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Everything posted by Asmondian
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Thx for the feedback man!!
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How are you man!. Honestly in most cases I would not try to respond to this kind of opinions because they are almost always made from hate or frustration, but I think this is not your case. It is evident that those of us who have played dayz for quite some time are a bit discouraged by the lack of novelty or things to do in-game right now (and for the last year) besides pvp. Personally (and I think that is also your case) I have exhausted much of the features that the game offers. From pvp, to roleplaying, playing as a lone wolf, playing as a survivalist, playing with my clan, on public, private, hardcore or semi-mod servers, and so. That said, it is clear that at the moment this project can not offer anything else until the foundations (the core) have been completed and implemented, which means for people like you and me that today we do not find that interest so big and addictive that did have the game in due course. This is a normal process that would have occurred with any other game that is played for a long time and that does not create new gameplay features (for the reasons i have mention before). Maybe Dayz speeds up that process of wearing out with the bugs it have. These, in more than one opportunity, not only avoid being able to exploit to the maximum the current gameplay that Dayz offers, but that conditions and generates a negative feeling towards the game. It is simply advisable to wait for development to progress because it is clearly not their intention (and personally agree at this point) to denaturalize the essence of the game simply to enhance the most exploited aspect currently by players: pvp. Have a good one!!
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Wow dude!!! didn`t notice your message before!! Thx a lot for the compilation and index!!! really!! Love to see this kind of willingness!!!!! PDT: im working on part 04. Hope to see your feedback there.
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No, re-read my coment. "1) The character obviously should not appear asleep on the server or anything like it (like Rust). This will insta kill all players. There ir no safe place in Chernarus. I know you never considered it as a possibility, but someone mentioned it in the comments." Just to clarify.
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Love the idea. Beans!
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100% agree. I had not considered that possibility. It could be a combination of both. First jump without any effect, you might even consider whether the jump is to servers in the same region or not (which greatly increases the log-in time). Then you could jump indefinitely with no effect leaving 20 minutes between server join. (Always talking about public servers, private hives may handle it differently). The basic idea is also that whenever you do it in a safe place (house, shelter, etc.) there are no consequences between jump and jump, unless there is a constant that shows that you are doing server hopping. In this case the time between the jumps (counting from the second). + B
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Love the premise and i think we really need to think something like and continue polishing that idea. Here are some thoughts to give you my feedback: 1) The character obviously should not appear asleep on the server or anything like it (like Rust). This will insta kill all players. There ir no safe place in Chernarus. I know you never considered it as a possibility, but someone mentioned it in the comments. 2) It is a great difficulty to "move" what happens to the server weather to a player who is disconnected. That is why the server saves a copy of the player when he log out. This would need a change of technology (which would be interesting) so we need to think how should this work as a whole. 3) I love the idea that the conditions in which you log out have to be considered by the players to give more realism. I think that taking it to the extreme would be very frustrating but there are certain things that could be applied to make things even more difficult and to avoid, with a new reformulation of the system of log out and log in, things like ghosting, server hopping or the "scape log". For example: The effects already existing in your character (hunger, thirst, food, cold, heat, illness) would increase progressively if you log off on the outside. (Or simply when log in again are half of what you had before).To avoid suffering this with the accidental disconnections, this would only apply with each server restart or every x amount of hours (long). This reasoning can be used to avoid server hopping by increasing your character's "weaknesses" (cold, heat, hunger, thirst, etc.) when you jump from server to server. Even more so if one does it on the outside (in a tree, as is usually done near military bases). Now, nothing would be avoided if you disconnected inside, for example, the NWAF prison. But there you run the risk that someone is waiting for you inside. However, there may be exceptional situations where, if you disconnect in a certain place or under certain conditions, when you log in again you appear dead. For example: log out with hypotermia or hyperthermia, log out into the water, log out sick, log out with wolves around your house and agro to you, log out bleeding, among other situations that can be thought of. In other words: I think the idea is very good and needs to be reformulated. Generate new states/status (hunger, thirst, hypotermia, etc) in relation to the place where you disconnect I do not see it very viable, but increasing the existing states (using some very long timer or just the servers restarts) if one does it in the outside world or if you jump from server to server in a shorter period of time (10-15-20 minutes), that could be a good idea. Really enjoy reading and thinking about your ideas dude. Keep them coming.
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New vid about the Memorable Moments of the week. Servers: Dayz Undergound The Chipotle Bandits Trumps Wall Gents of Novo DMZ (Rip) Cheers from the Dayz Hispanic Comunity!!
