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Draco122
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Everything posted by Draco122
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I like the idea of more "Bow" types in-game, yes you could craft a primitive bow but I also like the idea that other Bow types could exist. Another trait is that all these bows are different in many respects, there not the same rendition of the Primitive bow you can make in-game. Lets look at it this way, I've been using a Bow for a good 5-6 years now as a hobby and what I can say is that a home-made bow is not going to be as powerful as a modern factory made one. The type of bow also reflects the amount of damage delivered. I know it's getting technical and it's just a game but the level of power a bow can deliver is important in a game like DayZ. The Home-made bow varies in strength depending on the quality of the build and materials used. Typically on average most home-made bows give somewhere between 20-30lbs of force for someone who isn't terribly experienced. More over, the bow in DayZ is a short bow, a long bow would give a higher degree of power but at the same time, is harder to make. A Modern Recurve bow can give anywhere between 40-50lbs of force and a Compound Bow can give a whopping 80lbs of force. The Crossbow being the most powerful of the bunch, inflicting almost 150lbs of force which is pretty average for most store bought crossbows. How does this scale in-game, well in terms of variations, the bows would be based largely on power if they were added, for example: Ashwood Shortbow - Least Powerful but easiest to make as materials are practically in the environment Longbow - Slightly more powerful than the Shortbow, possibly having longer range but harder to make Modern Recurve Bow - About Medium in terms of power and range Compound Bow - For bow's its the 2nd Highest damaging bow but is also the most complicated and difficult to maintain due to its pulley systems Crossbow - Most powerful, longest range but slowest reload, also most difficult to aquire To add onto this actually, the only "feasible" sight I'd love to get on the Compound Bow is a simple Reflex sight (not an electronic Red Dot like you see in most games). This is an atypical Compound Bow Reflex Sight, the lines in the crosshair are normally coloured to adjust for range. This is the only attachment I would love to get for a Compound Bow or a Modern Recurve bow
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Perhaps as well, Players could find an alternate version of the Construction helmet complete with a built in flashlight. Kinda like a Miners helmet,
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Just something I thought about, playing the recent survival game "The Forest" was the addition of a music player, something that I thought, maybe that would be a cool flavour item to find in DayZ? Maybe in later builds it could become a compenant in crafting, such as scavenging it for electrical parts or to just keep around to listen to music. I thought perhaps the most iconic music player to add would be a cassette player instead of an ipod or CD player. Edit: To further add-on to this, the community could be involved to create fan-made music of various types, a "Mixed tape" could be found in-game of which it houses a mix of different songs compiled through the community. What do you guys and gals think?
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In my opinion certain aspects of the world should effect Mental health in various ways. Mental health itself should also be more clearly defined. Here's what I think of the idea of having a Mental Health system. Lets say for example, all players have a mental health level of 0 upon spawning, a maximum level of 1200+ or 1200-. What are the perks of having a high mental health compared to a low mental health state. Players who have a high mental health state of 500+ and above are able to handle situations easier, they panic less when low on blood or surrounded by Zombies, take longer to tire after lengthy runs and are able to calm themselves quicker (which offers benefits of reduced aim sway after running). At it's highest level, 1200+ mental health, survivors are able to shrug off severe pain from attacks and falls for a brief time (this only affects the "pain" status when shot or hit) Players with a low mental health state of -500 to -750 panic more often when low on blood or surrounded by Zombies, tire quicker after long runs and they occasionally make random noises more often (talking to themselves, making random noises). At it's lowest level -1200, Players will devolve into a state of