Forums Announcement
Read-Only Mode for Announcements & Changelogs
Dear Survivors, we'd like to inform you that this forum will transition to read-only mode. From now on, it will serve exclusively as a platform for official announcements and changelogs.
For all community discussions, debates, and engagement, we encourage you to join us on our social media platforms: Discord, Twitter/X, Facebook.
Thank you for being a valued part of our community. We look forward to connecting with you on our other channels!
Stay safe out there,
Your DayZ Team
Draco122
Members-
Content Count
491 -
Joined
-
Last visited
Everything posted by Draco122
-
SOME drugs I could see being implemented if done right and with significant advantages and disadvantages of there use for example: Booze and High strength alcohol could be used as an improvised medical item in the way that it will numb the pain but make you bleed more profusely after a few minutes of drinking it. Plus you won't be able to aim at anything worthwhile if you have too much of it. Additionally you could use high strength alcohol to disinfect and sterilize certain items. Stimulants could exist such as Amphetamine, Modafinil, Caffeine Tablets and Fenethylline (which is a milder form of Amphetamine) could perhaps like the OP said be used to increase stamina once a stamina system has been implemented (as of 0.54, the random weight numbers on items indicates a possible stamina system maybe experimented on). The downsides of repeated use of these would be an increased shake of the hands, showing signs of withdrawal of which certain drugs would give more severe results. Further more, the dev's could simply just give them names such as "Stims" their strength in brackets. For example, Stim (Weak), Stim (Mild), Stim (Strong)
-
I would say it would be nice to put a chemlight in your armband not just as a source of identification but as a means of being hands free, more over I think more items should be able to be stored in armbands (granted only 1 slot items could be stored)
-
I don't see many machine guns being added period. Most will likely be very rare and/or vehicle mounted. The most common ones I could see spawning at Military Locations and Eastern Crash sites is the RPK series, both the 7,62x39mm and the RPK-74 in 5,45x39mm. Many of the magazines for AK's are compatible with the RPK and inversely so is the AK series. Other MG's I could see is the PKM and DP-28, the DP-28 being the closest to a World War 2 MG your gonna get. The PKM is likely gonna be vehicle mounted, if it can be shoulder fired I'd imagine there are some serious constraints with using it such as the planned stamina and weight system as well as ammunition and spare parts. Western LMG's I could see existing is the HBAR variant of the AUG, the LMG variant of the HK416 (designated M27 IAR by Marines), M249 SAW (or FN Minimi) and the M240 (or FN MAG). Likely only spawn at Western Helicopter Crash Sites. Perhaps even an M60, IF they wanted just a simple MG. I'd prefer these weapons staying rare, the only real "shoulder fired" ones would be the RPK series, AUG HBAR and M27 essientially being an LMG version of an Assault Rifle.
-
I'm not sure but I think if your a ghillie and you wear the SMERSH vest with Backpack it's somewhat concealed on your person anyway, haven't really had a chance to test this out though.
-
As said in that forum, Camps were featured in the mod and would spice up all that random woodland and forests. A random spawning campsite to show signs that someone tried (and possibly failed) in survivng after the zombie outbreak and alot of their stuff was left to rot.
-
Something that is relatively simple I think and could be added into DayZ Standalone is something like those collapsible water carriers like this: They would come in various sizes from 5, 10 and 20 liter capacities and can be "collapsed" into a compact form in the backpack, I think as an example, a 10 liter carrier can be collapsed into a 2x1 slot and takes a 4x4 slot when fully filled.
- 1 reply
-
- 1
-
-
A single person foxhole could look like this: You could add Logs and Stones to add further reinforcement, concealment and protection such as this: And finally adding Sandbags gives the best protection possible
-
Thunderstorm weather effects / Realistic weather.
