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alexander_q

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Everything posted by alexander_q

  1. To make slower zombies more formidable, make them able to overpower you. One could grab you as you try to move past them, making you unable to move until you escape. Your stamina would compete against the number of zombies participating in the overpowering. Ideally this would be demonstrated by awesome animation, but for now it could be done with some sort of bar that fills up or depletes depending on how the struggle is going.
  2. alexander_q

    Have a suggestion leaderboard.

    Nerds, get on this
  3. alexander_q

    Personal GPS and player stashes

  4. alexander_q

    Ability to put primary weapon "ON BACK"

    XenoACE, do you actually speak for the ACE team?
  5. alexander_q

    Campfires do damage

    Yeah, add it to the list of things we need to get around to one day, after the cool stuff is finished.
  6. alexander_q

    Zombies are just annoying

    LOL But... It seems to me that some of the behaviours complained about by the OP are not intended, and are just the result of unpolished code. I haven't seen rocket discuss his ideal version of zombies. It's possible to have zombies that are threatening and still die immediately from headshots. It's possible to have zombies not respawn around you (breaking immersion) no matter how many you kill, and still be threatening. I say fix their movement, fix their respawning, and then make them even harder by making more of them and allowing them to overpower you.
  7. alexander_q

    The Pvp Problem.

    While I agree with your aims, your methods are completely backwards. Punishing bandits does not increase the rewards for people who cooperate. It just punishes bandits. If you want to increase the rewards for people who cooperate, simply do so. There are many suggestions for this on the forum. Here's one: http://dayzmod.com/forum/showthread.php?tid=23848. Your suggestions are also almost all immersion-breaking. In addition, rebalancing ammo (make it only available from unreliable spawns, akin to helicopter crashes) would make for some more interesting situations, where you have to guess if the bandit who is robbing you is bluffing or not. It is also necessary to give people a reason to value their lives, not just their loot. A skill advancement system would go a long way to accomplishing this. And finally, give people a way to not just signal their intentions, but demonstrate them. We should have intuitive controls to holster our weapons, and surrender.
  8. alexander_q

    Cooldown for Respawn Option

    Keep saying it, because it's a decent suggestion. One character per server, or ideally, a single persistent world (or single world per locality for the sake of ping)
  9. I say just have more realistic sound propagation, based on the volume from your mic, and allow people to whistle if they wish. The habit will spread culturally, if it has value (perhaps you could make higher-pitched sounds travel further, especially through fog)
  10. alexander_q

    Health regeneration

    Saying something like "until this idea is implemented, implementing this other idea is a good idea". Why not just implement the former idea in the first place, thus negating the need for the latter? Let's just make cooperation better, and leave it at blood bags.
  11. alexander_q

    RETHINKING ACTIONS - ASSISTANCE

    Yeah, you're right, and I think vehicle repairs in general should reflect the size and complexity of the vehicle. So the cars should take less time than a bus, which should take less time than a truck, which should take less time than a helicopter.
  12. alexander_q

    RETHINKING ACTIONS - ASSISTANCE

    Yeah, it's hard to decide just how long to make the actions, though I suppose the longer an action takes by default, the greater the benefit of having an assistant. I would not be opposed to longer times, especially for something like a blood transfusion.
  13. alexander_q

    Holster pistol

    When I move around while in my inventory, it closes. Anyone else have the same problem?
  14. alexander_q

    Pistol holstering

    Yeah, this is crucial. Communicating your friendliness is not enough. You need to be able to DEMONSTRATE it.
  15. alexander_q

    MERGED: Everything about DOGS

    If the controls to point or holster your weapon were more intuitive (and worked for all weapons), you could have the dog respond to that. If you point your gun at someone, the dog will mark them as unfriendly. If you get within a short range of someone without pointing your weapon, and if you talk to them via direct chat or the two of you exchange items, the dog should warm to them. You could also train the dog via direct chat voice commands.
  16. alexander_q

    Health regeneration

    If people require another player to administer the medicine, killing you will for your medical supplies will do them no good unless they have a friend. If they have a friend, it means you can have a friend too. There are many other mechanisms which can increase cooperation.
  17. alexander_q

    Suggestion for cutting down on bandits

    Nice deathmatch game you've got there DayZ. I think it'd make a nice sandbox game. All you'd have to do is reward more than one style of play. You can leave PvP as it is, and give bonuses to players who work together: -Blood bags are the only way to recover blood -Players can assist each other in actions to reduce the time it takes to complete them -Give players more intuitive controls for controlling their posture (holstering/pointing their weapons, surrendering) to DEMONSTRATE their intentions as well as just communicating them
  18. alexander_q

    Zone of death - off map

    lol @ the people defending the legitimacy of the debug zone An argument to remove the debug zone, or the accessibility of it, is not the same as an argument against carebears. Feel free to take to the hills and hoard items and vehicles... INSIDE THE GAME WORLD. I'd even agree with you that the world should be made bigger, and have more wilderness far away from towns to hide in. But the debug zone has still got to go.
  19. alexander_q

    Spawn protection | Both ways

    The zombies do not care about your tiredness.
  20. alexander_q

    Health regeneration

    Dying usually happens quickly anyway. This is a good argument for mechanisms that make it easier to make friends, not making it easier to recover health. If a friend with a blood pack was the only way to recover blood, people would make friends more willingly.
  21. alexander_q

    Cooldown for Respawn Option

    Ideally: Make the world bigger. Make spawns highly random and highly varied so spawn-camping is impossible. Make players pay $1 per life, arcade-style so they value each and every respawn. Have players able to spawn as a group.
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