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Everything posted by DZR_Mikhail
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My wife's take on DayZ
DZR_Mikhail replied to DevilDog (DayZ)'s topic in DayZ Mod General Discussion
Me and some other guys here in Russia tell that when you walk in some not very developed rural area and see some dirty drunkard\homeless person slowly walking here and there - you get that unbelievable horror feeling of DayZ in real life. These dirty unshaved scary people are so alike to zombies and the surroundings are very much alike as in DayZ Chernarus. Same low wooden houses, same garbage everywhere, same nature and forests nearby. This is totally wicked. I can take pictures next time I go there :) May be get fortunate enough to take a photo of this zombie ;) -
No need to apologize. I'm thankful for what you have told me. Your point is very fair and adequate and I take it. I started this poll both in Russian and English sections of the forums just to make people reflect on this idea. The idea of poll was not mine, many users were tired of simply discussing it and our Russian thread evolved into a poll. I skipped the useless argumenting and made a poll for you, which will reflect the current public opinion more precisely than any amount of arguments below it in discussion. The opinions I express and my strive to influence the other... right, now seems a bit harsh and too much agressive. I just want other to know what different aspects and underlying problems are hidden in this matter besides simple decorative or emotional game content. But now I'd better leave the discussion and watch what others may say. Sorry for my moralizing too much... just couldn't help it.
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Ouch. Ebay, saying "They" I meant anyone who has the choice of doing and not doing something they can.
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Colonel-Wicked, you can consider me a sensitive person. I understand that its my personal problem/quality. My sensitivity was boosted when I became a father. But ethics and morality are common for evryone I thoight. Can you really say theres nothin against it in this zombie-child idea?
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Please, no. They also spread pronography, they sell people to slavery, they sell drugs... They can do everything they want in this world. Money can buy every imaginable perversion. You gave a very bad example. If it is somewhere presently introduced, it doesnt mean it was right decision. It's just a sad fact and no more.
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My opinions and overall world percepction hevily changed from "don't care bring me more blood and guts" to big concern in violence in games and media since my son was born. Now that I see how children learn and see this world, I'm convinced that people with and without children judge reality differently in such a context. I personally quit DayZ without hesitation if this feature is implemented. Without regret, but a bright memory of better DayZ before this. I won't exchange my moral principles for some "more scarier and realistic gameplay, wow, yeah, bring it on"... Consider me the part of this moralist crwod who try to make games less violent. Yeah. That one crazy guy waving a poster "No violence" at BIS office entrance. By the way BIS clearly expressed they view on adding children to arma: "No". So DayZ may be gets this answer too. But nothing official appeared on this matter. So here am I drawing attention to this question, which I take very personally.
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WARNING! NEXT POST IS FULL OF MORALITY :) READ AT YOUR OWN RISK I would like you to consider the moral side of this issue. Another thing is that depiction of violence towards the underaged is way much serious issue than same for women and elderly. Killing a zombie-child in DayZ will still be killing a child. Yes, it will kill you if you don't kill it, the choice seems obvious, but why adding this choice? Can you give an example of any real life situation when you could have faced such choice? This is a morally exaggerated unrealistic situation. What can it teach you, how can this improve you overall survival experience? Rocket said that people play DayZ and think about what thay do. He is responsible for what the game bring us and what it gives and adds to our personal knowledge etc. What knowledge is given in this case? That an ugly, infected, agressive child which is running towards you screaming is dangerous and deserves a headshot... Just remember, that in real life many children can act EXACTLY like this, can look scary... But this kid can be just ill, injured, scared and run in your direction in desperate need for help. Don't try to convince me that I cant tell game from reality. I'm telling you that there is a huge moral underlayer in this case that acts subconciously and will have a heavy impact on infants who will definitely play DayZ all over the world, because rating systems and other security measure s are not working. You know what I mean. They just don't work and everyone will play DayZ. Another thing I want you to think about. Murder is always a murder, it is dark and inhuman and immoral, blah blah blah... But murdering a child, even infected, is a much more darker and immoral crime, it's a deeply dark taboo matter, which must be hidden, concealed in any way possible... NOT underlined and placed in a game to draw attention. Half of this attention will be legal, another half will be from mentally damaged people who like violence. And at most 1% of attention will be from the ones who voted "I'd like to see it in game" just to make it a bit more scary. Try to predict deep moral concequence of this idea. Try to guess what exactly will be the function of this, what precicely will be the message to the world from DayZ? And most important: HOW THIS MAKES WORLD BETTER? Are you ready to pay this prcie, to risk something bright in this world, to take this responsibility and later when **it hits the fan frankly answer "Yeah! No matter what! This was worth it! Brick were shat! Whatever the price. I DayZ scared me better."