Draco122 replied to godwise2's topic in Suggestions
Only "serious" weather effects I can imagine appearing are Hurricanes, Heavy Rain storms and severe flooding, maybe severe snow fall. Tornado's and Tsunami's are a bit far fetched in my honest opinion. -
1911 & Makarov should not have suppressors
Draco122 replied to Chaingunfighter's topic in Suggestions
If they had a P38K I could understand but to see thats simply a P1 just amazes me.... why -
So I posted this in another thread called "A New Tier of Weaponry, Police" but rather than derail that thread I'd thought I'd post it as a separate suggestion. So what are "Rebel caches", well if DayZ follows the Arma II backstory there existed two guerrilla militia movements before the outbreak, the "Chernarussian Movement of the Red Star" and the "National Party". Both of these attempted to fight against the countries own government in a political revolution of sorts, so surely they had to stash a number of equipment in various areas throughout the land. Some could consider these very similar to crash sites but spawning with their own unique loot. Each rebel group had their own unique variety of weapons and equipment. So what would these caches contain and what would they offer. For one, these Rebel caches would give more reason to add "unorthodox" weapons in DayZ Standalone while giving them believable locations for them to spawn at. In addition they'd add more unique areas to Chernarus, they could for example spice up those large woodlands with secret rebel stashes that no one had found even after the outbreak, hidden underground bunkers or shelters and such. So it begs the question as to what would spawn in these cache locations? I'd say it would depend on which faction you found, the Red Star Movement has more sophisticated weapons and equipment (even though they are considered obsolete by modern militaries) while the National Party Caches hold more Military Surplus. Think of it like this, some weapons on the development wishlist could spawn at these locations. The FAL or G3 could spawn at Red Star caches while older weapons such as the frequently suggested PPSh-41, Mauser C96, a variety of older World War 2 Surplus weapons could spawn at National Party Caches. Each one would be diffierent, marked with a symbol of the respective party but would have something in common, being difficult to find.
-
I do like the idea of pre-set camps in forests though, although I'd say place the camps far north up in dense forest or in rocky outcroppings. The way I thought about it was that you could find four different sizes of rebel caches and some would exist even in towns and villages if one looked hard enough. A "faction" patch inside each of these stashes would tell the player which cache this belonged to. (the patch could also be worn like an armband if they so wished) Small - These small stashes are about as large as a childs briefcase, a total of 12 slots. They normally only have room for a handgun and some ammo or just filled with general survival supplies. You'll need something to dig with in order to examine the contents. It appears as small area of loose dirt and can appear anywhere, even in towns and villages. Medium - Medium stashes are fairly large in size, capable of holding at least a primary weapon and some additional clothing. Like the small stash you need a digging tool to examine the contents. It appears like a dug hole with loose ground over the top, covered in branches and leaves. Large - Large stashes are infact small underground bunkers (suitable for one or two people) and could have been used as a safehouse. They spawn randomly or could be placed at fixed locations. Large stashes require a blunt weapon or a lockpick to unlock the door to the bunker. Inside it can spawn an array of weapons and equipment, clothing, medical and food items. Campsite - The largest "stash" so to speak, these campsites are always camouflaged with camo netting and spawn special "rebel" tents. The tents themselves have loot inside them but they also spawn an array of loot around the site. They are typically placed in areas where no-one will normally see them unless they go off the beaten path. Pre-set campsites could have car wrecks such as pickup trucks and ural wrecks to give an impression that guerrilla rebels or militia were once active in this area.
-
I'd say add it as a "flavor" item, something to add in houses as "junk items" (which WILL be added eventually). I don't know, maybe I'm weird in that I'd like to try and kill someone with a fork or a spoon.
