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Asmondian

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Everything posted by Asmondian

  1. Asmondian

    Camouflage Cars

    I agree 100% with your thoughts. This kind of additions will probably be way low in the priority list (or not even consider at all by the devs) and its just understandable. But thats why its called suggestions, not requests, so it does not means that we can´t provide feedback about it since some guy can take some ideas and carry on them through a mod. I think I mentioned the same thing in some other comment: Due the state of Dayz development right now most of the suggestions that do not imply a minimal QoL change would probably became irrelevant. But we should leave that to the devs. Then it was probably just my perception dude, I didn't mean to "pigeonhole" you. It's just that I usually read these forums and every time I came across a comment from you I see a certain repetitive pattern where you "attack" any criticism / suggestion / QoL change based on the idea that "whatever is currently in the game is good enough and everything just works fine". As if you were gatekeeping every time or you were part of the BI dev team. I think the problem is that we are in a strange position since we are talking about finishing Dayz when we don´t really know what the hell it means. A parity with 0.62 is finishing Dayz? Helicopters? 2015 Roadmap? 2018 Roadmap? We just don´t know. Its not an early access anymore so it could end tomorrow as far as I know. Dayz is still a very WIP product even in its core (Engine) and the alpha, beta and 1.0 labels don't really mean anything. Thats why I do think there is still room for small QoL suggestions/improvements like this even if they are not (reasonably) high on the priority list. Mainly because further updates also have some new content / tweaks along with bugfixes and performance improvements. It's always been like that. Take belts for example: Why spending time on them? It was a completely trivial addition to the game, developed and implemented after 1.0 when the game clearly had more important things to do. Same with other changes like rotating items in the inventory, the distance of the VOIP, the locks on the containers and doors to indicate that they cannot be opened... a lot of things that are completely secondary but still took place. Again, we are talking about suggestions here, not requests. Whether the devs ever consider them or not will depend strictly on them. I just suggest to stop believing that we can represent the will and opinion of the developers in every comment thus rejecting any idea.
  2. Asmondian

    Camouflage Cars

    Its all good dude. You don't have to play the ironic smart ass every time. It just feels that any suggestion that alters the status quo of the game a little bit you just feel the need to criticize it by forcing a lot of broken pieces together to end up saying that what is currently there is enough for the game. If something is missing then: "We don´t really need it". If something is broken then "even bug free wouldn't add much to the game" or "there is a work around, don´t complain". If people experience major issues then: "never in your experience". I continually see how big Dayz/Devs fans uses this logic maybe because they consider every suggestions to be criticism of the game or the devs work, but thats not really the case. The idea es simple, clean and useful. We don´t have to get used to broken/missing features and always look for a work around to bugs and unbalances just to achieve a smiliar result.
  3. Asmondian

    Camouflage Cars

    Your argument doesn't make sense and thats why the guy probably thinks you are doing something else rather than just providing feedback to a suggestion. How does a fence with a camo net would be a better or even a good way to hide a car in a forest? Is even geometrically stupid. You would only hide the vehicle from one angle of view and you limit yourself to the - not so flexible - positioning system of fences that would force you to do it in a quite open and flat area. A simple Camo net as an attachements for vehicles plus the addition of a camo coverage model (just like with tents) wouldn't represent an immense amount of work either. Vehicles currently have peristence issues and in many cases they just disappear or move to a random position when you leave them inside a structure or between two trees. Tents are too heavy/big to transport to a remote location and its positioning is very restrictive according to the surface in the forest (people just don´t hide tents in the forest anymore for that reason). The bases (basebuilding structures) are just not worth it because of their lack of balance as you well know. Most people simply hide loot in wooden crates around the map, inside glitches or under trees. That storage item is extremely OP and it's been breaking the CLE and eliminating any possibility of obtaining high tier weapons because the max caps are reached. Allowing alternative, efficient and realistic methods to hide things that are not as OP/broken as the wooden crates would definetly help the game in many ways right now. I don't think that's a trivial suggestion. On the other hand, if you expect every suggestion to be aligned with the "priority list" that you think the devs should have (List that we don't know about because there is no roadmap and the communication is almost null since one year) then you'll probably have to repeat your reasoning in each and every suggestion thread.
  4. Asmondian

