that have to be 'drawn' to be used (ie: you put away your weapon, and pull the equipped item out.. like when you use binocs). So, if knife was available as a melee weapon, you could put it in the binoc slot, and draw it with 'B' I only use the hatchet as an example because its what we have now, plus i suspect there will be a beta patch from BI that will help with the current anim hiccups.. As you can imagine, this would open up a lot of possibilities and add some freedom to the current inventory system.. And i see it as a possible solution to the 'no starting weapon' argument.. knives are everywhere, killing a zombie with one wouldn't be ideal, but its something. In my last post i mentioned i did some poking around and doing the slot swapping isnt difficult.. Here are my defines for the weapon slots. #define WeaponSlotPrimary 1 // primary weapons #define WeaponSlotHandGun 2 // HandGun #define WeaponSlotSecondary 4 // secondary weapons #define WeaponSlotHandGunItem 16 // HandGun magazines #define WeaponSlotItem 256 // items #define WeaponSlotBinocular 4096 // binocular #define WeaponHardMounted 65536 #define WeaponSlotInventory 131072 // inventory items after a little code on the side, i simply swap them around.. as for the animations, you can probably guess that's a different story.
  5. EvilNickolas

    Disconnecting to avoid Death proposal

    Bad from both a gameplay (metagame as stated above) and a development point of view (over stated system that is of little use) Edit: mod beat me to it.
  6. EvilNickolas

    Pending Update: Build 1.7.2

    its always "survivors = butt hurt" and "bandits = mentally unstable" isn't it... there isnt a real goal to this game, so no one is winning, just surviving...
  7. EvilNickolas

    [Splint] Second option to fix your broken leg.

    good idea... but, doing it while having a broken leg wouldnt make sense. serriously, go outside a chop down a tree while in the prone position..
  8. EvilNickolas

    Player Revival

    wouldn't this make groups all powerful... they can 'CLEAR' entire towns and leave nothing with even less risk.. not to mention bandits would take more risks, making organized bandit clans way OP ..this may or may not happen but its the first thing that popped into my mind
  9. EvilNickolas

    Six Launcher Quick match options

    im pretty sure SIX has its own forum, being third party and all.. so posting that here isnt really helpful.
  10. EvilNickolas

    PvP balance/punishment suggestion

    but you cant change these players.. even if you add team building.. they will just enjoy kill 2-3 at a time instead of just 1.. in IRL these people would just get to kill once or twice, then the collective would catch up with them and end the spree, serving as a reminder that if you kill you will get killed.. in dayz, they just respawn and continue.. so leaving this behavior intact isnt realism at all.. the problem is, is that this game is something completely new and different.. but they still want to pretend its COD, when what they should be playing is COD
  11. EvilNickolas

    PvP balance/punishment suggestion

    ^^^ I 100% agree with the above ^^
  12. EvilNickolas

    PvP balance/punishment suggestion

    My suggestion is when a player is 'murdered' 50-75% of the gear vanishes.. therefore if you want someones gear you have to rob them, and fear of death serves as motivation to co-operate. ability to knock out you victum would make this more viable too. Also, because only 'murders' cause gear to vanish and 'bandit kills' dont. bandits then become more desperate not to get into a robbery situation, because its likely they would just be shot (ie: bandit heartbeat detection) Add alot more dynamic to the game without enforcing a handy cap. Also keep in mind that rocket hates in game indicators that tell a player how to feel.. ie: sanity.. he would rather you go insane, then tell you that you are..
  13. EvilNickolas

    Things DAYZ Desparately needs

    Begone! Back to the depths of the internet with you!!!!!
  14. EvilNickolas

    Insight from a brand new player.

    well im not having a dig at the guy, its just this is more general discussion materiel, not new a feature suggestion.. there are many more threads exactly like this one, and he should have put his 2 cents there.. In retrospect i agree with the guy, and i know what he is getting at.. Suggestions just isnt the place for it.
  15. cant be done without changing ARMA's code.. pretty sure the server browser is an un-moddable part of the engine.. and the change would effect all servers not just DayZ servers, keep that in mind
  16. EvilNickolas

    New extremely Rare weapon: m107 SD sniper?

    we need less military weapons, not more.. not to mention a silent sniper Bad suggestion..
  17. EvilNickolas

    Insight from a brand new player.

    this should have went in the new players section
  18. EvilNickolas

    New 'Tool-belt' slot mechanics.

    Another thought i had was that a melee weapon isnt a good 'trade off' for a primary weapon, This suggestion offers a solution to that.. (if not, id be happier if melee weps went into the secondary slot)
  19. EvilNickolas

    Arma 3 and DayZ

    Every dolla you spend on arma 2, supports the development of arma 3.. so buy both.. and i belive rocket has a port working on arma 3
  20. EvilNickolas

    My Good Suggestions List and discussion.

    We definitely need non-lethal options.. heres one of my suggestions too.. http://www.dayzmod.com/forum/showthread.php?tid=19035&pid=170696#pid170696
  21. EvilNickolas

    Squad/Group/Party System

    Not everyone has the same software, aka: mumble / ventrilo and an in-game grouping system would mean everyone with have the same tools, and thus the game would become far more accessible.. co-operation would prevail.
  22. EvilNickolas

    dark is TOO FUCKING DARK -> dayz devs listen ffs

    I think that either NVG need to go, or night made less dark.. simple as that.. Arguments like blinding NVG's with flares is IRL are just dumb.
  23. EvilNickolas

    New 'Tool-belt' slot mechanics.

    Well i guess my aim was to have other items accessible via the 'B' key, i didn't mean that the binocs were still useable while they are on the tool-belt. also its not my intention to have all tool-belt items useable via the slot.. only weapon style items. it would be a matter of changing back to the binoculars when you want to access them, say you wanted to be able to use your hatchet quickly, you would leave it in the slot so you can get it out when you press 'B'. so in the end it would depend on the players style as to what they have selected.
  24. EvilNickolas

    New 'Tool-belt' slot mechanics.

    well seeing as you put you weapon away the draw the binoc/rangefinder to use them. i assumed that they are treated internally as weapons, thus it would be relatively simple to put actual weapons there. And they have already done the ground work to have a weapons that can be stored on the tool-belt. Im assuming quite a bit here, but i think the ratio of 'work required':'pay off' makes this feature quite plausible. As for 'less choices', i was aiming for extended utility instead of restricted choice. From what ive read, future plans for dayz include base building, cooperation, game-play other than PVP. So i believe that idea is inline with future goals for dayz Then again, im not Rocket.
  25. reinforce it by having 50-75% of the players gear vanish if they are murdered... makes killing less worth while. possibly have bandit kills yield full gear.
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