madness (constant murmuring, increased ironsight sway of which is an occasional "jitter" or "spasm", increased hunger and thirst rate). When it comes to gain or losing the amount, it depends on the scenario for example. Positive Gains in Mental Health: Reviving a comatose player with either an Epi-Pen or Defib warrants a high boost of mental health Rescuing a new spawn from attack warrants a high boost to mental health Applying a Blood Bag or Saline Solution to a player also warrants a moderate boost Applying a Bandage, giving medicine or fixing a broken limb warrants a moderate boost Giving a player Food and Drink give a small boost to Mental health Staying Warm in a house or by a fire Keeping Dry Eating Warm or Hot Food Eating Pristine Food Killing many Zombies warrants a very small boost Reading Books (when implemented) restores a small boost to Mental Health For as long as you don't kill any players for at least 12 hours real time, you will gradually gain a small amount of mental health over time Negative Losses in Mental Health: Killing unarmed or newly spawned players who have only survived for an hour or less real time warrants a hefty loss in Mental Health Force Feeding a captured player Rotten or Poisonous items in an attempt of torture warrants just as much of a hefty loss in Mental Health as killing a recently spawned Survivor Killing a "crippled" survivor who has broken their legs of natural causes (Wildlife, Environment) Feeling the effects of severe Dehydration, Starvation and Hypothermia loose a small amount of Mental health over a period of time Eating Rotten or Badly damaged food warrants a small loss in mental health Eating Raw Food warrants a small loss in mental health which is unscaled even more should a person contract an illness from eating raw meat Eating Uncooked Cold Meals warrants a small loss Being Cold, wearing damp or soaked clothes warrants a gradual loss of mental health over time Wearing Damaged Clothes also warrants a gradual small loss of mental health over time Bleeding for an excessive period of time (past 3+ minutes) warrnats a moderate mental health loss over time Dying of a Sickness whether food, chemical or blood poisoning. Food poisoning offers the lowest drop in mental health, chemical and blood poisoning offers a moderate loss
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One idea for the Sporter 22 as far as attachments go is the addition of a Folding Stock with Pistol grip like this one: The benefit of adding this attachment is that it has the effect of being compact, an option would exist that would allow you to fold the stock back for storage, allowing you to stow away the weapon inside a backpack which in my mind would be very advantagous for a weapon that is so weak. Additionally Optics I can see for the Sporter 22 include Red Dots and short range 4x optics
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Put simply, I believe that some firearm battles and even survival in general is greatly improved when both parties are armed with normally single shot break or bolt action weapons. My suggestion is simple, the addition of a Single barreled Break Action shotgun like this one: Its a simple, no-nonsense shotgun that fires one 12 Gauge shell at a time either buckshot or slug and can even feature a sawn off version
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You can even make your own fishing lures, I've done so myself as an expiriment using an soda can cut into pieces. I mean look at these examples: This guy actually made two lures, by chopping a tea spoon in half and adding a hook # This is the closest one I had made, I used a paper clip with a point sharpened, a piece of an old can cut into a tiny strip and a small bird feather. It works quite nicely for catching fish such as Pike and perch, even trout too!
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Just had a minor idea for more a utility role with the Screwdriver. When mounting weapon attachments on weapons, I believe that in order to actually attach some of these attachments is to use a screwdriver to detach items and reattach the new ones. For items such as Optics and Stocks you need a screwdriver to remove and re-attach these items. The MP5K and M4A1 could be the exempt from requiring a screwdriver to remove the Stock or Hand guard as the nature of the construction allows individuals to remove them without any special tools (although irl it does make it easier), however you'd still need a screwdriver to attach optics. So what do people think? Would it make the Screwdriver more useful in a sense that has a much grander utility role than just being used as an extremely poor improvised weapon.
