oktyabr
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Everything posted by oktyabr
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This is the "DayZ Suggestions" section of this forum. It is meant for *suggestions* and replies in regards to the suggestion in the original post. Most of you understand that and are coming up with some very good ideas and conversations about those ideas. If you are one of those the rest of this post is not for you. Feel free to continue contributing in a positive and constructive way and have a nice day! ----------------------------------------- For the those who are still reading here is how you post in this section without getting into trouble: What is a suggestion? Can you start your post with a single sentence something like "I'd like to see (fill in the blank) added to DayZ."? If you can, great! It's probably a suggestion. Have a good suggestion? Before you post it PLEASE USE THE SEARCH FUNCTION at the top of the page to make sure it's original. If there are already threads about the same suggestion please contribute there instead of starting a new one. PLEASE make your THREAD SUBJECT short and *specific* like "Suggestion: More ways to make fire!"... Not "Here is a bunch of stuff I want" Replies to suggestions are good! This is how an idea changes, grows, and improves. With the thoughts and suggestions made by others. But for it to belong here it needs to stay ON TOPIC. If you don't know what that means you probably shouldn't post. IF your suggestion or reply is about PVP/PVE it has probably been beaten to death already. Again, use the search function. Thanks for your time and helping to keep our forums clean!
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We now have multiple servers setup around the world. To help ensure that the right players connect with the right servers please consider using these suggestions as guidelines before posting a new thread: Please Note: Nothing in this section constitutes endorsement of any donation to a provider of servers for DayZ. The development team has no arrangement, management, or oversight of any contributions. 1) Put the name of your server(s) in the thread. 2) Please make the first post as descriptive as possible! - vanilla or beta? - How many slots? - Difficulty level (i.e. Regular, Veteran, Expert): Do you have 3rd person enabled, crosshairs, etc? - Where the server is actually located - What time zone the server is synced to (if different than actual location) - TS/Mumble information if you are also hosting one of these 3) Any rules that are specific to your server. Kicking to make room for admins or clan mates? No in-game VOIP allowed? Let players know this before asking for donations. 4) Contact information: clan website, admin names & email, etc. 5) IF you are going to ask for donations consider including a summary of the operating costs, any fund matching, etc. As stated in the disclaimer: Thanks for hosting!
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From Wikipedia, the free encyclopedia The Molotov cocktail, also known as the petrol bomb, gasoline bomb, Molotov bomb, fire bottle, fire bomb, or simply Molotov, is a generic name used for a variety of improvised incendiary weapons. Due to the relative ease of production, they are frequently used by non-professionally equipped fighters and others who cannot afford, manufacture, or obtain hand grenades. They are primarily intended to set targets ablaze rather than instantly destroy them. A Molotov cocktail is a breakable glass bottle containing a flammable substance such as gasoline or a napalm-like mixture, with some motor oil added, and usually a source of ignition such as a burning cloth wick held in place by the bottle's stopper. The wick is usually soaked in alcohol or kerosene, rather than gasoline. In action, the wick is lit and the bottle hurled at a target such as a vehicle or fortification. When the bottle smashes on impact, the ensuing cloud of petrol droplets and vapour ignites, causing an immediate fireball followed by a raging fire as the remainder of the fuel is consumed. Not sure if they are possible with this engine or not. I'm thinking less as a weapon and more as a way to temporarily create a wall of fire between you and whatever you don't want next to you.
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Honestly I first started reading this thread to see if it was just yet-another-trolling thread. The concept of instinctual long term survival is a good one, even if it goes no further than simply protecting a survivor of the opposite sex and garnering some sort of minor reward for doing so. This would encourage less random violence when making random encounters with a player identified as being of the opposite sex. Take sex and babies completely out of the equation. It doesn't need to go any further. The real problem with it is metagaming it to the point where "clans", etc. simply keep enough female players in their ranks to retain that reward as a sort of buff. I'm not sure how to make a "reward" workable without unbalancing the rest of the game.
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Your idea is very similar to the one I suggested myself a month ago: http://dayzmod.com/forum/showthread.php?tid=6468&pid=62878#pid62878 From that thread: Further I'm thinking "spotting" another player at a greater range (up to 100m daylight/20m dark?) would just put "unknown" as their tag *until* they are close enough to be recognizable. AND I'm wondering how a simple color coded system would work... Perhaps: RED: This is someone who has shot at you and for whatever reason is still wandering around alive and unnamed. EDIT: You may be able to assign the red color without combat having occurred. YELLOW: This is someone you are *reasonably* sure you have not met before. GREEN: This is someone you have "met" before without any ill effects. I imagine a routine could handle the automatic switch from yellow to green by using accumulated time within X meters of range. Ran into the same guy several times in the last half hour and neither of you shot the other? Green. Spent five minutes looting a building together, etc. both your "names" appear green to each other from that point on. EDIT: Like the RED color above a player could choose to label someone with the green color at any time, for any reason.
