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wolfmat

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Everything posted by wolfmat

  1. wolfmat

    Monetization

    Can you elaborate?
  2. wolfmat

    Monetization

    It's not illegal' date=' it's a licensing issue. Meaning the dev actually has to sue. It's essentially a copyright thing. You can't make money with the work of others, even partially, if the license the creator has assigned to it forbids it and you did not get an exception as specified by the license. That's also why you have to get Bohemia to sign off if you want to monetize YT videos of your DayZ exploits as a YT partner. Of course I wrote this under the assumption that the groundwork for legal monetization would have been done before enabling it for players. Same goes for the additional infrastructure and stuff. If money from players directly fuels necessary infrastructure, and they have a better playing experience for it, then everybody wins. I didn't say it has to be for-profit. Considering player advantage, a possible way to tackle that would be differentiating between premium servers, which allow such enhancements, and normal servers, which do not allow them. Anyone can join premium servers, of course; they are run by the DayZ team, which would have to expand to deal with that aspect of it, and they are financed through said monetization scheme. Anyway, I don't think player advantage is anything new for this mod; you gain advantage over others naturally as a result of collecting better loot at a risk. It's a weak point by itself. The question is when the advantage becomes so significant that a player is completely untouchable. I don't think that would be the case here — none of the additions actually make people shoot better or something. An organized attack can still take a big group down. And group participants still have to loot like anyone else, they basically just have cooler tents and a unique radio.
  3. Don't police suggestions, you control freak. I get what you're saying, that doesn't mean you should attempt to silence even the craziest stuff. Let people have their say, the community can shut suggestions down, it works well that way. Plus, rocket has his vision, and if any suggestion goes against that, he'll just choose to ignore it unless the community manages to convince him it's the best thing ever. Also, don't forget that there might be some outspoken suggestion that is anti-sandbox from an isolated perspective, but makes the mod REALLY GREAT. Fuck the police.
  4. wolfmat

    Monetization

    Well, spawn picking should actually be already in there. As it is right now, with random spawning, it's kinda cool for the first 5 spawns, but then it just gets obnoxious. So maybe keep it for the first 5 spawns, then make it optional. Random spawning doesn't make any sense anyway. What, the guy couldn't figure out how to end up more to the east before hitting the shore? I guess the random spawning is there to make it less likely that players crowd up on a town as they're spawning; however, I don't understand why that has to be enforced. If players WANT to crowd up on Cherno, then that's how it is. Alternatively, it might be that it's not in there because it necessitates UI. In the end, players who want to spawn in Kamenka or whatever just hit respawn until it works out. So there already IS choice, it's just obscured, so it's pointless to not give the choice outright. You just don't actually respawn over and over again because the load times are less cool than running half an hour, I guess. That's pretty much it.
  5. wolfmat

    MERGED: Everything poop and pee

    You could shit warning messages on the street. You could shit huge amounts in a camping spot so that bandits wouldn't be able to handle the smell, and would have to leave. You could make zombies avoid shit to a degree. So you have safe shit paths towards good loot spots. The shit locations would have to be tracked per server, of course, we don't want shit in the central character database. Although, shit stats would be alright. Shieeeeet
  6. Kickstarter is the wrong platform in my opinion. Just call for donations and set a target without the kickstarter name. What kind of server would actually pull its weight properly here? What are the server specs right now?
  7. Players would still be able to do this' date=' of course. No restrictions there. And roles are open to anyone (as long as they are part of the appropriate faction, but that could be altered).To clarify, noone is forced to take a role. You have to get the items from the mayor to get a role, and even with the role items, you can opt out, and even if you are in a role, you don't have to follow its rules. What? How about no? It's not at all similar to that. Like, what the fuck, dude? WHAT ARE YOU TALKING ABOUT?? No shit, mate. (Geeze.) So you don't like what the heroes / villains do because it forces shaking, right? Alright, say that then. Don't just say random stuff that pops into your head. "People like you.." is ad hominem. Without reason, even; you didn't even make a proper argument. This is a suggestions forum. I wanted to put more suggestions into the pool. And that's your attitude? So what do you want, do you want to censor suggestions? Make your own damn forums. You're not sorry at all, obviously. You didn't address anything, and made random assumptions about stuff. I'm not sure what I'm supposed to get out of your contribution to this thread. I'd prefer an actual argument. It would be great if you took the time to make that. By the way, typing "f**k" instead of "fuck", that's really pointless. The stars don't help at all. Either use swear words or don't. What is it supposed to be, half of a swear word? You're wasting words. This is just a harmless thread in a forum about suggestions, it's completely nebulous, you can say what you don't like specifically, maybe propose different ways of rewarding everyone who plays in an emergent fashion, one way or the other. But this childish "NOOO I DON'T LIKE IT TAKE IT AWAY AUGGGH" thing, what is that supposed to be? I mean, really. What is that? ---- Well, it's already a great mod, of course, and I would say "desperately missing" is a bit strong. It would add variety though without forcing a gamey thing down players' throats, so it wouldn't hurt to expand possibilities in this fashion, or one like it. Oh, they have one intrinsic reason: The challenge of taking on a horde by itself. It seems overwhelming from a freshly-spawned dude's perspective, but a group of 10 with decent gear can surely take on a group of 60 mindless drones if they have distance and high ground. So it's neat in terms of suggesting coordination on a higher level than "I take point, get behind me and watch my six", which would be really great. Those are interesting suggestions with the power thing. That's probably on some sheet of paper in rocket's bunker already because it breeds emergent storytelling, obviously. I also feel like rewarding bandits for being dicks and rewarding survivors for being nice guys could help antagonizing the respective other camp properly. Currently, the hate is sort of one-sided, right? That's at least what I gather from things. I suppose it's really dumb, haha. I was trying to introduce a REALLY small unit, but failed horribly.
  8. wolfmat