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Just throwing out some ideas for possible modifications of the longhorn pistol. Caliber & Barrel Changes Some possible additions I can already foresee for the Longhorn is caliber changes, as the Longhorn is based on the Thompson Contender which has a wide variety of calibers available all with a simple barrel change. All of these Barrels would have fixed sights in some form. I believe one of the more common adaptions is to change the barrel for a certain ammo type. For this I propose the following: .22LR Barrel - Fixed Red Dot Sight, 12" Barrel.357 Magnum Barrel - Fixed Red Dot Sight, 12" Barrel.223 Barrel - Fixed Red Dot Sight, 23" Barrel7,62x39 Barrel - Fixed Optical Scope, 23" Barrel7,62x51 Barrel - Default Barrel, Fixed Optical Scope, 14" Barrel7,62x51 Barrel Long - Fixed Optical Scope, 24" Barrel12 Gauge Barrel - Ironsights Only, 14" BarrelButtstocks These Butt stocks replaces the longhorns default pistol grip, for that a short carbine length buttstock. It effectively reduces the felt recoil of the weapon and allows for more stability for those long range shots. They include: A Fixed Wooden Stock (turns it into a stowable secondary) Or a Synthetic Folding Stock (same as above but takes less inventory space) Rifle Kit The Rifle Kit is a rare kit that converts the Longhorn into a more rilfe adaptions having a complete modification kit that allows you to turn the Longhorn into a single shot long range rifle. It replaces the pistol grip with a rifle length stock, changes the default 14" barrel to that of a 24" long match barrel and replaces the default scope with a x12 long range scope, in addition it also allows for an optional addon of a bipod as seen below.
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I could see Arrow heads using common Junk materials, whenever they start adding in the Junk again like Tin/Soda Cans, Glass Bottles etc I can see them being a compenant in crafting improvised arrowheads
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Something I've always liked about Shotguns is their ammunition versatility. My suggestion is the implementation of Birdshot, the use of Improvised Shotgun ammunition and the addition of Magnum loads for shotguns. So why add Birdshot, well Birdshot is an extremely common shotgun round especially in Europe. It's not as powerful as Buckshot or Slugs but its often used for shooting small game such as birds, rabbits and small animals such as wild dogs. It has a huge spread compared to Buckshot but it allows a greater area to hit. Against a player I would imagine it would inflict decent damage (no where near the damage of buckshot however) and past 10 meters Birdshot would be useless for killing players. So why add it? Simply as it is extremely common, one can assume that Birdshot is found more often than Buckshot or Slugs. Most common birdshot suppliers give anywhere from 20-30 shells per box. It also ties in with another idea of using Improvised shotgun Ammo provided in these videos: All of them are very simple to make and craft and only need a small time frame to make (for some) Additionally, is the idea of adding "Magnum Loads", most common shotgun loads measure 2 3/4" long, Magnum Loads are 3" long and offer increased firepower and range. They can exist for Birdshot, Buckshot AND Slug and potentially increase the usefulness of a shotgun. Additionally if Semi-automatic shotguns are ever added, some Semi-automatics NEED magnum loads to operate properly as weaker loads can't cycle the action that well and lead to jamming.
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Generally speaking the game could do with more storage related items, the Protector case for me has always been that case you use if you EXPECT to get damaged (which you invariably will) but it would be nice just to have a plastic container which can be used to protect your items from becoming wet. Hell even if it was just a resealable plastic bag which could be used to protect small items (like matches, rags etc)
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Had an idea towards an item that could benefit towards food Storage and perhaps make less clutter in your Backpack. Simply put is an idea of the addition of a Lunch Box, it comes in three forms, a small Childrens Lunch Box, a Large Lunchbox and a Heavy Duty Food Container. Children's Lunch Box - Holds 4 food itemsLarge Lunch Box - Holds 6 Food ItemsHeavy Duty Lunch Box - Holds 8 Food Items and protects them from damage (like a food only protector case)Examples:
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Lunch Boxes are still used, they may not be as popular with the advent of fast food outlets or mandatory canteens at the workplace but considering the state of Chernarus, I don't think it has either of those, workers had to have some form of taking lunch to work on long 16 hour days and like some have said it could have been simply tuppaware boxes. Small containers such as a childrens lunchbox adds flavor while still having a good use for a utility role. I'd rather have the addition of flavor items to the game world, compared to all the weapons we've been getting recently we could do with more trinket items instead of turning the game into another deathmatch survival shooter.