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Whistle bind: A simple idea that might reduce needles PK'ing
oktyabr replied to eel's topic in DayZ Mod Suggestions
Moved to suggestions, title renamed to prevent bonfire. -
Great story!
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It absolutely DOES work that way, as a sort of general stress reliever and relaxant. More so the action of performing a commonly repeated task such as smoking a cigarette can create a false sense of normalcy in times of great duress, helping to prevent panic and even shock.
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Alternate Food & Drink sources (that are already in the ArmA)
oktyabr replied to dut's topic in DayZ Mod Suggestions
While I dislike that eating anything gives you +blood (blood should slowly regen with time) I do agree with foraging (see my wish list below). Many of the houses even have what appear to be gardens growing near them. The woods would have grubs, termites, edible roots and leaves, all kinds of things. -
Don't forget animal hides, pots and pans, sheet metal from wrecked vehicles (jump up and down on the roof of a wrecked car a few times), old barrels, moss, empty sardine and bean cans, etc. I live in a rainy part of the world. The bigger problem here is how to get water to drain properly, not how to collect it.
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Good idea, realistic, and believe it or not I don't think anyone else has suggested it yet!
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Death from dehydration while surrounded by drinkable water (when you loose your canteen) is one of my personal pet peeves with this game. If you are severely dehydrated the water from a pond, barrel or slimy puddle is still better than nothing, but yeah, I agree that you should be able to drink from a source without a container (cupped hands) and maybe even foraging for water wouldn't be a bad thing either.
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Since this is the "suggestions" forum and not the discussion one, what do you suggest as a solution that will keep everyone happy? (And yes, this has been brought up before)
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Loneliness Gauge (Encouraging Teamwork!)
oktyabr replied to Remix (DayZ)'s topic in DayZ Mod Suggestions
/me wonders if this is truly a trolling thread or just a thread that should be considered a trolling thread No one ever died strictly from being alone. -
A new 'status' to encourage cooperation
oktyabr replied to ScienceCow's topic in DayZ Mod Suggestions
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Please stop with anti-sandbox suggestions!
oktyabr replied to Arnoldio's topic in DayZ Mod General Discussion
You should have read the whole thing instead of skipping to the last line. It does mention rainbows and fuzzy bunnies but it was in no way a TL;DR line! Let me recap for you: -
Oops! Sorry. I support the general concept that zombies could be and should be made much more a central element of this game than they are currently. There are many ways of doing this and I can't say I favor "hibernation" more so than any other.
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A new 'status' to encourage cooperation
oktyabr replied to ScienceCow's topic in DayZ Mod Suggestions
Nice post! I'm 45! It made me wonder, reading that, if real life age and experience really does influence the way a game like DayZ is played... I mean, I'm sure it does to an extent, but to a remarkable degree? Maybe younger players cling to the metagaming "group with friends" thing more often and maybe old gray wolves like you and I are just as much at home running solo, from the sort of perspective you've described? A bit off topic, I know, but it got me thinking... -
Please stop with anti-sandbox suggestions!
oktyabr replied to Arnoldio's topic in DayZ Mod General Discussion
Heh, click the link in my sig "Best post I ever read" ;) -
Dayz as an AntiGame (wall of text warning).
oktyabr replied to Strategos (DayZ)'s topic in DayZ Mod General Discussion
Thoughtful, well written post! I'm not really against second party voice comm, I'm just (like the OP) very aware of the cost of metagaming functions like clans, forums and VOIP has in regards to experiencing the real depth of this game. So much more immersion comes about when playing the character you are given, a lone survivor that will likely be lucky to survive more than a day or two. Team up with a bunch of mates and a layer of that immersion is peeled away like a layer of an onion. The mod becomes much more casual and relaxed feeling and in return looses much of the tension and anxiety that players feel without such luxuries. And yet many suggestions are made about making the game harder or more "real", and at least some of those suggestions come from players that have given up that layer of immersion without a second thought! -
Survival - Let's Turn this B#$%h up to 11
oktyabr replied to dissaifer's topic in DayZ Mod Suggestions
You REALLY want to see and taste tears? THIS is how hard I want to see it become: http://dayzmod.com/forum/showthread.php?tid=10885&pid=118775#pid118775 -
While "undead" have nothing to do with DayZ, as the "zombies" are really alive, infected humans, I think it would be interesting if players that got bit (took a non-lethal amount of damage) would eventually become one of the infected too. Make some antidote as a loot that only works IF you use it before you are completely "infected". Don't get the antidote soon enough and the player character becomes one of the infected, just like the rest, but with their gear inventory intact (for all intents and purposes the player's character is no more and they must spawn on the beach with a new one).