    Camouflage Cars

    The idea is good and completely reasonable dude. It should also be a thing for barrels. Its definetly harder to find a tent / vehicle / barrel if they have a camo pattern on them that if you just leave those bright colors contrasting with the rest of the vegetation.
  5. 3 things to Improve PVP | Dayz 1.06 Intro I do not intend with this to bring back old discussions about the old aiming system vs the new one, saying that the game was downgraded to fit the consoles requirements in that regard nor this thread is it based on a nostalgic reasoning that "old times were always better". My idea is to present what I believe are some of the main issues with current PVP and weapon handling mechanics (widely recognized for those of us who played this game years) and, at the same time, offer some achievable ideas for improvement. I know that DayZ is probably already in a stage where this kind of things are not going to be reconsidered anymore and that the people working behind the project are mostly limited to non-creative tasks. But, in any case, I didn't want to lose the oportuniti to mention them because I think Dayz has lost a lot of his essence after BETA, especially in PVP, and there are still ways to achieve a good middle ground. Details #1 Weapon Retraction: As you can see in the video, after the devs changed the aiming mechanics in Dayz, more changes came along to try to mitigate and complement that new system. The weapon collision was implemented some builds after BETA to avoid people abusing from the new aiming mechanics since you could shoot from behind a cover. The problem is that, by using a single and awkward animation (Raising the weapon to the sky) instead of a more dynamic concept like the weapon retraction, they turned pvp into a very clunky experience when fighting close to obstacles (Most of the pvp scenarios that are not on an open field). Even after some adjustments and collisions removal (like windows), its implementation is still uncomfortable 90% of the times and attempts against the fluidity of the game during combat. The idea is then to opt for a more dynamic system like many other games did with a weapon retraction concept instead of a single lock animations. My suggestion is to implement that retraction for SMGs and pistols, and a mixed concept for long weapons with an initial weapon retration in relation to the obstacle proximity and the raised weapon animation if the source of the collision is extremely close. Note: Back in the day, one of the official arguments to justify the new aiming system was that a lot of people "was complaining about it wasn´t good enough for CQCs (close quarters combat)". If you ask me, this CQC argument was completely forced just to justify the change, probably with a console focused reason. Now we have a system that turns CQC into a complete mess, even worst than anything before, turning pvp inside buildings into a "collisions lottery". //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #2 Combat Running Stance: Another element that made the DayZ pvp experience into a more fluid one was the presence of a "combat running stance" where you could quickly leave ADS/Hipfire and reposition with your gun semi-raised. After they change the weapon handling mechanics with a "hold to raise" one, this combat stance was gone. The problem is that we now have to deal with a system where there is no really a transition between movement and ADS. If you don´t release the keys quick enough or in the proper order during a combat, you are going to enter ADS by mistake when you are actually trying to re-position. Remember most of the people use SHIFT (default Run and default ADS) to enter ADS after they hold right click and also to run. Thats why I really think devs should consider adding (brink back) a "combat running stance" where you can move with your gun semi-raised (at a lower speed than with your gun in your waist) just like we had in the legacy builds or in ARMA III right now. Note: It could work like this: You HOLD right mause button to raise your gun (Just like you do now) If you HIT SHIFT you enter ADS (Just like you do now) If you HOLD SHIFT you can move with your gun semi-raised If you are on ADS (Scope) it will work perfectly fine with the ADS memory system (where the game automatically enters ADS again after you move or there's no more collision with an object) //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #3 Reloading while running: Many playes have reported this as a bug in the feedback tracker but apparently it was an unexplained and inconsistent concept decision. You can´t start the reloading or chamber animation while you are running. You actually need to jog / walk / stand for a fraction of a second to start the animatation. You could think this is a "realistic approach" since if would be hard for anyone to reload or change their mags while running. But if you notice, this is not the case. All you need to do is to stop for a fraction of a second and hit the reload key. After that, you can still run like a maniac and the action will perform without any realist approach involved. This translates into a completely ridiculous and inexplicable concept, where the control of the character during a pvp / reloading seems completely unresponsive thanks to that. The idea is then to allow players to start the reloading animation while they are running or, at least, allow the chamber / pumping action and force players to jog to change mags from the inventory. Thanks for your time.
  6. Asmondian