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Medicated Charcoal is different from Charcoal you get from a fire, it has too many impurities that could make you even more sick with its consumption. Charcoal Tablets are purified with a combination of chemicals to make them safe for the human body and further more are designed to aid the human body with bowel issues. Alternatively I'm for scavenging Charcoal from a fire after its cooled and reuse it as a means to start a fire when dry combustible materials are low, a cooled down charcoal log, lights alot easier than a damp or wet full log, sometimes you don't even need kindling to start a fire with a charcoal log. Additionally Charcoal can be scavenged and used as a water filtration medium, once Base building is in, I could see Charcoal being used as an ingredient for a Water filtration device, naturally it won't be as good as Activated Charcoal but it's better than nothing. Finally, one last use of Charcoal I can see is Camouflage, don't have a mask to cover your face or exposed skin then make want home-made camo facepaint with Charcoal, simply take some charcoal and smother it on your face, great home-made camo makup for the Apocalyptic survivalist.
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You have my beans sir! Overall there is a lack of dry or preserved food currently in-game, in total there's currently only 3 dry or preserved items those being Rice, Powdered Milk and Cereal. the mod certainly had Trail Mix so I don't see why it wasn't already in the standalone game at this point. Saltine Crackers, Granola Bars, Chocolate Bars, bags of Mixed Nuts, Dried Preserved fruit and even things like Crisps/Potato Chips are all likely additions I could see being added. Powdered Stuff such as Powdered Eggs could also become a component in various recipes in the future. I wouldn't mind seeing "Beef Jerky" as a form of food the player can make later in the game as a food crafting recipe for raw meat. And like Rice, Cereal or Powdered Milk, eating dry food causes those to dehydrate faster, requiring water more often.
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To a degree yes, I mean there exist children styled backpacks so why not add some classic tin lunch boxes
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Perhaps you can use arrowheads from other materials instead of just looking for Flint at the beach, I'm pretty sure you could fashion an arrowhead from an empty tin can or a shard of glass from a broken window or bottle. At least when they start adding miscellaneous Junk items like empty tins, soda cans and glass bottles we can probably use those to craft arrowheads. Alternatively you can just sharpen the heads of arrows into a narrow point, won't cause as much damage but at least you'll be able to craft several in a pinch. As for Spears I'm all for 'em, use it as either a stabbing weapon with a much longer reach or throw 'em to stick into targets. Overall there needs to be more an emphasis on home-made crafted weapons such as bows and spears, perhaps even later down the line one could fashion a knife from a piece of flint
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Different shoes should be good for different things
Draco122 replied to dyl (DayZ)'s topic in Suggestions
The way I see it, Shoes should have different effects. In all they should have qualities on: SoundAll Shoes all make different sounds depending on what material the player walks and runs on, Working boots which are designed for protection of the feet would most likely be the loudest in this regard due to steel toe cap and sole protection, Wellies would likely follow in tow due to their bulky nature while shoes such as Atheletic and Jogging Shoes are the quietest. An example of loudest to quietest (Colour coded from Red to Green): Working BootsWelliesLeather ShoesCombat BootsHiking BootsJungle BootsMilitary BootsLow Hiking BootsAtheletic ShoesJogging Shoes SpeedSome shoes benefit the players movement across terrain. Athletic shoes would offer a below average balance, while Hiking Boots and Military style boots offer the best movement across terrain. In some instances, your footwear could increase your speed by a small percentage depending on how much gear you carried. ComfortPretty much a given, most shoes should be comfortable to wear, Wellies are going to be the most uncomfortable over long periods of time. At most you'd want to wear 'em for a few hours, not several days. Atheletic shoes are going to be comfortable, same with Jogging shoes but that only depends on how long you keep them out of the water. Absorption/ResistanceAll shoes have a maximum water tolerance, this determines how much water they can absorb/resist before your feet get "wet". Naturally, stuff like Wellies is going to be completely water resistant while Jogging shoes will absorb water like no other. ProtectionSome shoes offer a degree of Protection against the feet, Military Boots, Combat Boots and Jungle Boots all offer a sizable protection, some could even be Kevlar lined to reduce the damage of shrapnel impacts to the feet or small caliber projectiles, some boots like Working Boots offer a high value of protection with their steel toe cap and sole while Athletic shoes offer virtually no protection at all WarmthA minor element with shoes but some shoes should provide warmth. -
