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HacksignX
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Everything posted by HacksignX
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Stuck at "Receiving Mission File"
HacksignX replied to HacksignX's topic in DayZ Mod Troubleshooting
I've fixed the message for the opening of the game, So ignore the first issue. I still have a problem with stuck at receiving mission and also for some servers it will just list my color as grey and won't let me join blufor. It's responsive, but when I click an empty survivor slot it does nothing. :/ -
No, I don't want to remove bandits. Although I disagree with their methods. I have a simple solution I think everyone will like When a bandit kills his first victim, the victim automatically drops a "Camo suit" which the bandit wears. Upon their second kill they get a "Camo Paint", which the bandit applies to their skin, giving them a woodland camouflage texture to their skin to match the uniform. Upon their third kill, they get a free ghillie. Upon their fifth kill, the bandit's footsteps no longer make sound. Now this sounds all fine and good for bandits, and I bet some other people would disagree with this. So now theres the other spectrum When a non-bandit kills a bandit, the bandit drops a "Kevlar vest", Which is black and blue, like a swat uniform. This vest will protect the survivor and negate up to 95% of the damage from the bullets from weaponry that hits them in their torso area. (ARMS AND LEGS STILL VULNERABLE WITH ONLY THE VEST.) 9mm: Vest protects 95% of damage, no broken bones, no bleeding. Not even shock. 5.45: Vest protects 80% of damage, no broken bones, 40% chance of bleeding (yes I know its a higher chance than 5.56, but it's a thinner bullet.) 5.56mm: Vest protects 75% of damage, no broken bones, 20% chance to cause bleeding, no knock out. 7mm (CZ550): 70% of damage. no broken bones, 40% chance of bleeding, no knock out. 7.62mm: 60% of damage. no broken bones. 20% chance of bleeding. No knock out. 7.7mm .303 (Lee Enfield): 50% of damage protected. 50% chance of bleeding. No knock out. 45ACP(M1911, Revolver): This one all depends with range, up close, you're protected from 40%. Every meter after that is 1% more protection. 30% chance of bleeding. 12.7mm (50Cals): 30% of damage is protected. Broken Bones, 100% chance of bleeding, knocked out. Shells: Slug: Protects from 50% of damage. 50% chance to knock out. Pellets: Protects from 95% of damage, 0% chance to knock out. 2nd bandit kill: Kevlar leggings: Tired of those pesky broken bones? only 7.62 or higher can break your legs, and they must hit you in the leg. (Slugs break legs, they are over 7.62) 3rd bandit kill: Woven arm kevlar: Applies all of the stats from the kevlar vest and applies them to your arms. 4th bandit kill: Ceramic plated helmet w/ visor: Reduces explosive damage done to you by 50%. protects from up to 3 total 9mm rounds. Helmet visor means focus, and less suppression from being shot at. 5th bandit kill: Reinforced armor: 50 cals don't knock you out, you don't bleed from being shot. Notes: Kevlar doesn't protect from falling damage or zombies. No stats apply in those areas. Well guys, tell me whatcha think.
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I've been thinking that you should be able to upgrade stuff/make your own barricades if you have a toolbox, wood, and scrap metal etc. So some home-made barricades would be pretty sweet. I've used the crossbow occasionally, and I thought that it would be pretty cool if you can have a quiver that carries like 10 bolts for the single fire crossbow, making it not so cumbersome to carry ammo. A repeating crossbow should be a rare find in deerstands or farmhouses, 5 bolts per bolt rack. you can fill a bolt rack with 5 steel bolts, etc. Poison, which should be able to be made at major industrial areas (Due to the chemical usage of industrial plants), and be put into empty whiskey bottles, and then proceeded to be used to put on beartraps and crossbow bolts. The poison would make everything for the victim incredibly blurry, as well as dealing 3,000-8,000 slow bloodloss that can't be stopped, but can be slowed with ingestion of fluids and food. Beartraps should cause bleeding and impact damage when people step over them. They have teeth for a reason. Foraging: There are those apple tree orchards in Berezino, you should be able to search fruit-bearing trees and vegetable farming fields for food. They have to be washed in water or poured water over before eating. not every tree should have food, not every crop. Just some. Treating wounds: You should have to wash off wounds that you bandaged. If not, 40% chance of infection Skulls made of bone, not paper mache': Zombies shouldn't be able to knock you out if you have less than 9000 blood. There is no logical reason why that would happen if there's still significant blood in your body to the point where you don't have any impaired vision etc... If anything, run slower at 9000 blood. Revive: Another reason for players to work together. If one person dies, they can still remain in a stasis for 5 minutes before truly dying. If another player gets to them within