    DO NOT JOIN THE HIDEOUT

    They just don´t care anymore. There are tons of servers out there selling out items, in-game money, complete bases, admin protecction, spawn kits... anything that you can imagine that its againt the TOS and the server monetization rules. But they allow it anyway turning the game into a Pay2Win and affecting the gameplay quite a lot. But they won´t, since those servers are probably gone if they can´t make a profit from the game.
  7. Perhaps because they have already spoken out about the lack of balance in the current implementation of base building, and are fully aware that it lacks of a practical use in Vanilla servers (Beside a purely aesthetic thing or some RP kind of gameplay) If you think the current state of base building responds to a particular approach or a concept decision then let me tell you that it’s not the case, nor what the devs said about it. I think that, as many times has happened, it is attempted to disguise WIP features with "hardcore" approaches. Nobody here wants an Epoch kind of base building for the Vanilla experience, with flying bases and indestructible walls that allow the player to store huge amounts of loot as their main endgame, breaking the economy of the server (just like they do now with the OP wooden crates). We are asking for a more balanced system that can be achieved with the same tools we have right now and without having to add or develop any crazy or unrealistic idea.
  8. Asmondian

    [Request] Livonia BR Official Server

    Hello there!! This is a thread from a large number of South American Dayz fans/players they've recently acquired Livonia DLC. We currently have 3 regional servers for all South America, all located in Brazil, but sadly not one with Livonia terrain. DayZ BR 4-002 (177.54.157.220:2302) | 1PP | Persistence Enabled | Chernarus Map DayZ BR 4-002 (177.54.157.220:2402) | 3PP | Persistence Enabled | Chernarus Map Dayz BR 4-003 (177.54.157.220:2502) | 3PP | Persistence Enabled | Chernarus Map The nearest official Livonia server is located in New York and has an average ping of 200 for most of the Region (Even more for southern countries) Unfortunately, the high hosting costs in this region added to the fact that excessive modding has become a way to fund servers ("Pay $X and we build you a base or give you such a "Starter Kit"), this made the Vanilla experience one impossible to find on community servers. With Livonia, this became even more difficult. That's why this thread has two queries/suggestions: 1) What are the chances of opening new official servers with Livonia in the regions where there are already official servers with Chernarus? 2) If no new servers are to be opened, it would be possible to change the "mission (Terrain)" of "Dayz BR 4-003 (177.54.157.220:2502)" for Livonia? (3PP, Persistence Enabled). That honestly would be more than enough and would offer all the possible Dayz experiences to SA players and we'd be extremely grateful. I really hope you can consider it. Thank you for your time!!!
  9. Asmondian

    [Request] Livonia BR Official Server

    I appreciate the feedback dude. I thought about it many times but here are the reasons why it's not really a good alternative for SA players: We already have official servers on Dallas (Texas) but in all of them we have like +180 ping. You really feel the desync and bad performance and its just to much disadvantage in pvp and some features (Like driving) became just impossible. Hosting a community server in the EEUU is really expensive for most of SA countries. Not having a single server for the Spanish-speaking community (which is the second most spoken language in the world btw) leaves out of any kind of interaction the vast majority of Spanish-speaking players who do not handle English or Portuguese. It's a sad reality but I'm not going to blame Dayz for living in the third world either. That's why the alternative of modifying one of the brazillian official servers (all of them for Chernarus terrain) to Livonia seemed to me like the most balanced alternatives and I think it would be enough.
  10. Asmondian

    1.06 Suggestions | 34 QoL Improvements

    Thanks for the feedback dude. Absolutely agree with all, specially with the quote above. The old shock system desing was a "positive stat" while now is a "negative stat", preventing you from really enjoying that cool aspect of the game or the other related features (Epipen, CPR...). What im saying is that in the legacy builds, you had a positive shock value so when you received a damage, that shock value increased in proportion to it (So you could stay uncon for a very long time is the damage was big enough while you progressively decreasing the shock value to normal levels). Now is a "negative stat". You have 100 shock points and when you recieve a certain damage it goes down. If its below 20, you go uncon until it progressivel increase to +50, regaining consciousness. The problem is that you can´t just stay uncon for more than 30-40 seconds. Maybe they need to relate unconsciousness to more than two values (Blood / shock), tweak that relation or just nerf the natural regeneration of shock points over time. That could definetly help.
  11. Asmondian