    Achievements and Skins

    Achievements make people who like achievements play to get achievements, which is problematic in this context. Just let people choose skins. Make it low priority though, it's really not a big deal at the end of the day. I'm cool with melee weapons, I think they need to be rather ineffective though, as you said. The meat of the game should really be in the guns imho. I don't have any issue with squads. With direct chat working, it wouldn't be necessary though. Missions are a difficult topic, I don't think that anyone wants to drive towards arrows with someone manning a turret, that's just doing the dishes. Also, I don't get the impression that anyone wants to make that content. Maybe make them completely optional, and give pretty basic loot as a result. Like, do this, get binoculars.
  9. Bullet trading works amongst players, not amongst basically defenseless civilians. But sure, if people in this scenario mostly would go out and shoot, then bullets would make sense. Yes, NPCs would have to be killable, absolutely. Also, no respawns of civilians. They have to be really rare to be interesting. The camping thing is just the nature of the mod though. People camp good loot spots already, and everyone somehow deals with it right now anyway. To deal with campers, you have to know the camping spots and drop a lookout, for example. So that way, at least people with binoculars can check whether the lookout is still there, can say "alright, don't think that guy has been infiltrated", ask for a report and act on it. Since you can become a hero (loot a hero medal or kill enough bandits and find a mayor), get the serum through a scientist and the right loot, then heal a zombie of your choosing, you can grow your own secret base, and hope it doesn't get zombie-raided randomly. Come on, this is pretty neat. Goddamn you, purists!
  10. wolfmat

    About the map wide chat system

    Yes, option to hide chat until direct chat starts working reliably, then kill global chat, only proximity chat and VOIP. You have my sword.
  11. So you guys really want to get that perfect loot and sit in the woods, or circle the towns to pass the time? Maybe with helis, maybe with buddies, alright. And that's it? And the roles thing being roleplayed — come on, really? Someone's gonna sit in a house and give out items that enable dudes to tell other dudes to sit in a field for 12 hours? Sure it's possible, but in my opinion, that's where involving NPCs is the only sensible option in any scenario. I mean, that's cool, if that's the consensus, what can you do, right? But I think that the setting is so deterministic at this point that the teaming-up is only necessary as long as you don't know what's going on for the first half hour of a character. Think about it: At some point, you'll be untouchable on the level of the sniping bandits the guys in the Side Channel chat seem to loathe so much at the moment. I just imagine doing that for weeks, and I don't like it. I ran through the woods the past two nights with ubergear I took from a careless bandit, watching others getting sniped in Elektro with my binoculars. That was fun for some time, sure. Could've easily built a car as well. Could've built a car park with some other dedicated guys, and sold the cars for watchman duties to noobs. 2 hours playing the lookout for a car! Complimentary sniper, ammo and binoculars included! That's actually what you're into? Okay. My bad then. I think that's a little much though. While we're at it, why don't we roleplay the zombies as well? Makes infections work well, too. Listen, I play games for a long time, usually, and I want them to work after half a year even if I know every nook and cranny. Lootmaster McMuffin however has this game in the sack. That's blatantly obvious. You'd have to suicide or throw loot away to get something out of it once you have everything. You'd have an easier time convincing me if the game wasn't as predictable as it is once you're beyond begging for a Pepsi. But snark aside, it's a community-driven thing, it wouldn't be okay to try to shove this one down your throats. I guess it's a shit concept for this mod then.
  12. wolfmat