-
It's hard to choose a reliable weapon that would be suitable as a Police SMG without it becoming too "Tactical" or "Special Forces esque". Originally I thought about the PP-2000 but that felt more suited as a crash site spawn. Maybe a Vz.64 Skorpion in .380 ACP might make a suitable alternative to a police SMG, civilian semi-auto models are also available too, with .22 LR, .380 ACP and 9x19mm. Rebel caches to me also give some lee way in certain appearances of western or NATO weapons as well, even if they are considered obsolete in todays modern military but totally acceptable for a guerrilla or Militia movement. Certain weapons on the development wishlist such as the FN FAL, a G3A3, the M1 Garand, Thompsons SMG's and other World War 2 and Vietnam era Surplus could totally be acceptable in these rebel caches compared to other spawn locations, of course finding said caches would be incredibly difficult as they are designed to placed where no ordinary civilian may across them without diligently searching for them
-
The Amphibia is indeed a very odd weapon choice but if there exists a chance for kits in the future of different factions, we may expect to see some other unsual guns. Perhaps a PSS Silent Pistol for the Eastern Crashsite. I would still love the PM-73 to spawn in Police Loot, it's ammo in these areas are often times plentiful and its SO rare to come across an Eastern Crashsite in comparison to a Western one in my humble opinion. Plus you don't always get a chance to find a PM-73. I do agree with your statement that the MP5K should be a dedicated crash site loot. I'd lean more towards a full size MP5, if they do it like how they did the AK's (which while not completely realistic) they could make the full size MP5 feature a folding stock, retractable stock or full stock. More over I think that another "equally" acceptable MP5 variant for the Eastern side would be this, a PP-19-01 "Vityaz" in 9x19mm. I'm all for Chris creating "kits" from different factions, there's so little information regarding DayZ's backstory in regards to WHAT factions existed before the outbreak. If simply following ARMA II then surely it should be possible to find Old outdated weapons used by the Rebel forces on Chernarus, I'm all for finding a World War 2 era F-1 or RGD-33 Stick grenade. In an ideal world I'd love to see it these are types of grenades I'd love to see in their respective zones. * Police Stations FlashbangTear Gas / CS GasRGD-2 (Smoke)* Military Bases RGD-5RDG-M (Smoke)* Rebel Supply Cache F-1RGD-33 "Stick"RKG-3 "Anti-Tank"* Western Crashsite M67 FragV40 Mini (Stackable by 3x, less powerful)M18 Smoke* Eastern Crashsite RGO (Offensive Impact)RGN (Standard Frag)
-
Some things I'd like to elaborate on regarding this. I'd like to add some of my own if I may: Crashed Drone - A super rare spawn that only occurs once, a mysterious unmanned aerial vehicle (UAV) that has somehow crashed somewhere in Chernarus. It spawns super rare electrical compenants that can be used to make some powerful equipment.Abandoned Campsites - Located at random throughout the various forests in Chernarus, these torn apart, broken down campsites once hosted signs of survivor activity during the initial outbreak. Some are firmly abandonded leaving behind worn or damaged loot items amongst the remains while others were shown to having been ransacked by a party of bandits (leaving strung and tortured corpses behind).Hermits Hut - Somewhere out there exists a hut that spawns somewhere, here alot of good loot spawns varied military and civilian gear even some that was hand crafted (such as leather apparel), likely hoarded by some expert survivor who has probably died of natural causes even after all this time.Dead Zones - Called "Dead Zones" these were once battlegrounds of Survivors and Bandits who pretty much ended up killing each other, their bodies reduced to nothing more than a skeleton. Much of their loot remains even after all this time although much of it is damaged from the elements and the fight that took place.Old Corpses - In a same line as above, various corpses could be found slumped against a tree or simply left to rot in a forest somewhere. They spawn random civilian loot and sometimes as a rarity military loot. It will always spawn in a damaged or badly damaged state as it's left open to the elements.Supply Caches - Surely during the outbreak certain Survivor and Bandit groups who are know long forgotten have once set up emergency supply caches. Hard to spot to those who don't know where they are, these caches hold not only basic supplies but also some weapons as well. They can easily be stumbled upon somewhere in the woods, held inside a decaying suitcase or stuffed inside a pipe in a junkyard.
-
Being able to take apart the sporter, so we end up something like this: I'd say that would make the Sporter 22 so much better in versatility
-
Something I think is NEEDED is some kind of animation that plays when your trying to run up a hill, it just seems so unrealistic to just casually walk up a hill at a snails pace. Maybe a labored slower run or jog, your character visually leaning forward trying to get momentum to push forward up a hill.
