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Everything posted by exwoll
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Private server permadeath subservers/universes (hardcore)
exwoll replied to exwoll's topic in Suggestions
Yeah, I doubt BI will run something like this. But they would need to make it possible for others to do, because I guess some hardcore and rp servers would be interested in doing something like this. Once the game is released they will be overwhelmed with new players, and gonna be impossible to have them all in 1 server, and having a set of universes could be a cool way to have everyone happy :) -
Actually thin guys endure starvation better because of the lower energy requirements and better metabolism :P.
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Would be cool, but with shoes. So if you use shoes of improper size it would hurt your feet.
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Well, I just think most people went to play Rust, judging by steam trends
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Character skills from before the Zeds, learning skills
exwoll replied to Bard Wangen's topic in Suggestions
That´s why I think it should be implemented on the server side or in mods. People will sign up for it knowing the consequences of their deaths :). I would love to play in a server/mod with it. It would make it really exciting and ill have a yearly dose of adrenaline every-time I hear shots close to my location. Public servers shouldn´t have that. They´re mostly played by arcade oriented players and everyone would go crazy with such rules. But the hardcore people will be really happy knowing that there´s a simulated death (a couple of hours at least) if they get shot -
Character skills from before the Zeds, learning skills
exwoll replied to Bard Wangen's topic in Suggestions
actually the suicide thing is easy to get rid of: Fixed spawn location for let´s say an hour or 2 (it could be an area also and only spawn where there are no other players too close, to avoid spawn-sniping) Spawn timer (I already suggested a spawn timer that would beggin with a big time, that would reduce with every 10min of ingame time) Permadeath rules Most of them can (and I believe will) be implemented in the server side or in mods. -
Make it possible to collect charcoal from fireplaces to use as activated charcoal
exwoll posted a topic in Suggestions
In real life survival situations, charcoal from a fire is used to treat poisoning, diarrhea. It's a small thing, but it could help a lot for situation where one can't find activated charcoal in hospitals. Plus it's kinda easy to add to the game :) -
Character skills from before the Zeds, learning skills
exwoll replied to Bard Wangen's topic in Suggestions
I just think that the whole "we dont want it to be "scripted"" thing is just an excuse to avoid doing the work of implementing this kind of mechanics. Because: It wouldn´t be scripted, it is just some extra immersion to an unreal world with zombies. Any extra info about yourself or the world per se adds to that. I feel that RP is more of a scripting than giving random backgrounds to characters, because you have to come up with your own stuff, you know its fake and it isn´t immersive at all (at least for me). I mean, why would I want to be a mechanic in a zombie world? I need to survive and kill people, not to fix cars. Taking the extra work to find useless stuff it´s just out of the question for me. But spawning as one would give just the little touch to the character while you´re getting other stuff. It could be optional. Not everyone want´s it, so why don´t give the ones who do a shot? It would give initial guidelines for player interaction. If someone asks your name in-game, you would check the char name, say that, read some of your story and have a chat about the ingame you, not the real one. This would add so much to the current state of interactions. In the other side, if you don´t like it, you can just be yourself, you gonna get other cloth and stuff anyway, so there will be no difference after 30min of playing. It would add variety to the game. You would see like a lot of different people running around, not just the same bambi with a different color of cloth. I mean there are more pros for the thing that cons, and the cons can easily be prevented. I just think devs are too lazy for this one lol -
Make it possible to collect charcoal from fireplaces to use as activated charcoal
exwoll replied to exwoll's topic in Suggestions
The activated one is produced in different ways, depending on the final use that the producers have in mind for it (medicinal, industrial, etc). The medicinal one is the easiest one to make (however If my memory doesn't fails me, the higher the temperature for it's production, the more effective it becomes but more expensive). http://www.off-grid.net/forums/topic/first-aid-uses-for-charcoal/ -
Oh common, you can find decent gpu's on ebay for nothing.