that 5 minute period, they should be able to either administer an Epi-pen or blood transfusion. The Epi-Pen will not revive them or give them back any health, only restart the 5 minute timer. The blood transfusion should give them back blood slowly (Or not, whatever.), and the unconscious player will have to wait 10 minutes to regain consciousness, in which the care-giving player must guard them. Medical bag: Bandages shouldn't take up a whole space, maybe have a "Medical Compartment" in the main backpack to put medical supplies in, since they hardly take any space. - Why do you take a WHOLE BOX of painkillers everytime you're hurt? 1 box should give you 5 doses at least. Infection goes as follows: Infection should prove hampering to many areas of basic functions, like 10% slower movement, coughing sneezing, vision is blurred, etc. Because in the real world, infections pose serious problems. They should here too. I propose different degrees of infections or different diseases presenting different symptoms, that are brought on by three different sources, progressing if left untreated. Getting hit from a zombie and bleeding without washing your wounds would present symptoms, from the most minor to the most severe: After 20 minutes: Sniffling (No effect other than audible sound), 40 minutes Coughing (You get thirsty 50% quicker), 90 minutes Fatigue: (You get hungry 50% quicker and move at only 80% of your regular speed. The minimum amount of wobble for the aiming is increased, basically you can't return to a serene, clear shot), 3 hours Ataxia: you can only run 50% of your original run speed. Highly blurred vision, aiming is nearly impossible. You can't hear anything. All of these symptoms stack up. Getting infected from Cold is a different mechanic depending on how much you were exposed to the rain/night, also, moving at night doesn't help as much. Keeping warm can prevent it, and all of these symptoms besides hypothermia can go away instantly with antibiotics, or they can all go away over time if you become exposed to heat: exposed for 3 minutes:Sniffling, 5 minutes: sneezing, (same thing as sniffling but louder), 11 minutes till pneumonia (Constant drivveling and sneezing, as well as slightly blurred vision), 22 minutes till Hypothermia: Incredible shaking, you move 70% of your regular run speed. These symptoms stack up. Broken bones/Getting shot/beartraps/razorwire, the time is how long it goes untreated. Washing it can cure you if it's in the first and second, and can all can be cured with antiobiotics until it gets to the fourth and 5th stages: 15 minutes Basic infection (Coughing and sneezing, causing faster fluid loss). 30 minutes until Aches and pains set in: (You mumble and make noises of pain when you move, you can only move 75% as fast), 50 minutes until Nausea: (Can't keep your food down. Food only heals you half as much and you can only get half full on food.) 90 minutes: Hemophilia (you bleed from taking any damage at all, is cured if you take antiobiotics and rest somewhere for 20 minutes (timer resets if you take damage)) three hours: Necrosis (your body tissue begins to die starting from the infected region. Lose 15 blood every second. Move only 30% of your regular speed. You're going to die.)
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I'd like to see a greater NUMBER of zombies. Also, military zombies should be slightly harder to kill due to their armor.
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That was incredibly informative. My beans go to you. I never intended the bullet-proof system to be able to provide permanent protection. But it's that one time that saves your life and gives you a second chance.
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and, what do you mean it makes survivors incredibly hard and impossible to kill? I never said anything about headshots outside of small 9mm low-velocity handgun rounds. Body armor WILL protect you from the standard 1911 ACP. Not a magnum, I know that for sure. There is way too much energy behind it. But 1911 .45 acp rounds have trouble penetrating so many things, they're used for their stopping power due to their low speed and high surface area to transfer energy into a body. The goal of body armor is to prevent intra-cavity penetration. Not deflect bullets like superman.
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To protect is far different than to survive. Body armor is incredibly resilient and stops 7.62 rounds, with much bruising and damage done to the person from the kinetic energy transfer. Although, .50 cal is a very large stretch to make. xP
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The mechanics make alot of sense in scripting. It's actually very easy to do these scripts (50% damage to X body part),,, etc, etc,
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It's more like a reward system to further extend your role. If you wish to kill bandits, you get things that make you better at killing bandits.
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Maybe 10 kills is free ghillie. It's so much easier to be a bandit than bandit killer.
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Groom. Read my post.