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I applaud the initiative and the desire to contribute ideas. As commented above, the next update is not going to bring animations but is strictly design. However, that does not mean that we can not go on discussing or thinking about possibilities of new animations. Having said that, the discussion about "dragging bodies" is very frequent in this forum and I think a lot of us have asked for it. Review previous topics where these discussions take place. It is also good to always repeat them so that the idea is not lost in the forgetfulness but I believe that even the developers themselves have spoken of this as a future possibility to incorporate. I think a good example of how body loading works is that of the Sniper Elite. Surely find a video that shows the animation.
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Agree 100%. Ponchos are really needed from crafting not only for its usefulness to combat the cold but also because they give the game a clearly apocalyptic dress. Also, adding to the original ideal, i think there should be some kind of item like "plastic" that you can get (by cutting) from: Drybags Raincoats Tents Waterproof Bag This item should work to craft an improvise raincoat or an improvise store tent and some other stuff. I saw this idea in some amazing concept of "Game In Theory" on Youtube. I leave you the link here just to get more info about his concept: Game in Theory Plastic Concept. Regarding the leather poncho idea, i think it definetly could be possible. I don´t know the waterproofing status of natural animal leather in real life but maybe if you craft it with some other items (Oil, water, feathers, something else) you could get a great attire to combat hypothermia. Beans!!
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I applaud the initiative and the design of the post. I really love this kind of ideas and the presentation. Either to discuss them and get the best of them or create others from them. I think that is the main idea of the suggestions section because, after all, no one knows what can be possible in this game and what are the things that will never have a place in it. Having said that, I think the idea is not bad, but I am thinking of how it can be instrumented in a not so long term. Clearly NPC`s will be needed for this to work. Not with the complexity of a NPC that interacts extensively with the player, but one that is limited to serve as a bank or exchange of objects with the players. I think the technologies involved in this would make the idea not take place until long after the beta or when mods are enable. Thats why nowadays, your idea is more for a role server than as a general feature of Dayz. Mainly because it would have to solve questions like: 1) How to capture the zombies (new animations required) 2) How to exchange them (they would have to design the exchange system) 3) How would the interaction with the NPCS (could kill them or not, there would be a limit of objects 4) How would this affect players and their distribution (would it cause players to stay on the coast too much? Could this be solved with inland rivers in Chernarus?) 5) Among other thinks to solve While it is not a limitation, I think there would be necesary think about a first approximation to your main idea to see how it works (And if developers really take our ideas). Modifying it a bit, I think it would be a good starting point try something like this: Green areas should first be incorporated, ie regions on the map where hostile activity can not be done. Without this, I believe that any attempt at initiative to offer alternatives to simple pvp would be rapidly annihilated by this. Secondly, I think the idea of a trading zone on a research ship off the coast for players (what on role servers is called a "role point") and where hostile acts are not allowed would be a good starting point. There the players could feel safe and make exchanges between them. They would have to swim to get there, which would prevent them from carrying weapons in their hands. A system of protection could be to avoid that the players can drag things to their hands in these zones, avoiding thus attacks, shots, grenades, etc. Third, I would have to analyze how this works inside the servers. If they generate too much people crush, if people stay too much on the coast, if it damages the central economy of loot. This done, it would be necessary to create a secure exchange system (I planted an idea in one of my suggestions post some time ago, you are invited to see it whenever you want). In order to avoid the "crush" of people (as an example), this ship could well appear like the helicrash (that is to say, randomly in any coast of the map) or could be several boats that appear in different coasts of chernarus by the period that the restart of the server . I really consider it necessary to discuss activities outside of pvp within the servers because clearly dayz can not be composed to 100% of this (PVP). I think the game limits the lore and loses a lot of potential if it centers only in pvp. Improving communication (radios), factions, bases building, medical treatments, sickness, passive and unique abilities of each player to make it different from the other and therefore necessary for the other ... are all features that we have to discuss and work on. In addition to this, the zombies must have a new role within dayz. They can not simply be the ones who annoy you by pointing a gun at another player or those who can kill you if they lock you in a house. It should no doubt increase its dangerousness and usefulness, either by making them useful for survival (food, leather, exchange objects, blood, etc.) or to make it absolutely difficult (enormous hordes of zombies that transit from west to east and force Players to ditch or collaborate together to survive). I repeat, I applaud such ideas. P.D: Sorry for my terrible English
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RP Hispano? xP Beans for you! Amazing captures.