It would be nice to actually have a "Belt" slot for clothing where you can add additions such as pouches and packs. More over I like the toolbox idea, the idea it primarily should hold mechanical or industrial equipment and/or items
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Two ideas towards this: Like Berry bushes, it's a percentage chance to find a single block of "usable" firewoodOr log piles such as this are limited on each server start, each holding X number of firewood logs
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Overall I think the G3 deserves to be added, compared to other weapons it should defiantly be on the lower end of customization but still posses high firepower at the expense of high recoil and a uncontrollable full auto mode. Magazines should be rare, it can accept standard 20 round box magazines or 50 round Drums, of which the Drums like the AKM Drum Magazines should be extremely rare. The G3 to me would only have a few customization options, in this case it would be handguards, stocks and a single "unique" optical sight. You can attack a bipod BUT only with a specific handguard to reflect the usuage shown in real life. These attachments would be: Handguards Slim - Standard, default HandguardVentilated - Could perhaps decrease weight but increase recoilWide - Wide plastic handguard, allows the use of the Bipod AttachmentStocks Full - Default Full StockCollapsible - Collapsible Stock that reduces size when holster (reducing signature of the weapon)Sights 4 x 24mm Hensoldt scope - Standard G3 style 4x telescope sight
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Something that i think is important in DayZ is the prospect of preserving food you encounter in-game to prevent it from spoiling by finding Items in-game which aid in the preservation. One such example is the addition of Jars which can be used as a core compenant in food preservation. In addition they can also be used as a substitute water bottle. An example is that of the Kilner Jar, a rubber sealed, screw top jar used for preserving food. Some Preservation methods: Salting - Involves Salting Meats to "cure" them, removing moisture and preventing bacteria from festering. Doesn't require a jar but takes a long time to prepare. Players should be able to find boxes of "table salt" which can be used to further enhance the flavor of foods and aid in preservationDrying - Involves drying food to prevent bacteria from forming Same as above, takes a while to prepare.Smoking - Involves a similar process to Salting/Drying.Pickling - Players should be able to find Jars/Bottles of a Pickling agent which can be used for food preservation.Fermenting - Placing Fruit or Vegetables in a Jar of Water will allow them to ferment, preserving them.Jellying - Mostly used for Berries, can be mushed down into a jelly like paste.Canning/Bottling - Stewing or Boiling food can be placed into Jars once cooked, preserving it for later use.
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Normally takes about 2 weeks to fully "cure" the meat while smoking and salting meat over a fire could take up to a day/day and half to fully cure on a hot day. For gameplay purposes I'd say to find pots or boxes of Table Salt in-game which can be used to cure meat, it can be added straight away for a flavour boost on some items or can be cooked to cure the meat. The longer it stays on a fire to be smoked and salted, the less chance of gaining an infection consuming it. For the record, home-made Jerky usually lasts upto 2-3 months while the factory manufactured stuff lasts for upto two years.
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Put simply here's a simple trap that can be used to catch small animals such as Rabbits and with the use of rope it's simple, tie a piece of rope to a springy sapling in the middle of the woods with some rope, bait it with something and wait. At some point, once activated, it will whip back killing any rabbit or small animal that tries to take the bait. Inversely it can also be used for further trap making such as Deadfalls, Spike Traps and so on