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Everything posted by 7-75 callaghan
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Also, people need to drop the PVE-PVP dichotomy, that isn't how this mod works. Likewise the Bandit-Survivor dichotomy. This mod is interesting because of the grey area, and that is exactly what my suggestions seek to play on. If your post was deleted' date=' why are you here provoking again? This is watched by moderators, so you are being very foolish coming back with the same non-response. [hr'] And a little note to all of you. This is a discussion of ideas, not a democratic attempt to get this implemented, so no reason to react with such terror. The only thing I personally want to see implemented ASAP, out of my own suggestions, is the Heli Crash mechanic that is linked on my sig. So if you came to this forum to vote for stuff, that is the one I suggest checking out, it is a very simple idea, very easy to implement too.
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If you had read the suggestion' date=' as opposed to just come here to troll, you would see that I had clearly stated that there was no suggestion of baby NPCs, or intercourse. Read again, and use your brain to understand the mechanics that arise thereafter, I shouldn't have to spell everything out. [/quote'] Asking questions because to me your suggestion isn't well laid out and giving my opinion isn't really trolling - on top of that your high horse attitude isn't really helping. Anyway I do not see any benefit in a game that isn't designed around a more social experience, even in very social games things like marriage, matrimony, any kind of reproduction mechanism doesn't really work if its not a central part of the game. The only thing I can kind of agree to (and I guess that is where your suggestion comes from) is that in a post apocalyptic setting, the ultimate goal to survival would be somehow to settle down and possibly keep the human race intact by reproduction. Currently (!) I do not see a place for this in DayZ, but that is just my opinion to your suggestion. Thanks for the valid feedback. And if I seem to be on a high horse it is because it is difficult to maintain a neutral stance for dozens of posts in a row, responding to individuals who, really, very clearly, do not understand game design. Please read the post by Hoik, he understands how this mechanic works in the current concept - the whole point of emergent gameplay is to find different things to do with basic realistic functions. Even if only 5% of players used this mechanic as intended, the basic 'order' that follows provides another layer of complexity that interacts with the other 95% of players. And actually, the mod is very much designed around a social experience, and that is how it started. It is only with the more recent influx of players, from games like BF3, COD and whathaveyou, that it became a free-for-all mess. I'm not asking for a return to the old days, because i'm not naive enough to try and force that in a game, but, understanding this games origins better than most here, i'm also in a position to suggest mechanics that would naturally encourage more teamwork and social elements. Like Hoik said, the freedom and design currently serves those seeking PvP more than anybody else. My suggestions seek not to undermine their enjoyment, but to provide something to others. And, as I have explained in great detail, these layers of complexity will in turn, serve those seeking to destroy order. That is why it is a complex idea, and why I get frustrated at those who fail to see anything but the surface mechanic.
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Feature: Replace infection with 'Zombism' infection.
7-75 callaghan posted a topic in DayZ Mod Suggestions
I know this seems like a repeat thread, but i'd like to address two issues with one to fix what seems to be a bunch of highly unwanted issues, and replace them with a desirable mechanic that will add to the gameplay, as opposed to just complicating it further without adding depth or fun. Sorry for the long read, but it deals with a lot of complicated mechanics. My suggestion is this - Get rid of the regular infection that can be picked up if the player gets too cold, and replace it with Zombism using the same mechanic, keeping the antibiotics and function of temperature. In detail: There is a low (less than 1% when healthy, increasing if your temperature is too low by an increasing rate, i.e. up to maybe 50% chance if minimum temp, in combination with hungry and/or thirsty i.e. cold and sick, with immune system down) chance you can be given the 'Zombism' infection by a Zed if you are successfully hit by one when bleeding (ofc these details are open to suggestion and tweaking for balance and realism). You eventually, after an amount of time that would need to be agreed on, but I suggest 4-6 gameplay hours, would turn into a Zombie. Over this course of time there would be various symptoms and stages, starting with coughing/sneezing, then less-human sounds such as almost zombie like moans/grunting, screen FX (maybe a red or green filter), and eventually sounds closer to those made by Zeds, with the movement animation being affected to be halfway between human and Zed. The infection would remain contagious, so they would still be shunned by people other than very loyal followers. (I experienced this in another ArmA zombie mod a while back with a bunch of friends, and it was very tense after being bitten, waiting to see whether they would let me fight alongside them, needing the extra help, or just put a bullet in my head then and there!) If antibiotics are not applied during this transitional phase, then the infection would turn the player into a Zombie, their equipment would be force dropped, they would acquire the Zeds movement animations and sounds, and would have a screen post-process filter that not only hinders sight to a limited extent, but perhaps also 'highlights' the living, something similar to FLIR/predator-vision, but not quite as clear or effective. There are many details involved, so don't take my suggestion as some kind of monolith at face value, I think the basic premise addresses a bunch of things that people don't like with the current mechanic of infection, while adding the highly-desired playable Zombie mode. My personal reasons for wanting this - the current infection system adds a survival challenge that is not fun in any way, considering how rare antibiotics are. The player would still have to protect themselves from the elements and keep warm or risk a much higher chance of being infected. The antibiotic spawn rate would not have to be changed as the danger would be equally high, if not higher, but also add gameplay to the mod as a Zed. Some might argue that people will then try to become Zeds, and some would, but not many, and not many experienced players, as several hours of gameplay would have to be suffered with the symptoms before finally 'turning', the coughing etc would attract more Zeds, so the likelihood is that only experienced players, more intent on curing the disease, would survive long enough to turn. Furthermore, this would replace the need to add 'super zombies'/other enemy types, with faulty AI etc., as instead we would have intelligent zombies that add a truly scary threat across all areas of the map. Whether they should be able to log out and continue later, or simply die and respawn after logging out, is not something I have given enough thought to to say now. Thoughts/feelings? Edit - after considering feedback, and unless many people really think this mod would be better with the suggested playable zombie idea, i'd like to add that I think it better, at least for increasing the likelihood of introducing this without changing too much of the current game concept, to modify this idea to apply 'alexander_q''s idea that the player, once turning Zed, is not controllable by the player, but becomes a regular AI zed. This maintains all of the tensions that make the idea interesting in the first place, but without complicating the discussion with whether or not Zombies should be playable or not. -
Feature: Replace infection with 'Zombism' infection.
