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Everything posted by phleep99
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Spawning of rotting corpses as part of the Loot table would suit the atmosphere nicely. Many spawns are near beds, chairs, and open floor which should leave enough room for a fly ridden corpse. Maybe increase the likelyhood in "hot" heat map areas. Thoughts?
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Rocket wanted to keep any story elements to a minimum (ie. words written in blood on a wall). I think it would be safe to have the odd dead corpse spawn given that player corpses vanish after a while. it would compensate for the lack.
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Yep, in need of some new shoes as feet getting sore. Pretty decent pair attached to that decaying meat...
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Disclaimer: I have checked to ensure there were no obvious similar suggestions. At the moment the infected/zombies strike at the player to cause damage which doesn't really match up with any of the literature or movies. Outside of games they are typically depicted to grab and claw, unfortunately for multiplayer this would cause bizarre behaviour when the client and server are out of sync (ie. being warped into a zombie's grasp). As an alternative to the current striking damage can I suggest that the strikes cause minimal damage but instead stagger and eventually knock the player over. Once on the ground much more damage and disease will be caused by them crouching over and pulling a "Dean Hall Mo-cap chew fest" while they try to regain their footing. This will allow for a far more terrifying appearance when seeing someone attempting to flee the zombies but being battered to the ground and chewed to pieces. I would hope this is already the intention but keen to encourage it.
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Clearly I would expect balancing for playability. That is why I suggested staggering rather than an immediate knockdown. You would then be slowed enough there would be potential for another swipe to take you down. A guaranteed stagger would probably be excessive so an increasing probability of it occurring as you get bashed is more likely to work. There is bound to be a better way to have them attack than the current slapping match that multiplayer zombie games don't seem to have progressed past.
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No Pepsi, Coca-Cola or Heinz in standalone
phleep99 replied to SmashT's topic in DayZ Mod General Discussion
L&P would be a good start. there must be a way to have regional settings for the different products though. I had posted a suggestion in the Suggestion forum relating to product placement where the products are actually displayed differently according to your location. That would mean us NZ'ers would have L&P and Illicit Cola (for example) and others would have more regionally relevant products - pending approval from the company that produces it. The actual product placement doesn't have to be developed straight away but making the product labels vary according to player location would mean the trademarked skins could be added later in patches. edit - thread reference http://dayzmod.com/forum/index.php?/topic/67611-product-placement/ -
Surely it is better to purely allow equipment and attire dictate any perks rather than rushing a "fitness perk". If you find running shoes you will be more agile but they lack durability.
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Gamma Build?
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They are only redefining it as a "foundation release" to avoid Beta. That prevents any further people claiming refunds due to an incomplete product. If someone wants a refund they'd better grab it now.
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DayZ becoming a standalone..
phleep99 replied to ryanburnsred's topic in DayZ Mod General Discussion
Maybe mods are becoming so rare now that people don't understand. They can't be stopped purely because the creator has moved on to something else. They only die when no one uses them. Arma II has so many mods that if the DayZ hives all vanished your zombie fix could still be satisfied with the many other zombie related missions. You can also host your own MP server for whatever you want. Arma II is hardly a wasted purchase even if you have no interest in the military side and DayZmod fades away. But as BIS has said many times: "Original games never fade" -
I was under the impression that the game was simulating a perpetual Day Zero where the populace has only just been infected and you awake on the beach wondering what the hell happened. Hopefully Rocket will implement a more blurred line between those infected and the survivors. Have some survivor skin infected, and injured survivors limp similar to the zombies to add confusion as to who is a zombie or not. This means you'll have people who have only just transitioned to being a zombie and so wouldn't have died from the cold.
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Good effort. Lyrics definitely relevant and flowed well.
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DayZ - Slow Motion Magic - Gameplay Cinematic montage - by h3retic
phleep99 replied to h3retic's topic in DayZ Mod Gallery
Bloody great vid h3retic! Definitely learn the editor as you definitely have the vision to produce some superb work. -
Looks very good. Any chance of Aliens instead of zombies to mix it up a bit? Would get a Take On: Survival! series going then.