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I think Rust stole your idea XD However, I still see that it gives some extra detail. Enough for a silhouette to be spotted from distance :(
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Yup, I think rust people took his idea lol. I just hope the guy in charge of dayz will implement this soon
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The monitor not, but the devs yes. Humans can only see at night IF there is a light source (moon, stars, a town with all lights on,etc), in total darkness we dont see shit (at least normal people and not the ones that have the weird cat-eye mutation). Devs can fix the amount of light that comes from the sky and illuminate the surroundings in a realistic way, the anti-gamma will only block you from getting more than that filling all the areas that you wouldn't see in real life with black (or blue as they did in rust). So pls don't take it to an extreme, in real life you'll be never able to see as clear as in Dayz with gamma cranked up.
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I propose to add some useful books to the titles that we have in-game (literature classics lol) to help players through the game without the need of consulting an outside source: The First Aid guides would contain all the info about diseases, use of medicine and bandaging, how to use different medical stuff. Survival guides would contain Food sources that can be found in the woods, traps, how to light fire, crafting, maybe some natural medicine, info about animals behaviour, etc Once that the environmental variables start affecting players, there will be lots of deaths due to diseases, hyper/hypo thermias , poisoning, infections, hunger, thirst, etc. I believe that having some info ingame to help players with that, without making a "tutorial" would keep things real and simulate a real-life scenario.
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Random New-Spawn inventory and backstory (for final release stages)
exwoll posted a topic in Suggestions
I just thought that it could be cool to have the option to spawn as a "random character" with both suitable initial items and a paper with a backstory (or a blackscreen with it before you spawn), plus when soft-skills are implemented, could be given some of those too :). It could offer an extra immersion into the game before it even begins, and add some charm to the initial stages giving some kind of initial personality to the character. It would work as follows: When you press "play the game" you get an option for a clean spawn or a random one. If you select the random one, you spawn with a character that has: random cloths , colors for it random profession (medic, police, farmer, student, bandit, cannibal etc) items suitable for the profession paper with some backstory that goes with the profession softskills that go with profession This would give you a possible story line to follow (play along with the character) or just drop everything and play as you want. I.e. Student inventory: Backpack, pen, book, notebook, random civilian clothes Medic: Alcohol tinture, antibiotics, some medic outfit Police: Police uniform, handcuffs, baton, some ammo (no weapon) Mechanic: Uniform, plug, wrench, tire kit Construction worker: helmet, outfit, a hammer or some wooden thing, boots etc. -
Random New-Spawn inventory and backstory (for final release stages)
exwoll replied to exwoll's topic in Suggestions
That can be easily fixed with a fixed character+location for 3-4 hours. If you die, you spawn in the same place with same character. Problem solved :) -
The topic of respawn penalty has been around for a couple of years. There are a lot of posts about increasing it and enable servers to handle that time. Some of the reasons for such ideas are: People acting as crazy because they have nothing to lose Boring to play as a newspawn Suicides Lack of realism Comeback kills after lucky respawns etc But there are downsides to this: Geared players and survivors who don´t want to die will be really frustrated to wait a long time to respawn New players could be killed by bambi campers waiting to kill any newspawn and forget the game I think that a good solution would be to implement a Decreasing Respawn Timer. This would have an X max. amount of penalty time that will have a reduction of Y time per in-game hour that the character had survived. I.e: Server HollyDollyWhatALoot has a respawn penalty of 1hr, with a 10min/hr ratio of DRT If a newpawn dies in that server, he will have to wait an hour to comeback If a guy that has been playing for 3 hours dies, he will have to wait 30min to respawn A guy that has been playing 6+ hrs will get just a minimal timer (like 5min or so). This system fixes a couple of problems: Newspawns will have a reason to survive, so the game will be exciting (very), and will be very realistic for the situation of a guy just thrown into the apocalypse. Newspawns will think twice before attacking an armed player, or just whoever, since if they kill them, they gonna have to wait a lot Newspawns will think twice before suiciding to get a better spawn location, since traveling to where they want will take less than trying a new spawn location. Mid geared people will still fear for death because of a considerable respawn penalty they might have Fully geared players and long time survivors will not worry about the penalty, and they already have a reason not to die (gear and location loss) But there still remain the sniped bambi issue. The only things that I can think of right now about how to deal with this would be: Server side rules prohibiting to snipe bambis at spawn locations (solnechnoe lol) and enforced by active admins Take out spawning locations away from big cities Make a tutorial for the game where you explain new players that they have to be careful with other players and snipers Enable the weight restriction to such parameters as speed and exhaustion. This way geared players will have a hard time chasing down bambis And that´s it :)
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You can have it playing in public servers. Let other people have more fun experiencing extreme adrenaline.