7-75 callaghan replied to 7-75 callaghan's topic in DayZ Mod Suggestions
Personally i'm happy to have both infections in there, but most dont like the current system. And no, there is nothing to suggest immunity so far, nothing at all. -
Feature: Replace infection with 'Zombism' infection.
7-75 callaghan replied to 7-75 callaghan's topic in DayZ Mod Suggestions
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Audio fidelity is NO WAY NEAR the same as visual placement of an object in 3D space. Lol, if you consider that the same result, then I guess masturbation is the same as sex, and stepping on a snail is morally equal to genocide. Anyway, you got it oh so very wrong, the guy using the exploit isn't moving, he has the advantage either way lol. Seriously people.
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1) The reward would be irrespective of gender. Balance has never been important in this mod anyway. Rocket makes that clear. BIS' date=' ArmA, and community made mods (apart from the pure PvP ones) have never concerned themselves with 'balance' in the traditional sense. 2) A) Why would any reward be game breaking? I have stated, countless times now, that I am not interested in material reward systems. The only 'buff' type reward that would interest me, (and again, the whole point of suggestion and discussion is to come up with new ideas, not just deride the OP on its own basis) is something like a +1000 maximum blood increase, for one time only, which disappears on death. B) Again, something I have discussed in GREAT detail. Go back and read the posts. Reward, for most mature players, is inherent in completing a challenge, this is the basis of emergent gameplay. But, and this also refers to 'A' at the same time. There are (and it would help if you used your imagination so I don't have to do the thinking for you) are literally infinite different rewards and incentives that could be worked into the mechanic that do NOT change game balance in a way that detriments other players. Something as simple as skins representing success. Or something far more complicated that anticipates the introduction of 'factions' (in the works) to the mod. This is a complex subject, and no offence, but if you don't understand emergent gameplay and social dynamics, as well as the concept of inherent reward, then you wont understand this discussion. I suggest you go back and read my extensive points on all of the questions you are asking. Finally, for arguments sake alone. Let's say this exact mechanic is introduced, and you still consider it boring. You do not have to participate, you can form a group of guys that specifically go around murdering pregnant women. Suddenly, oh! What's this? New found purpose. You don't have to participate in the 'intended' way, to get something out of it - that is emergent gameplay. I have other suggestions, maybe they are a better place to start, because this is a very complex one. Why not have a look at the two listed in my signature, and you will quickly see that I am not here to sabotage your gaming experience. I have a lot of experience with this game engine, and am doing what I can to offer productive suggestions. If you don't like this one, trying to attack it wont change a thing, I promise you. Instead, why not find one that you do like, and support it in a productive way OR, if you think it is flawed, provide constructive criticism. If you hate an idea to the core though, honestly the best thing you can do is ignore it completely. Even negative attention is legitimising. [hr']
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Thank you for the feedback. You, unlike the majority, have entered into the discussion in an appropriate way. Honestly I can't reply to everything you said right now, maybe tomorrow. As for the above quote, it might seem impossible for people new to arma, the DayZ community. But actually that teamwork, productivity, and respect for each other in a virtual world is commonplace in the established arma community. Not all are like that of course, but there are many highly respected and established groups that have done things with the game engine, in combination with people from all over the world, that are nothing short of incredible. And all before DayZ. So, yes it is possible. It just takes faith, effort, hard work, and a lot, and I mean a lot of forum moderation, global banning, and standing your ground against people who haven't a clue what they are talking about. You also happen to see things my way more than you might realise. We need the interplay of both order and disorder (in the game environment that is) to keep things fun, it is exactly this tension that provides the intrigue that drives the player, and colours the narrative that makes this mod so fascinating. People don't seem to understand that it is actually quite likely that this, or another socially driven mechanic will be introduced. You don't have to get involved with it, in fact, the other side, is to fight it (in the game itself) - it legitimises the very mechanic that is added, and only adds to the complexity of the gameplay. Again, people who are new to this whole scene, most likely wont understand a word of what I am saying beyond face value.
