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messageboy
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Everything posted by messageboy
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The Agro Radius Is Too Damn High (Please Fix Soon)
messageboy replied to chibigoat's topic in DayZ Mod General Discussion
This is quite a civil and well manner post, good to see a post like this on these forums. Personally I haven't had any trouble with the new agro yet I haven't played longer than two hours either so far with the new patch. If there is a change to the aggro, I don't think that it should go back to the old one but instead a middle ground between the two. Since the old aggro was so easy that you could crouch run 10m away from a zombie. -
Indeed, considering that the majority of the mass population are ignorant and totally unprepare for a infected outbreak. You and many players by fact of numbers would be of that ignorant, unprepared majority.
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My list of suggestions/complaints for Day Z
messageboy replied to ExplosiveBanana's topic in DayZ Mod Suggestions
Once again the enemies in DayZ aren't zombies but infected. Totally different with being more like 28 dayz later movie than anything else. There will most likely be no change to how fast the zombies are, just better pathing. -
People would abuse this with respawn spams until they got the weapon that they want from spawn. Any kind of random gift upon spawn shouldn't be added since it can be abused by respawns.
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It is lore that is enough to go with the current mechanic in place. What you want rocket to add to the game isn't something as simple, don't even try to start with trying to make fun of the current mechanics, since you most likely don't even understand how hard it is to try to code something like a bug free zombie AI, in a engine that wasn't even made for it in the first place. It might not be a *good mechanic* but it is a mechanic that works enough to be acceptable in a alpha mod with a engine that wasn't built from the base up for zombie AI or style games. Indeed, El Barto 227. Edonovan, there is a difference between cold infection and the infection that the npc enemies have. It would be like trying to class cola with fanta to the npc enemy senses.
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ZOMBIE AGGRO RANGE IS TOO DAMN HIGH!
messageboy replied to ZombieGrin's topic in DayZ Mod Suggestions
I personally haven't had any troubles with it, sure now the zombies will see me crawling if I am 3 metres away, still if you are that willing to get close to the zombie then you shouldn't complain about aggroing it. You just need to learn to be at last 5m to 10m away from zombies when shift crawling, not normal crawling or crouch walking. If you want to crouch walk by zombies at 5m and 10m then you are just wanting the game to be more easy and less time comsuming which isn't what this game is aiming to be as a anti-game. -
Journals/Diaries for writing down Events.
messageboy replied to TonyStarks's topic in DayZ Mod Suggestions
I agree that adding self written diaries would be good, even if they are filled with abuse. I don't think many players would mind finding those and would just laugh at the writer's rage. I am only concern about server resources with this idea, if it can be added without taking up too much of the server resources then excellent. -
Sure a living survivor that you kill yourself, it could happen but not a random dead survivor that you happen to find, since you don't know if the dead body became infected before you found it.
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I do agree that blood should replenish over time, I just think it should be very very very slow. Something like 200 to 800 per day.
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I am not saying that it has to be a smell but what I am saying, is that it would be very possible for each infected to have a special thing in their bodies that living survivors don't have. As for how the infected can sense that thing, it could be a sense that they gain from the infection which works in ways that we of the living can't understand.
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I don't think there is anything bad with this idea, just more of resource drainage vs pros case. If adding it won't drain the servers or the computers much, then sure.
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The Crazies vs. Dawn of the Dead vs. STALKER
messageboy replied to Twitch256's topic in DayZ Mod Suggestions
The thing that you need to understand that unlike zombies, which are usually defined with exact qualities. Infected is a vast group of types, many games have infected enemies such as left for dead and dead island but they have many different qualities in them. This is become a infection virus or some type, would physically change the infected body or mind with either giving or taking away certain qualities. That means that there isn't a one type of infected, since there could be a infected that grows weird limbs or a infected that loses all mind functions but movement. There could be a infected that loses just the memories functions of the mind which therefor can't use a gun. The infected that is used in DayZ, is the type that rocket envision and should be viewed as it own group of infected. -
I am not a master on infected or zombie knowledge but I will try to answer these questions. For kaffa post. Like I said before, the infected are infact infected with something that made them this way. It wouldn't be strange for them to be able to sense in some manner who also has this infection in them. It would be like standing in a group of others with the exact same scent as you and then there being one person in the group that has a different scent. For twitch. Crazies are quite different from infected, they are considered to have full function of their mind and bodies, just that they have a different view or notice things different from sane people that causes them to act out. Infected are infact beings that have had their bodies or minds physically changed by the infection, therefor being able to gain or loss certain qualities that they once had.
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The infection is how they tell, each zombie has the infection virus in their bodies and that gives off a signal that they are also infected and aren't worthy to be eaten.
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This was a idea that was being discussed by me and my friend, what if we can use a tool to hollow out a tree to hide our loot inside. The tree could hold half the amount that a tent could hold or less, could also only be done to trees in a forest since those tend to be more healthy and thick. The tree stash could last as long as a tent could, any suggestions/advice or ideas about this is welcomed.