-
I have seen loot spawn in that house, never any weapons but usually just some random food and clothing. I agree that the spawns for these types of buildings do need to be revised. The long brown log cabins always seem to spawn some weapons, at a rare chance I was able to find a mosin, pu scope and 20+ rounds in one of these houses and more often than not I simply find IZH43 shotguns in these as well.
-
So for the longest time I've always been that kind of lone survivalist / Hero ranger type and it got me thinking about how I could be a better "hero" besides hunting bandits and I hatched a plan about making "care packages". Now what would you say would be my "Care package", simply I'd actively hunt a newly spawned survivor, attempt to meet and greet and give them a package which gives them an early head start. I'd like some input about the contents of these packages. So here's what I had in mind: A care package would consist of a Courier Bag as the actual "package", it would be a courier bag because of the simplicity of finding the items allowing for alot to produced. Each courier bag has 12 slots totaly. inside would be a number of items which include: A 4 slot clothing item such as a Hoodie or a Bomber JacketInside said Jacket item would be a weapon primarily a Makarov or a P1 PistolA full bottle of WaterA CompassEither a note or an improvised Stone Knife (more info on the "note" below1 Bandage or 6 Rags1 Magazine (Either a Makarov or a P1 Magazine)1 Box of Ammunition (would normally be a box of ammo rather than loose rounds)A can of food (normally a can of tuna or an opened can of Bacon)Some items can differ in these packages I hope to give out to new spawns, these include: In place of a Makarov or P1 Pistol, players may get a Derringer with ammunition in their jacket item alongside an extra bandage.If a package had a Derringer it opens up two new slots for items. These will usually be extra food or in some cases, basic traps such as Snares and Fish Traps (Fish Traps will always have some bait inside of them)Regarding the note, the note would not only give a basic description of the package and some basic survival tips, it will also describe a location or two where a possible stash is. These are home-made by myself for new spawns and will likely hold a random assortment of gear (occassionally even a better "backpack") So what do you all think, is this a good layout for giving "care packages" to new spawns?
-
So I've seen this posted in a few threads on reddit and some posts on here as well. With 0.53 currently and the need to cook meat with the appropriate equipment in hand what if a player was able to use sharpened sticks to grill or roast meat on a fire. If you use just a single sharpened stick it will only store 1 slot but it will still allow you to cook on a fire. Alternatively, one can make an improvised cooking tripod by combining some sticks with wire so you end up with something like this: For balance reasons I think the Improvised Cooking Stand should only store 4 slots worth of food.
-
Thats not a bad idea actually, putting an array of meat and peppers on a single stick to make a handy shish kebab
-
Primitive equipment: possibilities and such
Draco122 replied to Whyherro123's topic in General Discussion
I would so certainly agree, as an individual who also practices bush-craft I do wish that DayZ incorporated more "primitive" methods of survival. Namely in elements which make survival interesting and certainly a more challenging way to play. In terms of weapons, DayZ has the basics of primitive weapons. A Bow and an improvised knife (which I call a Flint Knife) but there are others which can go so much further. For example: A Natural Leather Sling and a Slingshot -Some forms of light and heavy clubsAxes crafted from flintSpearsBows are a slightly different affair, I believe a person should be able to make a bow from ANY type of wood you find in the environment but it would be factors such as the wood you'd find that would make the bow different (in terms of bend, compression and tension) a wood that breaks too easily isn't good for a bow but a wood that is strong and flexible would improve the damage somewhat. For example, you a player should be able to take woods like Oak, Hickory, Maple, Elm andYew or perhaps one of the most well known and perhaps best material for bow making Bamboo, but seeing as how this is an Eastern European terrain I'd doubt you'd find Bamboo that often but I digress. In addition I think players once they've constructed a "basic" bow good for hunting they should be able to make more refined bows which give more power and better ease of use but naturally these take longer to craft (such as playing a longer crafting animation for example of someone shaving off wood on said item). The bow we have now is what most would call a "Self Bow" as it only uses a single piece of wood in its construction but should be able to add on or improve their existing bow