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Everything posted by exwoll
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I think that BI should be the only one able to run public servers. As a lot mentioned here, the only reason a person might want a private public servers is for loot (and duping it) and that´s an unfair advantage over other players, it´s almost a Pay2Win scheme. If they´re completely removed would be better (the ability to hop from server to server I mean, or at least limit it for like 1 per week).
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Don´t know about the hand drill fire, the first times its nearly impossible to get something from it, but once you get the right woods it´s pretty easy and as long as it isn´t raining you have a guaranteed way of starting a fire :) First time I find another player checking comms before entering a location lol. I always turn my radio on while i´m scouting the place from a high location to see if the voices are loud and clear (the player is really near, possibly in my location) or not! offtop: why that poor eagle has 3 eyes (and none of them looking friendly hahaha)?
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Yeah, but charcoal tabs are a pain to get once you have the sickness. However I believe that the charcoal from the fireplaces is more effective that just the ashes, since it has more absorptive qualities . It also should help with some kind of poisonings.
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pitch black nights aren't so common as to make every single one as dark. I believe we should watch and see what devs are planning to fix that shit. Hope is something like rust implemented.
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Nice to see more suggestions :). #1 is already scheduled for the game as far as I know I would note as sqeezor that a dimming light would be more realistic (and scary sometimes xD) The rest of the suggestions are really good, and natural for the game, just minor details that would add a lot to game immersion! :) But I don't know about bloodbags, because players themselves fill them, it's for their will if they mark them or not
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I proposed the largest amount for fresh-spawns because they're usually the most suicidal ones. They have no loot, will have no soft skills, nothing to value their life, so they just gonna jump on anyone with more stuff. That and the usual suicides to get a better spawn..... I believe that deaths by campers are far less common than the two cases mentioned above.
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Yup. I would gladly play in servers that have very long respawn timers (even days). As Idea there could be a "decreasing timer" with the highest point when you're a fresh-spawn and decreasing a minute with every hour ingame.
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Private servers spawn the same barrel quantity that public ones, but that quantity is for ALL the players, so there are like 1 barrel per 200 players or so lol. If they haven't done their persistence wipe in a long time, just forget about finding a barrel in his spawn location, go search for bases (2-3 pinetree groups, rock formations), check around military locations, since the pvp crowd always has their stashes near to the action. The other option is just to forget about them, and ask admins for the planned persistence wipe, and then connect the first day and find like 4 barrels in electro lol
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I hope they add that feature. Oh, and the ability to carry sub-machine guns in your chest as normal people.
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Weird :/. Because I'm totally sure a couple of those were right after server restarts. However I can't be sure if someone was there a couple of minutes before me
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It weren't mag weapons. As far as I remember it was a sporter with no mag, an izh rifle, and a mosin with 1 shot. Got myself killed with the last one. Since then I quited testing the weapons for internal rounds and just click on empty when I find one
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I can't wait for rats and crows :3
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Nope, certain cases where just after a server restart in a town that I lived by.
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Wait. As far as I remember (don't know if that was .60 or .61 tho), you can find chambered weapons in the game! I always check the weapons I find, and there were times when they had ammo in them. Now the thing is that the reason the Chernarus populace left the weapon behind is because they didn't had any ammo for it. So finding weapons with ammo would be unrealistic unless you find their previous owner lying aside :) (or in infected)
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Yeah congrats! What a great achievement for a lifetime lol, you're already burnt out if you see my listing of the info I've seen in the forum already or had in my mind as "annoying". I'm not educating you (doubt I will be able, if your "more than a thousand posts" haven't placed you in a normal mood towards an online board from an alpha game), just responding to your negative post. Just stay in topic dude, keep toxicity away.