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Identify players with Binoculars, Longrange scope etc.
exwoll replied to Aim-iliO's topic in Suggestions
Ah, yeah sorry :). I still think as others here that giving any karma way to someone makes it punishing to behave as they want. Moral codes are tied to societies, and different ones have different moral codes. For example in some killing might be well seen, in others kids marry at 12yo, in others you cant even lie or hit someone, etc. Morals are quite relative stuff and depends on the people. If society disappeared in Dayz, then the moral codes by which it was governed also went away, so theres only groups of people with different moral codes fighting each other for survival. Now, about the naming. Seeing a name of an unknown player from distance is a)non-realistic (you dont have psychic powers to know the name from distance), b)it makes easier to hunt people (oh look, that's the streamer, lets kill him!) , c) would ruin game immersion (it would look like wow or some other rpgmmo). As I linked to you before, in my suggestion, I tried to implement the name idea in a realistic way, and come up with the following: People COULD have a tag above or in the chest area, ONLY if: 1. you met them before (clearly saw their face), and they told you their names (or you tagged them with some nick, like. *Tried.2.kill.me, *Friendly.Pliceman.from.Solnechnyi) 2. they are within a 40-50m radius (which is the max distance a person can recognize the face of another one). Binoculars and scopes would be able to see it too, only if they reach the mentioned distance with their magnification. 3. You can clearly see their faces (if they wear a mask, a wall/tree/other obstacle covers their face, then you don't see the name) 4. You can turn tags on/off so they don't ruin the game. 5.Tags are tied to characters. If someone dies, he receives a new code, and you wouldn't be able to recognize him after, nor he would "remember" other players. Thats the simple idea. It can be developed further to "tag sharing", where one player can share the identity of another one (like if they made a photo or a drawing) with their friends, and this could evolve into a "wanted" kind of system where a group can know who to hunt down. And I'll add a couple of images of what would the tag/name look like in-game. (i tried the less intrusive way) Details about this: -
Yep those are also a great way to make people want to stay alive, but are more complicated to achieve, that's why I suggested the eziest way for devs or servers to achieve that. There also can be a "spawn zoning" where you spawn in a worst scenario every time you die. This could be depending on your death location (pushing you every time further and further from that place, last place being some island on the other side of the map lol), or in looting areas, or in areas full of kids where all the suicide maniacs go (a kind of spawning hell lol). But they're more complicated to achieve.
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It's too small. Still worth to suicide in any possible way. In pubs Its probably not worth, since there are only kids and casual pvp guys playing. But in private servers, where you have the conditions upfront, there will be a lot of players willing to play with this.
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Like it. Also when you die, you should lose all your persistent stuff.
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Thats why suicides are the best way to travel the map.
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How? Attacking an armed player is a form of suicide. They cannot limit that. The only way is with longer respawn times. At least as an option for private servers. Public servers are like a kids playground anyway, so nothing will help those lol
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Minimizing in-game telepathy for more immersive game experience!
exwoll replied to exwoll's topic in Suggestions
If you really want, you can hack Dayz and fly invisible through the sky carpet bombing Cherno. Most players don't even know how to correctly use google (go during nightime into a major city and see how many guys run with flashlights on). Thats why I put in the title the word minimizing :). If someone wants to rob your house, he gonna do it no matter what security systems you have there or if your door is locked or not, but still, you close your doors at night ;), The idea is to put enough "barriers" so a player will think "ok, I can disable all this shit, but does it worth the time and effort to do it? It's cool how it is, so I guess I'll just stay with it". This is what keeps people doing stuff they dont want in any sphere (you pay a lot of your money in taxes for example, you dont want to, but you do. There are lots of ways to avoid that, but since you have to waste time and effort on that, you just keep paying). Hardcore servers with admins could also ban people who use 3rd party software as hackers or exploiters. They can be reported by other players (its easy to spot them), plus the game can have the mic usage data. And last but not least: There are a lot of exploit right now in the game. Almost everyone is aware of them and know how to use them. But still, you see lots and lots of people doing it? Most players just want a genuine experience.