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alexander_q
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Everything posted by alexander_q
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A button to put your hands in the air, which requires you to holster your weapon. It's both a signal and a demonstration of your friendliness - to fire, you'd have to take the time to re-holster your weapon, and it makes you more visible.
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Obviously preventing them from leaving the map is the solution. Why didn't you run with that as your thread title?
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Give Tents/Vehicles Inventory Space Counters
alexander_q replied to Time Glitch's topic in DayZ Mod Suggestions
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Personal GPS and player stashes
alexander_q replied to Dreganius (DayZ)'s topic in DayZ Mod Suggestions
Thanks Xeno. I'm sorry for off-topic too. I was just hoping you were a crazy person that had no authority over ACE, and that the devs would come into the forums and say "we see this nice project you have here, want some ACE with that?" -
Give Tents/Vehicles Inventory Space Counters
alexander_q replied to Time Glitch's topic in DayZ Mod Suggestions
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Being vulnerable for the time it takes to collect the meat, and then risking infection from eating it given the rarity of antibiotics, should be sufficient balance to discourage this behaviour in all but the most desperate of cases.
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Good idea. Perhaps we could feed it into the existing infection system. Eating human flesh significantly increases your chance of getting sick. We should also make butchering meat take longer, increasing the time the cannibal is vulnerable standing over his kill. I'd be satisfied with this balance.
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Suggested tweaks to balance game play
alexander_q replied to Leechman's topic in DayZ Mod Suggestions
This thread is on the right track. My $3.05: ZOMBIES -Zombie hearing range should be greatly increased. However, they do not lock on to the exact location of a shot, but instead search within a certain radius depending on the volume. Subsequent shots narrow this search radius. While in search mode, zombie vision and hearing is a lot more acute. -Zombies should be able to overpower players, immobilising them. The more zombies taking part in the overpowering, the harder it is for the player to escape. The player might escape the zombie's hold, push the zombie into a prone position, be killed, or kill the zombie, based on his stamina and some rapid panicked button mashing. -There should be a lot more zombies, especially in towns. Thousands if possible. Huge wandering mobs of them between towns. -Zombies should be just as formidable indoors, though it should be possible to barricade doors (either using your body or with planks). -Zombies should follow other zombies who are aggro'd or in search mode COOPERATION -Players should be able to collaborate on actions, like this: http://dayzmod.com/forum/showthread.php?tid=23848 -Players should be able to demonstrate their intentions by lowering or holstering their weapons, or raising their hands, while retaining the ability to move to make it non-risky to do so -Skills should get better through practice, creating emerging classes to make all players more cautious with their lives: http://dayzmod.com/forum/showthread.php?tid=24651 AMMO -Ammo should only be available from unreliable spawns so it cannot be camped or server-hopped. Make people think about each shot, and whether or not to try a bluff. -
What ZedsDeadBaby said. Give us custom skins or something. Some sort of lawful militia may emerge.
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It makes sense that we should be able to do this, I just can't think of a way to balance it
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Give Tents/Vehicles Inventory Space Counters
alexander_q replied to Time Glitch's topic in DayZ Mod Suggestions
Sure they do. It's just like real life, where when you're filling a tent, excess items beyond a certain number (and irrespective of their volume) blink out of existence. It'll add to the brutal realism. -
Ability to put primary weapon "ON BACK"
alexander_q replied to Hashisx's topic in DayZ Mod Suggestions
Oh. Where was this established? I could only find him mentioned as a map-builder. -
You're right, zombies are exactly as hard as they will ever need to be, despite anything else that may ever be added or subtracted from this game. How could I be so blind? Are you just super-proud of your ability to read? Stop posting about the patch notes until you're really sure that anything you have to say is relevant. The big kids have something called an "imagination". We can combine our knowledge of ammo spawns' date=' and a thorough reading of the patch notes, to envision the ammo balance that will result from the next patch - [i']before it even happens!. We can then consider that balance, and think about whether or not we still will want to change it (in the future). It's sort of like remembering, but in the other direction. *** Make ammo only available from unreliable spawns, like helicopter crashes, but make these kinds of events more common. That way, ammo cannot be camped or server hopped. Players will have to travel to get ammo, exposing themselves to danger.
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Yeah, true that. We can find other ways to balance that improvement, like allowing us to barricade doors, or allowing us to defeat them in unarmed melee in some circumstances.
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Did you hear that everyone? Hendrix says this thread is pointless. We should leave... Or maybe, the one guy out of all of us who thinks it's pointless should leave, and the rest of us who have some imagination and don't think it's pointless should stay? Congratulations on reading patch notes. You're not the only one. There will still be too much ammo. Make ammo only available through unreliable spawns like helicopter crashes. This raises the bar quite high for people who just want to kill for fun.
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This alone invalidates your augment.. nice try but fail He's right though. The repercussions are the ones we enforce - there is nothing intrinsic in killing. Even the shame of killing is socially conditioned. Instead of punishing killers, let's find ways to reward those who aren't killers.
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If zombies were made more difficult, that choice would become a little harder
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Lol what the hell. Every thread has someone saying "stop trying to change the game n00b". What the fuck are you doing in the SUGGESTION forums? Either Day Z has an overdose of dickheads, or this is one of the most coordinated troll campaigns I have ever seen. Being realistic is not the same as being real. Zombies can be realistic. Which one of you is going to start defending wall-hacking zombies first?
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Server Hopping/Exploiting Prevention Idea
alexander_q replied to zorisx's topic in DayZ Mod Suggestions
How would you naysayers feel about one large persistent world? -
Does that mean there are some arguments for reducing ammo that you wont summarily dismiss?
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Classes in DayZ (let the shitstorm commence)
alexander_q replied to mind_grenade's topic in DayZ Mod Suggestions
These are my thoughts on the subject, having followed this thread closely: http://dayzmod.com/forum/showthread.php?tid=24651 -
Is this the korean section of the forums?
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Isn't it possible to doubletap ctrl to lower your weapon? Or hit \ to salute? :P The holster command works well for rifles but not pistols. The salute is a good placeholder, but I think players need to be able to lower their weapons or raise their hands but maintain the ability to move just in case the other player doesn't lower/raise theirs - the salute is too big a risk for players to take. Hear, hear.
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The way I interpreted it, he was complaining about the bugs - it's not their speed that makes them hard to hit. They way they move, hitting them is more about luck than skill, until they stop to attack. There are many ways to make zombies threatening, and maintain the anti-game, without having that sort of movement, or having them frequently break your legs. I'm for the following changes, which would make zombies harder overall: -Give zombies variable speed. You don't know how fast they'll move until you've aggroed them. -Fix zombie movement so it's not twitchy. -Makes zombies able to grab the player, immobilising them. Depending on their available stamina, the player might break free, knock over the zombie, or kill it. The player's stamina, and perhaps some quick button presses, compete against the number of overpowering zombies. -Increase the hearing range of zombies for things like gunshots, but introduce a random element. -Make zombies much more numerous. -Make zombies social - zombies will follow other investigating zombies that they see. -Make zombies unable to climb ladders -Make ammo more sparse