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That's exactly why we're discussing that. You see, 8 out of 10 people try to kill you because: You don't risk much doing so . The game at this point is too forgiving with the running speed that enables people to escape from bullets, and the hitbox system makes people safe from a couple of bulllets by having a couple of cloth layers, etc Death has no value other than the loot you have on you, so if you have more of that loot in your base, or your loot is ez to get, you can take the risks The environment is too forgiving for your aggressive actions. A couple of shots in a big city pass unnoticed if there are no players in the are. Infected reaction radius is too small and there's little changes of you getting caught in surrounded by trying to kill a player. Also related to 3 and 1. Escaping from infected is way too easy. They don't grab you slowing you down or stopping you, you just have to know how to run to escape form 10+ infected. Ammo is too common. People don't lose anything by trying to shot you. They know that they can find 200+ rounds in the next hour of playing. Self-defense is really easy right now. The only way of somehow limiting that is to affect the Risk/Reward equation for any decision a player has to take when encountering other players or dealing with the environment. Any addition to the value of your character or the loot he has will influence that ratio. And at this point we have: Ammo/Weapons quantity: The less of them, the more valuable every bullet becomes and the risk taken in using it against random friendly players and having nothing for defense from infected/enemies will make everyone think twice Food availability: The less food in a server, the longer it will take to a player to change his game objectives from keeping him alive, to searching some fun Environment reaction to shots: The more infected/other players are attracted to each shot, the more risky becomes the use of your weapons for direct reason. Skill systems that would add the things your character can do, to what he carries to your perceived value for the character (and for others in case of hard-skills) Players per server: the more players in a server, the more you risk being detected by heavily armed players when trying to shot a bambi (for example) Death penalties: We are afraid of death, because it means that we can't be alive. In game language it would translates with the limitation of your access to the game. A long respawn timer (there are a lot of suggestion about how to implement that depending on the time being alive, etc) or even the permanent ban from the server if you die, would add A LOT of value to your life. Incentives for being alive longer: In real life, you have the biggest incentive to survive you could have - your own life. In-game we can't have that, but there are ways to simulate an attachment to your character which would make you care more for him. (visual things, scoreboards, skills,etc)
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pls delete, wrongly posted
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Those kinds of situations + a highly dangerous environment (if infected could hear shots better for example), would really shape the behavior of people when interacting.
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fully support if they find a way to implement it and at the same time not leave bambis without guns :/
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This is a really valid point. the problem there is that one can have thousands of people that randomly play the game during the week. Each of them grabs a weapon. What happens if everyone took all the gear and a new player comes to the server? What does he have left for him?
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Regarding loot: I think that the last patch is the best one so far (of which I played at least). I'm always for more realism, and a post-apocalyptic scenario will not give you free valuable items where you expect them to be. Takin for example your case with weapons and ammo in military bases. Everyone knows they're there, as soon as a government loses the control, gangs and groups will move to military bases and take all what they find there. By the time that you, a random survivor, get there, there will be a)nothing there of value and b)it could be controlled by those groups and you will be killed and eaten XD. In this regard, ammo should be VERY hard to get. And currently that's not the case, you can go as a naked bambi to a small town and in 20min you end up with 2 pistols, a shotgun and around 150 rounds of variable calibre lol. But anyway thats just my opinion, modding will give everyone what they want in this regard, so there's no reason to discuss this topic here again. About character value: Right now characters don't have value for different reasons: There's no other risk than loosing your gear, and since most of it is easy to get you just don't care a lot about it. Persistence You don't have an incentive to keep going. You're just an empty doll running through the map, nothing else. Apart from gear, there is no visual prize that you can get for being alive longer. Death has no value. You press respawn and you're instantly in the game again My opinion about what we can do to fix this is this (using same numbers as above): Gear should be rare and customizable. We can't do anything against this, it has more positive sides than negative. and Devs are implementing soon aging, beards and soft skills. This will help partially with the issue, but I think we can do more about this with hard-skills/knowledge/know-how (read next point) We dont have a score board saying who survived longer, and same as (3) Implement permadeath. If you die in-game, you're banned from the server you're playing for X amount of time (could be a couple of hours in normal servers, and days/weeks/forever in hardcore ones). This could be enchanced with server hives where if you die in one server, you can only respawn in another one, this way you lose EVERYTHING from your server (stuff, friends, etc). (ps. regarding the hives: About Soft skills: I'm totally with the devs trying to stay away from classess and any thing that could limit from the start the possibilities that a player has in the game. But I think that their idea could be complemented with one that I wrote yesterday : Basically I suggest that our characters should not be able to do certain things that aren't inside the sphere of info that a normal person manages in their everyday life. And all this special tasks are organized in a Knowledge/Hard-skills/Know-hows tree that enables them if you perform a related basic task enough times to get expertise, or you find a book with the info. This would be an analog to a technology tree in a strategy game (civilization, starcraft,etc) and some skill trees that are present in other types of games (Dota 2, Starcraft 2, Diablo,etc) This way a character life will consist of the following things: The visual proof of longevity (be it in the character itself or in a scoreboard, etc) The gear he managed to acquire/craft during his life The soft-skills that he perfected through innumerable repeating The specialized knowledge he got through experience and external sources (books) This specialization of your character could be worked out in a way that makes your own character valuable, as well as other people, because you will need them in case their specializations are needed for something you want to make/build, etc.