    1.06 Suggestions | 34 QoL Improvements

    Thanks a lot for the feedback dude. Definetly agree on that. Books/notes and mostly signs inside medical buildings (Clinics, Hospitals, pharmacys) could be the best way to understand the diseases and their treatment in an immersive way. The bad part is that signs are usually in Czech or Russian and its translation is not that intuitive in the way that diseases work in-game. Many times the game lacks that "intuitiveness" that turns the gaming experience for new players into a very frustrating one (Example: when you vomited just by taking +3 sips of a water pump because of your stomatch volume, something that was recently changed). I think diseases also have this issue. But im definetly behind your idea of in-game elements to understand the game mechanics.
  12. Asmondian

    1.06 Suggestions | 34 QoL Improvements

    QoL means small attainable changes / improvements over things that are already in the game. Things that haven´t been addressed by the developers or mentioned for future updates. Bears are coming with the next update AFAIK.
  13. Asmondian

    Server Side Mod? How?

    Some other results on my research: How to set a modified script Server-Side avoiding "verifySignatures=0" dangers? Example: You are trying to create a Vanilla server but with some small tweaks like nerfing stamina or tweaking the destroying times of fences (To provide with more basebuilding balance).A t the same time, you don´t want players to have to download mods to join your server. What you need to do is edit a scripts. The problem is that the game won´t let players join if the server have a different script.pbo than the one in the client so you can avoid that "checking" by setting the verifySignatures=0 (Huge risk since anyone could enter with any modification) or do the following: Download and install PBO Manager (http://www.armaholic.com/page.php?id=16369) to pack and unpack the .pbo files. Go to your DayzServer/dta directory and make a copy of the original "scripts.pbo" file somewhere in your pc. In that same folder, right click on scripts.pbo, PBO Manager tab and "extract to scripts". This will create a scripts folder in that directory. You can now edit what you want in that scripts new folder. For example: I wanted to disable the codelocks destruction so I went to scripts/4_world/Classes/UserActionsComponent/Actions/Continuous/ActionDestroyCombinationLock.c and modified the value on m_ActionData.m_ActionComponent = new CAContinuousTime(VALUE). Save the changes. Go to your DayzServer/dta directory and check your ServerDZ.cfg file (can have another name). Make sure that verifySignatures = 2. Go to your DayzServer/ and open with a text editor your server launcher .bat (the file you use to run the server). Add "-FilePatching" (by default its -NonFilePatching). Run your Dayz server and you should be able to join without any mods or issues and, at the same time, the scripts would execute. Trying to add admin tools Server-Side (Same logic, no mods required for the client) Example: You are the admin of your Vanilla server but you want to have admin tools like COT to controll players activity/glitching/hacks/exploits or make an event but you don´t want to force players to download the mod to be able to join. I have tried COT (Community Online Tools) and Zomberry Tools with the -servermod=@mod; parameter and the game keeps sending an error. Seems that the Admin Tools mods require both server and client have the mod installed to work. If anyone knows how to use any kind of admin tools server side, please add it to this thread. Hope it helps!
  14. Asmondian

    Server Side Mod? How?

    Hey dude, first of all, thanks you so much for taking the time to clarify those things. I just wonder if you could elaborate more on how you should use the -filepatching parameter on the server to get the scripts from that folder if you have some time. It would really help. In particular: What I understand is that each packed data have a "ID name" so if you extract a .pbo (For example: scripts.pbo) into the root folder of your server and that folder name matches the .pbo , by using the -filepatching parameter the server will launch from there instead of the packed file. So with that I can still use verifySignatures=2 ? The modifications I make to any script (For example: I change the stamina) will have impact on the client too? By using -filepatching the client shouln`t be able to load packed or unpacked modified data? Thanks once again!
  15. Asmondian

    Server Side Mod? How?