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Suggestion: Zombie damage should greatly increase
phleep99 replied to ElysionField's topic in DayZ Mod Suggestions
It's not the damage that is the issue. They should be able to grab players and drag them. This will make them far more terrifying as you are dragged towards the horde as you hope another survivor takes pity on you. /Standalone Dayzdreams... -
BIS has quite a few tools to generate random terrain, forests and towns. If this could be combined then it would be an ideal way to generate terrain from seed numbers. After vetting a generated terrain to ensure it has a sane layout the seed could be added to an approved list that the hive would distribute to servers. This would allow a server to have a consistent map but be different from most others encouraging more exploration and less farming/metagaming. I enjoy the initial disorientation and desparation this mod provides but it is tainted by the knowledge that others have been exploiting the game and external maps of loot spawns. If you meet another player in game you would want to trade knowledge of the terrain and band together against the unknown (once the current KOS attitude proves futile). Players would be able to change server but if it has been issued a different seed then they will start in allocated spawn points rather than their current location. Spawn points should vary over time as well to encourage exploration.
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Random terrain seeds issued to servers by the hive
phleep99 replied to phleep99's topic in DayZ Mod Suggestions
thanks for beans Master Brain. It sounds like Rocket is doing this anyway according to his " proce..." comment a while ago. -
How about purely spawning some gear in game that will appear differently in the full release. That means that the more the alpha was played by a player the more likely they are to have "alpha gear". Even if it is just pieces of clothing like the "Anyone in Cherno?" T-shirt.
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Shiting in the woods, pissing and diarrhoea.
phleep99 replied to thomas28's topic in DayZ Mod Suggestions
I don't think actually excretion is necessary. All he has to do is have the hive log where people usually disconnect for the night at the end of their gaming session. Then if many people use a similar area to disconnect it will become more prone to disease. Having to leave your gear on a bank to clean off in a lake would be an interesting risk though. tldr: disconnect = poop. -
I did the same thing. It appears exactly as in game as well, don't know if that is the standard internationally though. Product placement can be localised like Google Ads too so people will see their own country's products which will give them something to relate to in game.
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Yep. Just about to put the same suggestion in myself as I have been meaning to for a while. Rather than asking permission to have products in the game sell the placement. I usually hate this concept since it normally feels intrusive in a move or game that someone is pushing their wares but Dayz is the perfect place for it. When your character is dying of virtual thirst what would be a better advert for a drink company than a virtual Coke to quench the thirst. The only restriction I'd give is that the effect not be more than the generic or at least already have a fixed distribution of effectiveness. One advantage will be that the game will always feel up to date since the billboards and other remnants of society will be advertising current products.
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Back in the original OFP I recall there being a cheat which raised the static objects up a couple of metres so the cheater could see what was behind. I never really understand the desire to cheat in a multiplayer game. It is a bit like thinking it is clever the pick the ball up and run in a social soccer game just because there is no ref - only difference here is that everyone is "faceless" I guess - gives them Dutch courage.
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Was just going to post this very suggestion. I think raising the difficulty of using more complex weaponry would stifle the bored bandit syndrome where they take pot shots at fresh spawn - not that this should be the primary reason, Rocket has already said he wants things to represent reality where practical already.
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I would think tripwires, bear traps and ieds would be sufficient. Automated turrets would be excessive. It the base has barricades this can funnel people towards any traps or security measures. I think a lot of the hoppers would stop if people would get a +-100m variation on their location when logging into a new server.
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It's all about having just the right quantity of everything to keep it interesting without discouraging people to the point of quitting. Rocket has previously considered adding dogs as companions (presumably by adding them as part of your Group). A companion dog could potentially detect the infected long before they are in sight and could alert the camp as to what was coming and which direction or maybe even guard your tents while disconnected.