    Weapon Durability

    Except for the cleaning and repair kits, this is very close to the system that was used in Far Cry 2. However, it didn't make Far Cry 2 any better; quite the opposite, weapons found in the environment were usually much less durable to make bought weapons more desirable, and that ended up being a nuisance for the most part, not much more. So if you're making it much, much harder to get good weapons, there is a good chance that it will be too much of a deterrant. It might make people turn off the game if they're in a village and the weapon dies for good. What I'm saying is that the weapon itself stopping to work might end up being really annoying and nothing more. Think about what will happen: Your weapon stops working eventually, so you have to replace it with a good one by either looting or stealing from players when it comes down to it. So you stop shooting altogether at some point, you won't loot other players' weapons because who knows in what state that weapon is in. All that is left is looting a new weapon at some point. Which makes it a nuisance. You know where to expect the weapon, you go there, has it spawned, no, so you travel to that other place, there are zombies and you die. So the restrictive nature of the weapon has killed you although weapons usually don't do that. That while weapons usually don't just die like that after a couple of days. Weapons are rather durable by design. What I would like would be weapon state being affected by environmental influence, and having the opportunity to protect the weapon with appropriate stuff. I don't have the right words, but plastic things you wrap around them when it rains. And the cleaning makes sense, but I think the malus should be negligible. And it should take weeks for deterioration to take effect. That weapon has been passed around from bag to bag? Well, too bad! Unfortunately, the weeks-long deterioration would make it necessary to track weapons across servers. So they'd have to be attached to player data, which has the potential to greatly affect the payload when starting and ending a character session. But that's probably something one can design around. tl;dr: My experience with Far Cry 2 makes me say no to this in condensed time scales, but I feel like a realistic deterioration would be interesting.
  13. Yeah, but the perks should be roles one can fulfill, that's the driver behind the whole NPC setup, and the serum / virus thing. Simply because better aim, gun rewards or whatever is pretty jarring, if we're honest. It's also something that belongs to competitive games. I'm against restricting traversal in any fashion myself. My thinking is that both paths should be rewarded, and the rewards should be balanced; also, the rewards should be of a mechanical nature (attaching properties to players that enable them to change NPCs because of rank and similar concepts works well in that sense). That's why the mayor role is also necessary. Or something along its lines. And the villain / hero thing obviously works well when it comes to the negative impact on adversaries: He's known for lighting our dudes up, so we're scared. The serum / virus idea is cool for trivial griefing scenarios, which would tell great stories, I think. You're right, of course. So maybe there would have to be a trashbag item that only bags cans, and a lot of them. It of course makes you louder and slows you down. You have to buy it at the trader (or loot it from a dead player); it's pretty cheap. That doesn't make much sense though, I guess. Why collect tin cans for people? *crickets* I guess the tin cans suck, the end. True. Maybe the whole tin can thing isn't really that hot, as established above. Especially if it's much easier to take the time and loot places for useful items. Noone would want the mod to change loot priorities so that trading is necessary, of course. That would really suck. So I guess the base currency would have to be food and liquids. That totally makes sense, right? It's pretty valuable stuff in this setting, obviously. Anyway, the random megahorde going along the big roads — come on, that would be pretty cool stuff.
  14. Yeah. You have a (miniscule) point. The trade/currency thing could be scratched then. I just think it would be cool to give collecting lots of tin cans a purpose because they're obviously everywhere. That's not a problem at all. So the bandits snipe trading players. Bandits snipe looting players already anyway. Don't trade if you can't handle the risk of doing it. What is with that Skyrim remark? This doesn't have anything to do with Skyrim. If noone creates traders, they literally do not exist, and they die when shot. The trade table just enables not looting for a considerable price, namely hording currency at a nearby banker. Killing nearby bankers makes trading REAL HARD. I don't think you understand programming at all. No matter though! There is no control associated with NPC roles. They just stand there, have a dialogue tree, event triggers and an inventory. They can keep being dumb, they do nothing complicated. Maybe you should read it again. The whole point is making it possible for players to form an extremely reduced kind of society that only manages to get by if players concentrate their efforts, and is considerably brittle. So what you're saying there still applies. You're just spewing phrases, friend. This concept still manages to let people do "whatever the fuck they want within the bounds of their abilities". The possibilities as they are right now remain, but this adds more complexity and diversity to what one can do in this setting, while not funneling players down a path. There is no carebearing going on at all, what does that even mean? This is a simple risk-reward scheme. You can create a civilian if you want to, where you want to, but all zombies could already be infected with the virus, so you'd create lots of turners if things went bad. What? No. Exploded when you were infected? That doesn't happen. Geeze, guy. Please read it again. You didn't comprehend it at all. You die when you're infected by a turner, and a turner spawns in your stead. You only get infected when you are being touched by a rare turner. Turners can become non-rare if someone puts in the work to make it happen, or when something goes wrong. But you can still kill them. Syringes aren't for player characters. They're for zombies. WTF. What antidote? What are you talking about? Camped by bandits? You will never get cured, if you're infected, you will have to respawn. Of course it isn't. I don't understand why you're bringing Garry's mod up. Do you know what Garry's mod is? If you're not taking the time to try and understand what I wrote, I would prefer you not answering at all.
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