    After some days of trying different methods, these are my results and conclutions about using "Server Side mods". Maybe someone will find it useful in the future: If you ony want to use a mod server side, you should use the parameter -servermod=@mod Not all the mods could be used server side. For example: Community Online Tools requires server and client to work Apparently -ignoremod=@mod is not really a valid command, but it should work to hide the mod from DZSA launcher equalModRequired = 0 can help to ignore mods from the client, but it still does not help to make the mods works server side if that mod is not only require server side You can edit a script to add some minor changes to a vanilla server (E.g disable stamina) but you would have to modify the verifySignatures = 1 in order to let players join the server (This implies a huge security risk tho). Those were my findings. I couldn't make a mod work just server side or modify the game scripts without having to modify verifySignatures = 0. If anyone knows of any method I would appreciate if you could add it to this information.
  16. Asmondian

    Server Side Mod? How?

    Thanks for the feedback. About your "-servermod" reference, some servers use some mods like that to still make them work for the client somehow. For example, "DisableBaseDestruction mod" they added only in the server but the players still can´t destroy the fences from the outside. Something like this is what im trying to achieve. I have tried the following with no results: "-ignoremod=@ExampleMod;" "-mod=@ExampleMod;" and the game kick the not modded client asking for the mod (File not found...) equalModRequired = 0 in the cfg, same result. The server is still asking for the mod to the clients. Thats what I got right now. No solution yet.
  17. Asmondian

    Server Side Mod? How?

    Thanks a lot for your time dude. I had no luck with "-servermod=@....;", unfortunately: "-servermod=@Community-Online-Tools;@CF;" I could join without any launcher or mod, but when I wanted to join with the mod (using the launcher of course), I got "You were kicked off the game (File no found: @CF/addons/gui.pbo)" Wen I get home Im going to try: "-ignoremod=@Community-Online-Tools;@CF;" "-mod=@Community-Online-Tools;@CF;" My question is if I would have to add both commands ("-Ignoremod=" and also "-mod=") and if the order matters (first ignore the mod then add the mod, or the other way). I have also read that you cant have optional mods anymore (using verifySig v3). Not sure about this tho. Thanks again dude!
  18. Thanks for your feedback dude. I really appreciate that you took the time. About some methods to avoid the base griefing (people destroying everything just because they can), while I agree that is something that need to be addressed in some way, its quite hard to find a mechanism to limit a player behaviour without losing some of that absolute freedom that, at least in my book, a game like Dayz should have. Thats why I just can´t imagine some kind of base ownership, restricted area or claiming system (I think SCUM had implemented something like this recently). I think the key of a balanced base building feature and endgame should be focused on making things harder, never imposible. IMO, a more natural aproach to this could be limiting the tools that you could use to dismantle the walls to, for example, only the crowbar. Seems reasonable since you are dismantiling a wall and getting all the materials back (nails, planks, metal) we can assume that it won´t happen if you use a hatchet for this task. The problem in this case would be for the base "buildier" that would require 2 different tools to reposition a wall or if you want to recycle some items. Same if you alter or assign a very high damage to that same tool when you dismantle walls. Maybe if we have a more balanced base building system in general, we would take griefing just as part of a fair gameplay since the griefer put more effort, skill or just outsmart us to get inside our base. Thanks again!
  19. Asmondian