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In case of somebody not having the idea about the future soft-skill system, here´s an interview with Brian where he explain the thing (Watch from min 9:40). In short: It will be a system that manages the dexterity of a character with certain tasks, simulating natural experience in them. That´s a great system that will incentive people to value more their characters life and at the same time give them some spectrum of specialization in the things a player likes. But I believe that we can make it a whole lot better introducing a Knowledge/Know-How Tree that would give even more value to a characters life allowing him to perform certain tasks that would require certain Information to realize, that it´s outside of a normal person ordinary knowledge without limiting them in any way with classes, professions, etc. Just pure survival and the role of informations (the right one) in a real survival scenario. What is this Knowledge or Know-How? Your character have an UI tree of locked subjects, that enable your character to: Perform actions Receive instructions/material lists Unlock the branch of a subject to get access to advanced techniques or knowledge (understand/read other books) How would an in-game character get the knowledge? As in real life - through books. Once a character "reads" the book on a subject, he "unlocks" the branch of the tree on that subject, allowing him to "know" how to perform certain action, and the things he will need for it. For example: You want to build a wall (you can do it by yourself or find someone with that knowledge) You need the knowledge or to find a book (some kind of structure) When you find the book, you unlock the subject or the branch or the info on materials you gonna need for certain action. In our case lets suppose that our character knows how to build wooden structures, he unlocked the basic ones, and made available for him to "read"/understand a book on advanced wooden structures (which would enable him to make better structures) Now you need to gather the materials for your wooden wall. For the basic one, you only need logs. But for example if you want to build a fortified one, you gonna need special wooden pieces (and the knowledge of how to gather them) When you know all this, your character just have the option to build a simple wooden wall. But if you don´t have the knowledge, even if you manage to gather the materials, you will not have an option to build the wall, and your charactar will only say "I don´t know what to do with all this". The tree would look like a techology tree in some games (will use Civ one as example) You could also enable/unlock a know-how/knowledge/hard-skill by practicing the previous related one (or several) an X amount of times. This would simulate the expertise you get in one area and develop the next level by yourself. For example, if you build enough Basic Log Walls, you could get enough expertise to start building the fortified walls. Or if you chop enough logs, you could get the knowledge to make some woodwork. Which tasks would require this "knowledge"? The knowledge tree would have some of the following subjects: Advanced Mechanics - Would allow a character to fix/build complex mechanisms and systems with certain elements Mechanical Knowledge - Fix weapons, cars (outside of the basic things that are already available) and other mechanical parts (probably needed in basebuilding. Electronics Knowledge - Fix electronics (radios, night vision googles and other electronic devices) Electric Knowledge - Fix/build things as base light systems, generators, etc Construction Knowledge - Would allow the character to build things, and also destroy them. A character will be able to collect the materials without this knowledge, but not how to use them. Wood structures Metal structures Complex structures Advanced Medical Knowledge - It would enable the character to realize complex medical tasks, aswell as reduce the chances of the character getting an infection from wounds, etc CPR Blood transfusion (i mean seriously does anyone knows how to do one apart from medics?) Complex treatment (infection, serious wounds?) Advanced Military Knowledge Explosives (arming and disarming) Military signs Use of complex military gear (radios, some weapons) Also fixing weapons Crafting Ghilles (the good ones at least) Miscellaneous Lockpicking - Enable a character to use lockpicks and also to open bases doors Food conservation - Enable a character to storage food for long periods of time without it getting spoiled (smoked meat, use of salt, etc) Horticulture - Enable a character to plant his own food (seriously, far from everyone knows how to do that) Advanced Cooking - In case that vanilla or a mod comes up with a "morale" system (nor moral), better dishes would add more to morale. Advanced