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Absence of formal sidechat in DayZ SA is a pain.
Asmondian replied to Marek One's topic in Suggestions
Agree 100%. Also i think but we definetly need some kind of communication between players (in-game) in experimental to coordinate tests and be able to help each others with the car assembly and other kind of features that require more than one player (test items, etc.) -
Thx a lot mate!!! glad to see you around here!!
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Thx for the reply dude. Glad to hear that the hordes are already consider to be in game. 100% agree with sqeezor with the dimming light. The problem I see with the current test kits is that they only show once the type blood of the patient or the full bloodbag. Imagine that you want to carry 3 bags of blood as you would do with 3 salines. You need at the same time to carry at least 4 test kits (one for each bloodbag and one to know the patient's blood). With the system/suggestion that I propose, the blood bags would already be labeled once you do a single test on them. It is simply an additive to give them a practical use that today they do not have precisely because of the great difficulty involved in having to be identifying the types of blood in each bloodbag or sorting out them in a certain way in the inventory to remember witch blood type they have. Thx again!!
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Jajaja... no problem at all dude. Glad to see you around here. I just link you my post to share thoughts about it. I agree with your original idea. Cheers!
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Love the dynamic consume idea, I'm going to add your quote to the post because it's definitely a very good idea and I had not considered it. Agree with the rest of your observations. Thx a lot for the feedback dude!
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Roger soldier! xP I am honestly not an expert in weapons nor do I know exactly the types of scopes that exist. I relied on several videos I saw about rifles and snipers where you can see that slight blur in the outline of the sights. Perhaps in the image I exaggerated it a bit to be noticed but almost always present that blur, either because the scope itself generates it or by the natural blur that produces the eye when you focus on the center of the scope. Of course i take your word on this because I see that you have field experience, although I still maintain that the current vision that the hunting scopes have in Dayz seems rather unreal and to basic for a long range scope. Thx for the feedback dude!
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Really appreciate the feedback dude!!
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Love the idea, hope the new animation system could be a step foward to make this kind of eatures posible someday. Im imagine a flashlight and a gun, one of each hand, and when you aim both hands in a position like this: Beans!.
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Just check the number #10 idea.
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> JUST A VIDEO TO RESUME THIS SIMPLE IDEA PROS: There is no reason why weapons with mags have random bullets inside and weapons without mags don´t Players would loot more often this kind of weapons looking for ammo It´s a simple add to enrich game experience No more useless weapons that nobody moves over and over avoiding the loot to respawn More chance to survive in the spawn locations and middle of the map and have something to fight when you want to hit the middle military bases. Simple add to enrich something to do in the coast and prevent server hopping players that walk the hole map on an empty public server and then jump to a full near the northern military bases. CONS: I don´t know the impact that could have in the CLE (Central Loot Economy) or in game performance Some of you said this could lead to a more KOS situations on the coast.
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In case you are right that’s probably a gun left by a player (or a bug). If you have chamber a weapon, after the server restart that weapons could still be in the town with the ammo inside. I have never seen a no mag weapons with ammo inside (2.5k hours) and devs have been clear that they just add random ammo inside mag weapons or just inside individual mags. I hope you are right but I’m positive this kind of situations are not intentional from devs.
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I have to be 100% agree with Danny. If you first say "I support the dev times, I understand what an early access means, I got frustrated but I get over it really quick" and you call the Dayz critics (not talking about haters) "whiners"... you just can´t, two seconds later, ask for a completely denature of the game by taking out the zombies in some parts of the map just to do a battle royale. If you ask for that you are clearly not committed or happy with the develop of this game and the time it´s needs to introduce the new technology. Just a note referred to the alpha argument. Of course all of us bought an alpha game and take the risk on an early access, but that does not mean we can´t have some feedback with the devs related to the game development or the stuff we probably enjoy in game and the things we probably don´t. Having said that, an early access also means that the core of the game is quite finish, and Dayz is kind of an exception to this rule. Just to be clear: I prefer this 1000 times than stay forever with the old arma 1 and 2 technology. However, I agree with you that something must be done in this time because tons of people (and I mean people that really know the game, have more than 2k hours played, make content about Days and were constructive critics from day) agree that (right now) is in a drop because of the lack of enjoyable gameplay (either because the bugs or because you just got tired of playing the same core of the game for about 2 years). I apologize for any bad writing. English is not my native language.
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Hi dude. I pretty sure that no mag weapons never spawn with ammo inside. The devs have being clear about it when they introduce only ammo inside spawning weapons with mags.