    50 QoL improvements for 1.03

    The following is just a list of 50 QoL (Quality of Life) improvements or small suggestions for the game that I think could provide an overall better experience for the next update besides new content... Green = Considered THESE ARE MY 50 QOL SUGGESTIONS Nerf the items Duct Tape can repair You shouldn't be able to repair clothing, weapons, hatchets, backpacks or building materials. This makes the weapon repair kit, sewing kits, the sharpening stone and many other items useless and the global experience quite easy. Containers like drybags, drysack, cooking pots, medic kits and tedy bears (not the ammo box or protector case) should suffer damage every time you dig them up People are using those containers - specially drybags - to hide their gear a lot. I mean, a lot. Those are one of the main storages right now in most servers. This would affect server performance and also is affecting CLE, mostly for weapons. I would also recommend to resize drybags capacity to 10x6 instead of 9x7 to avoid you could use them to stash long rifles. Reduce the Handheld Transceiver ("Walkie") and Field Transceiver static sound by 50% [Added] Loud static noise is mainly the cause that the small amount of players who use radios, do not using anymore. None can really be "idling" with the radios if you have that noise, making any posible contact even more unlikely. Resize the slots/size of tipods or make them able to carry in most backpacks 1x7 would be perfect. You can´t fit the tripos in most backpacks. Otherwise, no one really bothers in take them. It would be also great if you could carry them as a melee weapon in your back. Add the ability of turning on/off the headtorch without having to take it in your hands [Added] I'm sure this isn't delivered and just a placeholder for now but, the same scroll system like with the car headlights or "washing hands" can be applied here if you have something in your hands. Reduce the Canned Food spawn rates in general and also the food drop rates of infecteds In my experience - And I take the oportunity to say that all these suggestions are based on vanilla oficial servers - there are too many Canned Foods around the map, so its not really a challenge to stay alive with those high rates. A good balance would generate forcing players to know / explore / benefit fom other sources like animals, mushrooms, fruits, horticulture...) Make cooking with a stick animation a "One click only" animation (Not holding RMB) and allow to maintain players position while changing the meat of the stick Every time you change the steak from the long wooden stick, your character breaks the animation. This should definetly change IMO. When replacing an item from your hands to one in your inventory, the first one should never replace the slots of the second one unless there is no other place to go [Added] Let the explain this with an example: Imagine you have a compass in your hands, an FNX at the bottom of your Tortilla Backpack and some random 1x2 free slots around other pieces of clothing (Vest, pants, shirt). If you take/replace the Compass (hands) for your FNX (Inventory, bottom of backpack) the game usually places the compass at the bottom of your backpack. Then, if you want to take out the compass again, you won´t be able to because there is not going to be room for the FNX. Add the name of the server you've played for the last time (Not only IP) next to the Play button in your main menu screen. Allow to eject the inside mag from your gun (Not only replace it for a new one) by assigning a hotkey to it [Added] If you assign a key to the mag inside your gun and then you hold it, that should eject and put the mag into your inventory. This would allow players to eject the inside mag, take it to their hands, load the mag with ammo, take the gun in their hands and then reload the full mag... all without opening the inventory screen. Add a negative water impact for dry foods such as cereals, rise and powdered milk. This could be modify in the future if you can cook/mix them. Reduce the amount of pills per item for the tetracycline, charcoal tablets, codeine and chlorine tablets [Added] I really think having more than 5-6 pills per item is way to much and prevent players to loot those items again in a play sesion (even for days). Tweaks to the fixing car system: You should be able to add vehicle parts to vehicles without any tool, but you should require the proper tool to remove them. Pliers (Sparkplug), Screwdriver, (Battery, Doors, Trunk), Tire Iron (Wheels), Wrench (Radiator). The problem I see in general is a lack of balance between adding vehicle parts and removing them. Right now, none can really take advantage of other man’s work because someone would probably disassembled it before is fully done. Its become pretty discouraging and usually very few people even bothers in fixing a vehicle (Car bugs aside). Reduce the noise / smoke from the power generator by adding Engine oil and/or water. Morphine should affects your wounded animation allowing you to move faster while its effect lasts [Added] This could even work after broken bones feature is introduced. Reduce the amount of steaks obtained from animals by "Skin and Quarter" feature and asign a certain quantity to the different types of knives The amount of meat is way to high right now IMO. Remove the blood bag and saline bag self-transfusion ability. You should always require another player to do it and they can get infected if they don´t have gloves I think the self-transfusion kinda killed that necesary/forced interaction between players that was a really amazing element in previous builds of the game. Prevent players from jumping when they are [Health < 40] and [Stamina < 30%] [Added] Those are just approximate values, but in general, the jumping animation when a players is badly wounded takes away a lot of the game seriousness and realism and it also is counterproductive to the same reasoning of why we tried to eliminate the zigzagging. Enable a "Hold" function for the default interact key "F" to take items from the world directly to your hands [Added] Allow to have a separated key for "Walking" and "Holding breath" [Added] Increase 50% the Construction Light illumination range. Make the "blueprint/precise positioning/ghost system" for fences and tents even more flexible Its quite frustrating not being able to place one fence (Specially the base) next to the other without leaving a gape because the system is too strict. I'm not asking for complete overlapping or a "build anywhere" style here, just a more flexible system. Similar case with tents. Its quite difficult to pitch them in forest, hidden spaces or not perfectly straight surfaces. Reduce Mushrooms general spawn rates and assigns some negative effects (Toxicity) to some of them when they are not cooked (Boil or Baked). Same with the canned foods, I think resaurses in vanilla Dayz is way to high right now, making things extremely easy. About mushrooms, players should learn wich one is safe to eat raw and wich is not. This can compensate a little the huge amount