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Good thing Russia doesn't exist any more...
DZR_Mikhail replied to CerebralZombie (DayZ)'s topic in DayZ Mod Gallery
Not at all. Why? :) It's actually a good idea for Russians for a Christmas gift... Not as badly needed as for the Chinese, but still, It's an issue here. -
Good thing Russia doesn't exist any more...
DZR_Mikhail replied to CerebralZombie (DayZ)'s topic in DayZ Mod Gallery
Good thing is that Russia still does exist :) But he joked very effectively. Strange, but funny. -
Time and resource calculations for underground construction (+fancy sketches <3)
DZR_Mikhail posted a topic in DayZ Mod Suggestions
I understand that the whole construction system is prbably already in design or even WIP and fully documented. But even when it's finished it will may be require some balancing and tweaking. So I tried to sum up reality with game in the way of a table, which can calculate the time you need to build this or that structure. The table is fully editable (and backed up in case it's messed up) so you may play however you want with it. You can change resources number, or times to dig 1 cubic meter or weather index (be attentive, it's a dropdown list, 1 = nice dry, 1,5 = rainy, 2,5 = frosty) This table was designed after some 15 pages thread of unstoppable fantasies on the future underground system in the Russian section of this forum. So may be something will not be clear or understandable. Feel free to ask or critisize :) Because the numbers in the table are not ideal and I'd like us find the best average balance. Even if Rocket never sees this thread, that will be just fun. IF YOU HAVE ANY EXPERIENCE IN THIS STUFF, PLEASE ANSWER THESE QUESTIONS: How much time will it take you to dig a pit* 1x1x1 meters? ... chop a tree 25cm in diameter ... 8 cm in diameter *A cubic meter. In nice weather, wood soil -a bit sandy and a bit black soil, without stones, no roots, no grabage underground, not cracked dry, nor heavily wet, with good spade, full health :) ideal soil and conditions to dig. Here is the basic construction mechanic concept. To construct something you will: gather necessary materials bring them to the desired place convert materials into a construction site this begins a construction timer press a construct button to take 3 minutes off the construction timer button appears at random locations to prevent macros adverse conditions (raining, frozen ground) reduce the amount of time the button takes off the construction timer more than one player can construct on a site, so that groups can work cooperatively to reduce the the construction timer faster (thanks NFK for making this list correctly) HERE IS THE LINK TO MY TABLE AT GOOGLE DOCS Russian version of this table Other people sketches in the original thread (Russian)- 35 replies
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Time and resource calculations for underground construction (+fancy sketches <3)
DZR_Mikhail replied to DZR_Mikhail's topic in DayZ Mod Suggestions
I tried to guess how to prevent locked construtctions being invulnerable and lootable ones being useless. THere must be a partial balancing and the Claiming Mechanics. Claiming and "LockDown" concept for constructions Let's say, there is a "Lockdown" (LD) state of a construction. LD means the construction is claimed private and at this moment a person is inhabiting it. LD lasts for 12 or 24 hours. After that - LD is removed and building is lootable and anyone can destruct it. While LD lasts a construction cannot be destroyed and entered\looted Now the most interesting A person can activate LD only if: he is alone in a construction or mutual LD activated mutual LD is activated when two or more players accept "Agree to lockdown" while looking at eachother. after mutual lockdown everyone participating in it inside a building after 5 minutes can safely logoff or stay inside. mutual lockdown is removed if any person particiapting in mutual LD exits the strucutre to open world. [*]he is inside of construction [*]he spent at least 5 minutes there alone [*]he logged off the game inside the construction It needs a tunup and balance with time values, but in all other cases it is a good idea, which will: make your structure unguarded if you exit it make your structure protected and secure if you are in in gives you a chance to be safe with all your items inside your construction preserves lootability and PvP while giving ability to make it private storage It's a brief suggestion, but may be it can be developed in a clean and straight mechaninsm to meake everything cool. What do you think? -
Should we remove barbed wire in the next update
DZR_Mikhail replied to mattlightfoot's topic in Mod Announcements & Info
Very very strange vote. "YES, remove it" - will be the vote for those who couldn't reach something because of it, and "NO, leave it" - for people who blocked something effectively and noone could enter. This voting results will just show how many people liked it or not, and that just depends on their experience. These are very subjective results. Barbed wire must be balanced! Not removed. Introduce the pliers\nippers item, which spawn a lot in grages and industrial buildings and give an ability to remove barbed wire using these tools... make this removal process last 5 minutes or 10 minutes. But why removing a construction\fortification feature only because it wasn't completed? If you need, remove it until it is finished. But not completely. Please, think about my idea. THanks. -
Noone except BattleEye can review and lift your Global ban. Noone even Rocket and DayZ staff has any technical means to do this. Send your ban appeal letter to BattleEye support (be sure to follow the rules precisely.) Locked.