Crafting etc Material gathering Mining - Enable a character to gather specific rocks Woodwork - Enable a character to craft specialized wood pieces etc Variables for the implementation Random know-how(s) assigned to your character. This would simulate the residual knowledge you have from your "normal" life. These know-hows are advanced ones, that would be useful in the future (so by the time you need them you could also get them playing the game) and will avoid people suiciding to get a better set from the beginning. Non-Compatible branches In case you choose one branch, you automatically block another one in the tree for ever. (This is somehow implemented in StarCraft 2, where you can choose ways for your troops to evolve, and in Dota 2, where you have a skill tree where you choose various paths to upgrade your hero through the game. But their trees are very limited with 2-3 paths of "specialization") This way people specialized in offensive knowledge would have to search for people specialized in structures or medicine if they want to build a base or heal themselves often. Ability to show your knowledge trough some special armband or badge,etc ( Suggested by dorn956) One could have special signs to show the knowledge your character have. These would be optional, and you could only show one of the know-hows/hard skills your character has (for example you know how to build concrete walls and also advanced medicine, but you can only have one distinctive sign. These could be badges in the cloth/backpacks, or armbands. Simulate information digestion (book reading) (Suggested by Sqeezorz) To present a real way of knowledge being acquired by the character, there could be a timer (minutes /hours/ days) that the character should have the book on themselves. This could be enchanced by actually reading the book with some minimal info on the subject (?) Books condition should affect the value they carry (Suggested by Sqeezorz) Deteriorated books should provide less information (a % or a random part of the whole depending on the condition), making it necessary to get another copy of the book containing the missing part(s). This could also be applied increasing the time it takes to digest the book. Books of Important and really valuable knowledge (like Explosives, or really fancy base building techniques, etc) could be separated in several Volumes. This would make the person who got the whole knowledge more valuable, and naturally limit the number of people that carry it. Also adding a lot of fun trying to get all the volumes :) What will this add to the gameplay? Immersion - You will feel the value of knowledge and books in a post-apocalyptic world Realism - You will not be able to build a fortress from scratch without any knowledge or to repair something Character Value - Your character life will be valued aside from your skills, by the knowledge you managed to get. Other players life´s value - Other players will be essential to realize some things if you dont have or dont want some knowledge (this could be accentuated with a limit on the quantity of knowledge a character can get) Books will have a value - Books for knowledge could be rare or limited per server. Everyone will have "side quests" to get the book they need Books could become a natural currency for trading and not only an RP element or extra fuel for fires Edit History 17.3.17 Added CIV tech tree example the ability to "unlock" know-hows by performing multiple times a previous related skill, some variables for the implementation, dorn956 suggestion on special signs, Sqeezorz suggestions on deteriorated books and knowledge digestion (acquisition)
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Nice ideas! I added them to the main post! Also important books could be separated in several volumes, so people that get the whole thing could be really valuable.
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There actually exist tools that filter, organize info without having to dig in that "wall of text".
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One way could be to make some know-hows non-compatible . In case you choose one branch, you automatically block another one in the tree for ever. (This is somehow implemented in StarCraft 2, where you can choose ways for your troops to evolve, and in Dota 2, where you have a skill tree where you choose various paths to upgrade your hero thorugh the game. But theyir trees are very limited with 2-3 paths of "specialization") This way people specialized in offensive knowledge would have to search for people specialized in structures or medicine if they want to build a base or heal themselves often. Edit: The distinctive sign could work. It could be an armband or a badge, and you could only show one or 2 of the skills your character has. I´ll edit my first post with your suggestion .