of "free safe food" around the map that, as I said, doesn't really help to the survival element. About unconsciousness, it would be great to add another body position and also allow players to hear more (Though distorted) when they are unconscious. Add the ability to check the map by holding "LMB" (Left mouse button) without the need to enter the full map interface (Click LMB) Players should be able to extract blood from cadavers This is even possible and quite safe in real life and I think it would help to bring back some interest into the dayz medical system. Nowadays, very few players take any advantage from it mainly because of the very low effectiveness / regeneration capacity of the blood bags and saline bags and because there is no efective way to get blood. Increase the sound radio / power of Megaphones and change its size to 2x4 Magaphones have to be the portable equivalent of PA´s IMO, so they should be heard quite well within a medium sized city. Currently they are too big and too week to even bother to use them. Reduce/nerf the drying speed of items to force players to create a fire instead of simply wait 5 minutes while they keep running Remove papers from the ammo boxes, nails and headlights until notes are added to the game Tweak/fix the wooden planks, metal sheet, tires (And others) by removing the colission not necessarily with players, but to each other to avoid stacking and glitching inside bases [Added] This would be considered as part of the fundamental basebuilding general balance changes. Reduce Chickens spawn rates by 50% I'm sorry for being repetitive and insisting on how abundant the food is in this build, but there are too many chickens, and if you add the amount of canned food (Vanilla high pop, oficial) the hunger and survival aspect of Dayz becomes quite ineffective. Tweak / reduce the weapon colissions with walls (Even a little more) Its still quite restrictive for many interiores, windows and speccialy stairs. There are some houses and places that you just can´t go upstairs with your gun up because you get the colission, resulting in very frustrating pvp experiences. Canteens should not always spawn with 100% Water [Added] Increase the "Skin and quarter" animation time according to the animal and kind of knife you are using It currently takes a few seconds to skin and quarter a full Cow. It should last at least 45 seconds of even a minute. Beartraps and locked doors should have their own persistent time when you use / place them, regardless of server restarts [Added] There must be other deeper implications that I do not know so this is not possible so far, but I thought it necessary to mention it. Reduce the amount of rags obtained from clothes in general and add some toxicity value to damaged / badly damaged rags. Allow to grab the full stack of planks / firewood (and other items with the same issue) when drag them to your hands in oposition of take them with "F" What I mean is this: When you want to grab the stack of 6 firewoods from the ground, if you drag them from vicinity to your hands or inventory, you would only grab one by one. But if you press F, you would take the full stack for some reason. This should be unified. Same with other items and the impossibility of grabbing more than 10 wooden planks without having to combine them with a >10 stack. Make zombies aggro moving/live targets as a priority or not attacking uncon players at all The game basically prevents you from enjoying / survive to the unconsciousness state and enjoy the subsequent recovery/stealth to escape situation by sealing your death if you went uncon with an infected around. This should change IMO. Allow players to Jog while they are handcuffed Another element that makes interactions with tied-up players completely ineffective. The slowness of movement by limiting them to simply walking has been quite negative in this build in my opinion. Allow them to jog and make interactions more "accessible" because of this. Noticeably increased the smoke range/high when campfires are extinguished Possible smoke signs and this could alert other players. Make the camara roll with the player when performing a side roll (Prone + Q-E) Add the ability to move slower when you are crouch / prone and you hold the walk key. (Default CTRL) Make handcuffs unbreakable by preventing players from getting rid of them by struggling This could be also achieved by increasing the struggling time enough. It should always require keys, lockpicks or pliers. Enable precisely positioned for long torches (Standing) Allow to add camo netting to barrels as an attachement When you are about to perform a action to another players (Example: Bandage another player), there should be a external representation on your character, like slightly rising your hand [Fixed] When playing without HUD, in the absence of some animation, we are often forced to enable it because there is no external representation of what we are going to do. Many players heal themselves or even tie themselves as a result of this. Add a soundeffect when changing the firemod and zeoring your weapon As before, the idea is to avoid the need for a HUD to know what we are doing in-game) Military tents should be able to be carried on players back like in previous builds I understand that there must be many performance-related reasons behind the very low rate of tents and the impossibility of even jogging when moving with them. But Dayz has lost a fundamental element: the in-land bases. The posibility of finding a tent in the middle of the forest was something that kept players alert and interested. But now, it has become something almost impossible to find due the difficulty of traveling with tents and their very low spawn rates. We should be able to build a third upper frame on fences (only after building the platform) This could be a good way to avoid players jumping over the fences. The Field Transceiver should become persistent if you place it with the precise positioning system Just like power generators, the Field Transceivers shoud have more than a 6 hours persistence when one uses precise positioning. This way, factions could have one in their bases. It would also be amazing if you could power them with an external source like a generator (And of course if they broadcast through every frequencies at the same time). THANK YOU FOR YOUR TIME
  20. [SUGGESTION] Inventory concept | Tab System /////// Explanation and reasons behind the suggestion ///////////////////////////////////////// Add a Tab System for the inventory to avoid the frustrating use of scrolling and offer more fluency Since you can´t use quick access bar when you are in the inventory, you can change swap inventory tabs with 1-4 keys You can split the tabs into (1) Upper body = Shirt and Vest. (2) Lower body = Pants and boots. (3) Backpack = Your backpack. (4) Containers = Content inside all your containers This could help to reduce the inventory lag and the huge frustrations related to the current inventory managment /////// Pictures of the concept /////////////////////////////////////////
  21. Asmondian

