Forums Announcement
Read-Only Mode for Announcements & Changelogs
Dear Survivors, we'd like to inform you that this forum will transition to read-only mode. From now on, it will serve exclusively as a platform for official announcements and changelogs.
For all community discussions, debates, and engagement, we encourage you to join us on our social media platforms: Discord, Twitter/X, Facebook.
Thank you for being a valued part of our community. We look forward to connecting with you on our other channels!
Stay safe out there,
Your DayZ Team
alexander_q
Members-
Content Count
143 -
Joined
-
Last visited
Everything posted by alexander_q
-
Personal GPS and player stashes
alexander_q replied to Dreganius (DayZ)'s topic in DayZ Mod Suggestions
It makes sense intuitively, it's just one of those things that we can't prevent people from getting around. -
RETAKING TOWNS I've seen a few threads about retaking towns, including these two good ones: Dreganius: http://dayzmod.com/forum/showthread.php?tid=20198 Nimble: http://dayzmod.com/forum/showthread.php?tid=24595 I want to offer my own take. The ideas I've read so far suffer from either offering little incentive to actually retake an area, or too much incentive (like being able to continually loot an area unopposed). THE PITCH Zombies should not respawn in a town for as long as that town has players within its bounds. Zombies however can spawn around the town once it has been emptied, and having done so, will make their way into town. Loot will not respawn until all players leave as normal. Certain buildings should offer bonuses to certain actions, as long as they are cleared of zombies. For example, giving someone a blood transfusion while inside a hospital building should increase the efficacy of the procedure. In a similar fashion, doing vehicle repairs while inside a workshop should have better results. In this way, the purpose of securing a town becomes facilitating access to these kinds of bonus buildings. REBALANCING To make this sort of thing viable, some rebalancing is necessary. Zombies will need to be more numerous, and ammo more sparse (or available only from unreliable spawns like helicopter crashes). In addition, zombies should have a greater hearing range, to bring more heat when you're clearing a building. This system is also dependent on actions having variable results. It benefits from a complimentary skill advance system, wherein skills get better through practice, which would bring variable results along with it. It would also benefit from assisting actions, as detailed here: http://dayzmod.com/forum/showthread.php?tid=23848
-
Personal GPS and player stashes
alexander_q replied to Dreganius (DayZ)'s topic in DayZ Mod Suggestions
I think people will get around this if it were implemented - when I realised people might be able to see my map locations, I just noted the grid references on paper rather than use the in-game map. -
Hold up, which idea is ridiculous? Not having zombies respawn while you're in town?
-
Personal GPS and player stashes
alexander_q replied to Dreganius (DayZ)'s topic in DayZ Mod Suggestions
As far as I know, XenoACE isn't on the development team. I see his name mentioned only as a maker of maps. -
10+? How about 200+! As many as we can get with out reaching technical limitations.
-
Instead, have zombies attempt to overpower and bite you. With high stamina, you can scape their grip and maybe even kill one. With low stamina, or with overwhelming zombie numbers, you're screwed.
-
Classes in DayZ (let the shitstorm commence)
alexander_q replied to mind_grenade's topic in DayZ Mod Suggestions
Your point is well taken. But let's have naturally emerging classes via skills that get better with practice instead of skills buffed at the outset. -
Server Hopping/Exploiting Prevention Idea
alexander_q replied to zorisx's topic in DayZ Mod Suggestions
-
Slower zombies, increased numbers.....
alexander_q replied to [email protected]'s topic in DayZ Mod Suggestions
I like the idea that more hotly contested areas produce more zombies as the bodies pile up. Mythology-wise, however, shouldn't players be able to make sure that bodies don't rise by applying a healthy dose of fire? -
Server Hopping/Exploiting Prevention Idea
alexander_q replied to zorisx's topic in DayZ Mod Suggestions
Why? -
Ideally the wire length would be dynamic, and you'd use the action menu to start the wire, then again to stop it, up to some maximum length. Attach flares, grenades, whatever.
-
Make ammo only available from unreliable spawns. If one person finds and empties a helicopter crash then he has ammo, but everyone else is probably bluffing. Unreliable resources also create opportunities for trade between players.
-
^Holy shit
-
Barricading houses would only work if there was no such thing as server hopping (one character per server). This should be done either way.
-
Make it possible to access areas that are completely safe. For example, you could make all buildings enterable, and a player could go inside and barricade the doors, and log off. Leave his body in the world, asleep, but he is safe because the barricades are impossible to break. Not all players have access to such barricades, so players are rewarded for obtaining these tools and finding safety. Problems occur when the player wants to leave, and finds campers waiting outside.
-
It's not a crazy idea, but to keep my immersion intact, I would need to be able to kill these NPCs and find my supposed rewards on their corpses. If this was the case, there would be little to motivate me to complete the quest instead.
-
Ooooo yeah, and let's have a big sad face above the killers, so we know who we can and cannot let into our fairy garden!
-
Give Tents/Vehicles Inventory Space Counters
alexander_q replied to Time Glitch's topic in DayZ Mod Suggestions
-
So, you want to encourage people to not just run and gun by having zombies respawn? I respect that. I think however that we can both be accommodated. Have zombies be plentiful, and ammo sparse, so for most of the time players are motivated not to run and gun by their own sense of self-preservation. In order for a player to be able to run and gun, they need a shit ton of ammo, which they'd have to work hard to get. If I had a group of players, and a large amount of excess ammo, I might have good reasons to empty a locale of zombies, realistically speaking. Both methods of play are thus rewarded in their particular circumstances.
-
Have the timer stop completely if they interrupt it in any way, or are damaged. They would have to reinitiate the countdown manually. Push the timer up to a minute, people with bad connections be damned.
-
Playing a simulation realistically only works when that simulation is realistic. Respawning zombies are not realistic. There is a way to create the illusion of realism, and that is to not have these zombies respawn in a town while you are in it. If this becomes too easy, rebalance by providing less ammunition and spawning more zombies in the first place.
-
True, but Rocket always gets the last say anyway. Can't hurt to have a more organised method of bringing suggestions to his attention.
-
-
Classes in DayZ (let the shitstorm commence)
alexander_q replied to mind_grenade's topic in DayZ Mod Suggestions
I agree with some of the posters here that classes should just naturally emerge as you get better through practice. This gives you the diversity you want, encourages more p2p interaction, and makes people more cautious with their lives.