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No base? Most experienced players know the vast majority of it happens for lack of end game content and, well, lack of things to do in general after a certain point. That is 'base' enough. Besides, that is just one of several reasons for this complex mechanic. You keep ignoring 99% of things I say, focusing on the one little detail that you are able to knock, and make it seem as if the entire proposal is debased. Very poor way of dealing with this complex suggestion. Women seducing men and killing them for fun? Awesome, I hadn't even thought of that, and yet you go on about not adding gameplay elements. Really, you defeat yourself half the time in this discussion. Women who are already pregnant? As I have said, the 'buff', which is still ENTIRELY undecided, and could just be a skin, would only affect the original couple, i'm not suggesting an adoption mechanic too lol. The main problem with your comments, as has become apparent, is not only do you completely fail to understand the original suggestion as I posted it, but you have no understanding of game design/development, no understanding of human psychology - the role of intrigue as a driving force in narrative, and as a motivation with inherent reward, and little understanding of emergent gameplay or subtlety - all key focuses of this mod. All in all, you are in a very poor position to be commenting on any suggestion other than weapon/item additions and removals. Sorry mate, but you just don't have what it takes.
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Buildings All Rubble in Cherno+Random Death=?
7-75 callaghan replied to Yeung-Jin's topic in DayZ Mod General Discussion
Hacker. You have to take a pic, or at least it helps. Server, time you were there. Details for reporting are in the cheating forums. -
+1 I agree with this. It is an alpha, and we shouldn't get attached to equipment. I find I can regain stuff relatively easy, and if it means that hackers are disadvantaged as more hacks are blocked and users global banned, then it is for the greater good. I know it wont get any support, but i'd want a weekly wipe until the hacking problem is dealt with altogether, or at least the majority of them. It will make them easier to identify and ban, and global banning those people from my beloved arma 2 is a sweeter gift than any perfect pile of loot to be found in game.
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Hunter X or maybe HunterX My player name - CPL. Callaghan Pretty sure it was EU97 But v small chance it was EU25 06:57 or thereabouts GMT my time. 28/06/2012 It was by the entrance of the northern barracks building of the NW airfield. Really don't mind dying, just not being taken out by cheating scum. Seemed to have the health of about 5 players. Unloaded 18-21 rounds of 5.56 from 1m directly into his body in burst fire from an M16A4 ACOG before he even turned around, he then unloaded his glock into me, maybe 4-5 shots, I didn't go unconscious before I finished unloading my magazine into him. So he took a full 30 rounds direct hits to die. Been playing with this engine for 10+ years, so I know for sure every round landed, he didn't seem to be affected in the slightest until he actually died. He immediately disconnected afterwards.
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Is this even being looked at?
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I like it, although not maybe all the bodies of water should be contaminated, especially the bigger ones like Pobeda/Topolka dam. The shallow pools where lots of players and animals would go to, are more likely to become quickly contaminated in these situations.
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DCing from snipers, snipers complaining.
7-75 callaghan replied to Slyguy65's topic in DayZ Mod General Discussion
In my many years playing this game series. I have found that those who seek to be 'sniperz', are normally the youngest, least skilled, least competent, least mature, least patient players in the entire community, and therefore those least suited to the role of being a sniper. Especially in a serious arma group that uses snipers. I avoid both player sniping for no particular reason, as well as dc'ing. But the vast majority of players who specifically seek to become 'sniperz' in this mod, are generally far more cowardly than your average DC'er. -
I know full well you didn't even read a word of the post' date=' original, or otherwise. This is a serious discussion, watched by moderators. Bye now. [hr'] I think I have typed quite enough detail for now. Hopefully if you add another comment it will not simply be a reiteration of previous posts, as I have other things to work on. Please take a look at my suggested Helicopter crash site mechanic, as honestly that is something I could see being implemented easily and in the near future, from an arma-modder perspective that is. This is a complex subject, my crash site proposal is straight forward, and very popular. Something we might see implemented in the near future, that is something I would like more feedback on from more people.
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Batteries. For NVGS, Thermal + NVG optics, Flashlights etc.
7-75 callaghan replied to 7-75 callaghan's topic in DayZ Mod Suggestions
'Annoying' is not a reason. Please express yourself clearly and in a well reasoned way. Dying is annoying, should that be removed from the mod? -