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I'd have to endorse the cannibalism idea on the grounds of realism, if nothing more, but I'd really want to see a "forage" action implemented first. Forage around in the woods for a while, maybe find some grubs or berries to eat, a dead bird carcass, etc. Forage around houses (gardens) maybe find a moldy turnip or rotting pumpkin that might still have some nutritional value. Lower the loot spawns of canned goods, only really make cannibalism an option because you would starve to death without it.
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A new 'status' to encourage cooperation
oktyabr replied to ScienceCow's topic in DayZ Mod Suggestions
TL;DR version first: Isolating "depression" and medications for it have no context in a game like DayZ. Add nothing that directly and *artificially* impacts one play style over another. DayZ, as it stands, is GREAT at making the player feel all sorts of tensions and anxiety as it is, and this is arguably the biggest attraction of DayZ... how playing it can make YOU feel. The game mechanics that increase these feelings for the player, behind the monitor and the keyboard, are what should be emphasized, not some artificial means of trying to impose such things on the "character" the player is playing. In the context of DayZ the "survivor" character, likely *all* of them, are already a bunch of seriously fucked up basket cases. Your whole world has been turned completely upside down. Everything that was normal about your day to day life has ceased to exist. Most of your friends, family, coworkers and casual acquaintances are all dead, dying, or lost to the infection that dooms us all... You watched your next door neighbor get torn to pieces by the infected early on and the friendly old lady you knew from the market blow the head off of her next door neighbor to protect a single can of beans. The guy that used to pump your gas now eats brains for a living and his own coworkers were some of the first he ate. You stink of death and decay, your clothes are filthy and swarming with fleas and you don't remember what a hot bath with soap feels like. You are severely malnourished even though you've learned to eat and drink things that before the apocalypse would have made you puke. You literally don't remember the last time you slept more than a few minutes at a time and most of those occasions were while you were standing on your feet or when you stopped crawling for a moment in some cold, wet shrubs just to see where death might be approaching you from next. For the survivor DayZ is (or should be) hell come to earth. You sometimes wonder if those that died in the first days of the apocalypse were really the lucky ones... "Lone wolfing" is only the focus of this thread and others like it because of artificial metagaming that many players have accepted as the norm. Everyone starts as a lone wolf, and without clans, forums, and apps like TS or Mumble most players would eventually die a lone wolf too. No, I don't think the "lone wolf" is the problem, I think it's the state that if anything should be the one being encouraged. The only grouping, ideally, would be those made with other players in the game, whether you know them or not. This is the way I play... as a "lone wolf" that generally takes a roll of the dice in trusting someone I meet and they either kill me or we play together for awhile. This is the way it should be for everyone to increase the immersion of this game. Could things be done to encourage grouping like this? Sure. As one poster said some time ago "Make the zombie encounters so frequent and so deadly that IF you actually run into another survivor your first emotional response is a sigh of RELIEF, not a gasp of panic." Put zombies all over the entire map allow survivors to clear a town, farm, base, etc. by preventing zombie respawns in a certain range of a player *while* they are in a cleared developed area. Spawn them on the outside of town with a tendency to want to move towards buildings instead... unless the farm/town/base is free of players for a time, then spawn zombies there too, as normal. Make the wilderness so dangerous that to lone wolf it up the NW air field is for most a time consuming way of committing suicide. Cleared developed areas then become a sort of safe haven for survivors. Sure, they might try to shoot you, but why waste a bullet if there are 100 zombies trying to enter town too? Want to really simulate a zombie apocalypse? Have only direct chat. Spawn a new player on a random server within a certain ping range and don't tell them which one it is. Trying to meet up with your buddies on TS? Probably isn't going to happen unless you are very, very lucky. If you log off from a server your character is left on the server, on the ground, asleep. Will he still be there, still be alive whenever you decide to log back in again? Who knows. Maybe if you "slept" in part of a town that was cleared and reasonably secure... Then a survivor with 48 hours of in-game survival would mean a VERY different thing. Drugs and depression for playing the game the way that most accurately reflects the scenario? Not needed.