through various means. For example: Self Bow - This is what players start out with, it's weak but its simple to make and materials can be accessed easily.Composite Bow - It's the next stage up, it's more powerful but takes longer to craft and requires more materials in its construction.Longbow - Its the most powerful but takes the longest to make. Requiring sometime spent crafting in order to make it. While not to the strength of an "English Longbow" which has recorded draw weights of almost 60lbs of force by modern day standards, it could still be reasonably powerful.The Arrows could be improved further with stone, glass or metal shards. Jagged edged points would lead to more severe wounds (in turn ramping up the bleeding to maximum levels). But besides weapons there do exist other things with primitive survival. Being able to make wool or fur coats with a regular sewing kit. Like taking regular pelts and crafting them more into regular warm clothes such as all Natural vest or sweater made from fur -
I do agree that Swamps need more love overall. We have coastal swamps but we don't have any swamps inland and alot of the swamps are relatively small. It would be awesome to find some smaller swamps inland as well as one area that would be an exceptionally large swamp area. Swamps would need to be more dangerous, a common danger with swamps is the idea of quicksand or sinkholes. Stray too deep into these puddles of water and you'll gradually sink, if you fail to get out in time you'd take a slow death as you sink into the mud and you drown. But these swamps would need things inside them to make people WANT to go there. it's fine adding boats, both small and partially sunken fishing wrecks but it would be awesome to find other vehicle wrecks which are half submerged under the water, meaning a player might risk wading into the water to reach that precious mosin sitting on the front dash of a partially sunken pickup truck. Alternatively, I had thought about the idea of some Swamps existing in small villages and even a military base. Think of an abandoned military base, nestled in the center of a swamp. The abandoned look I would imagine would be like the base at Kamensk alternatively a small town could have been abandoned even before the outbreak, leading to an abandoned swamp town. It would be risky as most buildings would be flooded (leading to many gaining the soaked status by simply walking through) however certain footwear such as Wellies would solve this.
-
Okay so I would've thought this would be a fairly simple suggestion is to allow some weapons to be placed "Vertically" in the inventory rather than horizontally like we have now. Some weapons currently in DayZ could be used so much more if there were able to put inside a backpack, thing is, some of them are. For example the Sporter 22 is 18 slots, 6 across and 3 down. It would be cool if you could place the Sporter vertically in a backpack instead of horizontally as their exist no backpacks with 6 slots across. You wouldn't be able to do it with all weapons but some weapons which seem feasibly. Others such as the Crossbow for example or the pistol gripped MP-133, although this would be most beneficial towards the Sporter 22 and the Crossbow who have very "niche" uses and would make them that much more useful, especially when hunting animals or shooting zombies.
-
Myself and a few friends decided to do something similar on friday night, we sort of set up a small trade post on the coast. We set up near Krutoy Cap nestled in that little bunch of buildings after we geared up, grabbed some supplies (including one of my friends who literally stuffed a mountain backpack full of water bottles, seeds and canned food) and tried to make ourselves a little garden on the coast. We got alot of traffic, even had one or two greeters on the road who would stop passers by and be welcome in the little village for some nice food supplies. We got some positive comments from some, especially as we were growing pumpkins and very few people had actually seen an edible pumpkin let alone carry one around as a food source. Alas the majority were hostile to our greeters on a high pop server (we armed our greeters with pistols to make sure they weren't completely defenseless), even had one or two bandit snipers who tried to exploit our trade route by sniping new spawns before they could even get inside the small village. We had a few accusations here and there about being bandits and a few who tried to take everything for themselves. Sometimes fights broke out amongst the garden, ending up in mass fist fights over the garden of pumpkins and other food. We tried not to directly kill the offenders, some of us actively armed ourselves with motorcycle helmets, cattle prods and stun batons as an emergency measure in the event things got out of hand, which they invariably did. But otherwise things like that went well if not for having the occassional jerk and bandit rove by.