    [SUGGESTION] Inventory concept | Tab System

    Just think about the current base building proximity HUD. Its really a mess IMO. By adding something like a Tab system like this, you could provide with more order the different levels / components / structures of basebuilding and avoid that huge mess (And lag) every time you open your inventory within a base.
  22. Asmondian

    [SUGGESTION] Inventory concept | Tab System

    I don´t think it would be a problem to use a key to change between tabs. Games like Tarkov, SCUM and many others do it like that and work pretty well. But I get your point. I imagine some posibilites for what you said (Changing between Tabs without the need of using any keyboard key, only your mouse) : Use scroll up/down to change tabs: As you don´t need anymore to scroll down/up to access other "parts" of the inventory that were hidden before (because of being all in only one large tab), you can now scroll between tabs (or just click MMB or use the 1-4 keys by default). Drag the item to the side or to the tab: You could just click and hold on the item of one tab, then drag it to the left/right side of the inventory like when you want to drop an item and the tab should change automatically to the next one. You can also drag it to the actual tab above.
  23. Asmondian

    Server Crash vs. Server Restart

    Many server owners and (myself included) have reported persistence wipes after a regular and scheduled restarts. And yes, they were normal restarts.
  24. Asmondian

    PC 1.0 Release Date Announcement

    #NotMy1.0 Still an amazing and unique game, with an incredible potential and probably this pseudo 1.0 will still be a really fun build to play. But its incredible far away from what we were promised for more than 5 years or what most of us would have expected. Even if you guys manage to fix the current gamebreaking bugs in only 5 days (Infecteds behavior / IA - VOIP issues - Lighting issues - Persistence problems - Base Building Balance - General performance / stuttering / fps drops - among others) the game is still a limited and unbalanced demo of a real 1.0 build and you are missing a unique promotional opportunity with the full release presentation. Dayz is not ARMA III. You can´t sell DLC`s to keep the development alive and you can´t sacrifice the quality of your product to be able to access the PS4 market as soon as possible. I personally have a huge hype like with any new stable patch since 0.63. But I can´t lie.... this time that hype is "marred" by the fear of how it will be received by the general public and the fact that I can´t believe that the game will reach a balanced state in only 5 days of work (And I say this after having tried the latest experimental update). Good luck and I hope this 1.0 be the best possible version of Dayz.
  25. [SUGGESTION] ADS Memory after Weapon Collision /////// Explanation and reasons behind the suggestion ///////////////////////////////////////// Imagine you are peaking a corner or window with ADS (Ironsight/scope) and you have a weapon collision. The game push you out to "hipfire" without saving the ADS stance. The suggestion implies saving that ADS stance so that, once the collision does not exist anymore (and as long as the RMB is maintained), it automatically returns to ADS. Many other games have this system and its would be a QOL improvement. It would also help to mitigate the annoying (but realistic) weapon collision effect when you aim from an upper floor window to a target below you.
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