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That sounds like a good idea with the GPS. The holes however need to be small like 10 spaces at max, with also a limit on how many holes that the player could have at one time, otherwise they will in a sense be abused as makeshift tents. The holes shouldn't be used to hide all of your stash like tents would, instead just to hide one or two optional weapons or just non-weapon supplies for when you are in a pitch. Also like another poster said, the holes could be used to temp change your gear for silent entry of a area or loud entry with planning. With this, a player could have like 2 or 3 stashes around the map with medical/food supplies when you are in a pitch. It could also have a different type of weapon for when you plan to enter a location in a different way than usual.
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I am not too sure about this, at first sight it doesn't seem like a bad idea. Only issue is that the infected became what they were due to a certain infection, so I think that many survivors wouldn't even think of eating a dead survivor, in the off chance that they would have the infection. I am not talking about gameplay sense but more what you would do in their shoes, I know it isn't uncommon for stranded people to eat each other but that knowing that they wouldn't get infected or die from it.
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Rocket has stated that, it is infected in DayZ and not zombies that you would find from movies like shaun of the dead. You should maybe? Treat them more like resident evil 5 enemies or 28 days later than any other movies/games.
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+1, some details need to be worked out but I like the general idea of it.
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I agree, that buried stashes should be more temp holdings until death than what tents are supposed to do. Could also limit the number of possible dig locations by making it only possible to do it next to a tree, I know that it isn't realistic but we do have to think about server resources. I don't think that buried stash should be close to the function of tents but more like a limited function of them. Lasting only until your character dies, actually sounds better and more realistic since the new person shouldn't have your memories and shouldn't be able to find your stash.
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I don't think that classes should ever be added to DayZ, it would be good to add different clothing to wear with different appearances, just not with functions added to them. Adding classes means that we are also limited by what those classes can or can't do, it could also be exploited/abused by quick shifting classes. DayZ is made to be a anti-game, locked/hard cored classes with enforced limits and rules is such a pro-game feature. This game needs to be flexible and hardly limited except by the engine that runs it, mainly because it can't be helped to a degree.
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Um.... no. It is a cool monster of a weapon but already got enough powerful military weapons, would be better to have more common or non-military weapons added.
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+1 not a bad feature to add to the mod, just wouldn't put it at the top of the list unless it is very quick to code/add.
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I don't mind either way personally, I reckon that the current gear is just enough to not have a survivor prepared when freshly spawned like it was with the gun and etc. I don't mind with starting with nothing but I just don't see any harm with staying with the current gear either unlike before when we started with a weapon and enough supplies to last a entire play session if avoiding zombies. Now with the current gear, we need to find food/water and a weapon before we would feel safe with logging out.
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Anti-Bandit System, Scrap Humanity
messageboy replied to Rainman (DayZ)'s topic in DayZ Mod Suggestions
I don't think that any system that gives either side a advantage should be added, I don't mind too much about a way to see what the player has been doing. Adding a disadvantage to bandits and a advantage to survivors due to just a choice of actions, will force the game to have less choice overall. You will basically be limiting the choices that players have by actual force than just what they desire or feel like. It would be the same as basically telling them to play like a friendly survivor if you don't want to be ass raped regardless by the game mechanics. There is a reason why certain classes in rpgs are mostly used, over others in games which is because of the advantages that they have over other classes. This would cause the same thing with there being hardly any bandits due to being forced not to, in turn causing the game to be limited and affecting how different each experience can be each day. Bandits are a part of DayZ with allowing the players to experience many different things each day, you might get days where you are killed often by bandits. On the other hand if there was no bandits at all but friendly survivors, the majority of the players would end up with the best gear quickly or by friendly trades. There would be far less deaths since only the zombies be the threat which is hard to die if you got the best gear and enough ammo, also adding in those now forced friendly survivors to help you. Many of the players will quite quickly in a week or two be at the point, where they got no reason to go looting, exploring or etc. The only thing left is roleplaying with other survivors in made up stories, that won't go well because many people wants to be the lead actor or want it to go their way. Without bandits there would be less tension and fear in the air, since all you have to do is listen out for zombies and don't have to worry about players. You would just be strolling along instead of crawling or keeping a eye out every time for nearby players. With allowing freedom of choice with no disadvantages or penalties, some players can or might become bandits but they might not be the hardcore bandits or the dick bandits. They could become wise bandits that only kill those that are a clear threat or have what they want, otherwise they might just help someone on a limb or protect those who would help them later on. With bandits, there are more deaths therefor you get to experience the game more by having to go looting and gearing up again, cool firefights or events could happen due to a bandit finding you that would otherwise be unable to with lifeless zombies. Eventually there might be bandit groups that actually do hired hits on clans or people for supplies. A group of bandits that hunt other bandits to protect the weak or bandits that try to contain and control the whole of cherno from all outsiders. By enforcing any kind of advantages or disadvantages upon a type of player, could and most likely would limit or get rid of many of these possible events or situations from the game. There will always be dicks in video games, no matter how heavily you enforce the game rules, they will find a way to piss people off. Trying to control bandits, won't get rid of these dicks.