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Of course, a lot of people would probably prefer the kevlars for the safety. But then again, bandits can just kill anyone they want to get their stuff. Bandit killers, on the other hand, have only 1 out of 3 kinds of people they can kill. They can't kill neutrals or other bandit killers.
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Bandits get ghillie suits, Bandit killers get kevlar vests that add bullet-proof protection.
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Quiver, Repeating Crossbow, Poison, and more
HacksignX replied to HacksignX's topic in DayZ Mod Suggestions
Excellent counterpoints. However, I'm trying to make some game mechanics that are currently useless, useful. Such as Epi-pens. :/ They have no real purpose unless very specific situations present themselves. Infection should prove hampering to many areas of basic functions, like 10% slower, coughing sneezing, very slow blood loss that doesn't stop until you find antibiotics. (Like, -2 blood every three seconds.), vision is blurred, etc. Because in the real world, infections pose serious problems. They should here too. I propose different degrees of infections or different diseases presenting different symptoms, progressing if left untreated. Getting hit from a zombie and bleeding without washing your wounds would present symptoms, from the most minor to the most severe: After 20 minutes: Sniffling (No effect other than audible sound), 40 minutes Coughing (You get thirsty 50% quicker), 90 minutes Fatigue: (You get hungry 50% quicker and move at only 80% of your regular speed. The minimum amount of wobble for the aiming is increased, basically you can't return to a serene, clear shot), 3 hours Ataxia: you can only run 50% of your original run speed. Highly blurred vision, aiming is nearly impossible. You can't hear anything. All of these symptoms stack up. Getting infected from Cold is a different mechanic depending on how much you were exposed to the rain/night, also, moving at night doesn't help as much. Keeping warm can prevent it, and all of these symptoms besides hypothermia can go away instantly with antibiotics, or they can all go away over time if you become exposed to heat: exposed for 3 minutes:Sniffling, 5 minutes: sneezing, (same thing as sniffling but louder), 11 minutes till pneumonia (Constant drivveling and sneezing, as well as slightly blurred vision), 22 minutes till Hypothermia: Incredible shaking, you move 70% of your regular run speed. These symptoms stack up. Broken bones/Getting shot/beartraps/razorwire, the time is how long it goes untreated. Washing it can cure you if it's in the first and second, and can all can be cured with antiobiotics until it gets to the fourth and 5th stages: 15 minutes Basic infection (Coughing and sneezing, causing faster fluid loss). 30 minutes until Aches and pains set in: (You mumble and make noises of pain when you move, you can only move 75% as fast), 50 minutes until Nausea: (Can't keep your food down. Food only heals you half as much and you can only get half full on food.) 90 minutes: Hemophilia (you bleed from taking any damage at all, is cured if you take antiobiotics and rest somewhere for 20 minutes (timer resets if you take damage)) three hours: Necrosis (your body tissue begins to die starting from the infected region. Lose 15 blood every second. Move only 30% of your regular speed. You're going to die.) -
Quiver, Repeating Crossbow, Poison, and more
HacksignX replied to HacksignX's topic in DayZ Mod Suggestions
Above world building? -
In basic terms: I'll give anyone who helps out an M4A1 CCO SD with 2 SD mags if they bandage me up, give me a transfusion and use an Epi-Pen on me. So heres the story; I'm unconscious and knocked out, bleeding, broken, and the time it takes for me to come to my own consciousness will kill me due to how much blood I have left. I had been fooling around at the NW airfield, just me in the server, and I had many M67 grenades, and since it was just me in the server I carelessly ran through the NW airfield and tracked about 40 (no over-exxageration) behind me, and I thought "Hey, I could get them all with a grenade." I ran into the firestation, waited for all the zombies to be inside the big front doors, and threw a grenade (My plan being as soon as it was thrown to run out the back). Unfortunately, if you've just finished running, it apparently takes 5 seconds for you to re-equip your gun after you throw a grenade. :/ I blew them all up, but knocked myself unconscious and lost about 7k blood. All the zombies were dead, but I wouldn't survive if I waited to come to. This isn't an elaborate trap of some sort, it really isn't. It's entirely up to you to trust me, but I'm trusting everyone else. You can take any measure of precaution to ensure I'm genuine, put all your stuff in a tent somewhere, etc, I'll even log onto the server you are in if you're there to help me. In essence, if anyone is interested in getting an M4A1 SD and 2 beartraps, contact me. (Unfortunately I don't have a steam) I'm desperate. :/ [email protected]
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Still looking for someone to help... I can't play until I'm saved. >.<
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Still looking for people who are currently active atm.