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"QEQE or Kill on Sight?" international poll
DZR_Mikhail posted a topic in DayZ Mod General Discussion
This topic is made on request of the Russian section. This topic is a translation of this thread in Russian. Author wants to collect statistics from both Russian and English-speaking players. Thanks for participating. NOTE: QE-QE is the "friendly dance". If you press Q then E repeatedly your character will lean left and right. Thus showing "I'm friendly. Don't shoot". Translation In our discussions about balancing of bandits and survivors we often base our point on our own personal experience and can’t use the statistics. This poll is set to show the true statistic correlation of bandits and survivors. Imagine this situation: After you had died again you are respawned near Elektro and went there to find weapons and food. You looted the fire station and the church, found Makarov, Winchester, food and drink. You go to the shop and see some survivor looting there. You see each other at the same moment of time. Your actions? The choice is simple and binary: QEQE or Kill on Sight. But you need to make the choice for three different game mechanics, three different worlds. Present 1.7.2.4 system. The first world is the current mod state, where you have no bandit skin and no way to know the other person’s intentions. Low probability to get out alive. Former system before bandit skin removed. Second world has the system of bandit skins, which was in the game not long ago. That is if you murder a survivor your skin changes to another outfit and survivors will shoot you on sight. We have approximately 80% survivors and 20% bandits. Upcoming bandit system with head change. The third world has this partial bandit skin system, which is coming soon with the next big patch. That is your outfit won’t change after the murder, but your head will be wrapped in a scarf to hide your face. All other appearance is not changed. End of translation -
Time and resource calculations for underground construction (+fancy sketches <3)
DZR_Mikhail replied to DZR_Mikhail's topic in DayZ Mod Suggestions
EVE-Online-Like schematics and blueprints will be against DayZ concepts. If you think about it, then you'll realize the following failing logics: You build something. You find a blueprint to upgrade your structure. You upgrade it. Then you die. Then after some time you can construct new structure. Then you can't upgrade it, because you don't have that piece of paper. Some other random noob can upgrade it, because he has this paper, but he never constructed or upgraded anything. No logical reason of you forgetting how to upgrade your structure. Any blueprint concept is absolutely equal to skill system, it's just a "magic scroll of construction" in terms of WoW. It's not working for permadeath. In Arma you have authentic stars and constellations, time and sun relation. If you know how to navigate with it in real life, then you are able to do it in Arma. If we implement skilling and "magic scrolls" then if you don't have "magic scroll of stars and constellation lore" then Arma must hide the stars at the night sky? :) Or make an unreadable mess of it? :) In DayZ, every player will have equal abilities and skills right from the start. All he will have to do to use them is to find resources and survive long enough to collect all he needs. -
Quebec Commado Recherche quebecois. French clan recruiting.
DZR_Mikhail replied to Micky (DayZ)'s topic in Clan / Group Recruitment
Micky, please, can you supply the translation into English, at least inside the spoiler. So that moderators just know what is this all about :) I reacted to this topic in the forum index, because I mainly remove spam and your thread just looked suspicious to me... even when I tried to read it :) That, in the end I realized that it was a clan recruitment topic. EDIT: Micky, it's not my selfishness. Please, don't think so. May be I expressed myself a bit flat. THe official language is English and accidentally there is a Russian section. So there are two kinds of moders and admins: English and Russian. If there was a specifically assigned French moder, then no problem. He can moderate it. But since my French is really basic I cannot effectively moderate it, nor most of the admins. May be there's someone speaking french who will see my report. THis is not about my personal will, it's about the content and moderation of the forums. EDIT2: Thanks for the translation. I removed my report. No problems. Good luck with the clan! -
Quebec Commado Recherche quebecois. French clan recruiting.
DZR_Mikhail replied to Micky (DayZ)'s topic in Clan / Group Recruitment
Why do you think it's appropriate to use French language when DayZ forums have only two sections English and Russian? If there's no French speaking moder to check the content of your post, then you will be warned and your topic removed. Do you understand that your saying "if you can't read then it's not for you" is a mistake, because I can say "if you can't write in English or Russian then the forums are not for you". Sorry, it's true. I won't remove this thred, but I'll report it to the Administrators to decide. I hope I'm wrong and you won't get warning for this. -
Time and resource calculations for underground construction (+fancy sketches <3)
DZR_Mikhail replied to DZR_Mikhail's topic in DayZ Mod Suggestions
Yes. Couldn't put it better myself. I'll add this to OP. -
Time and resource calculations for underground construction (+fancy sketches <3)
DZR_Mikhail replied to DZR_Mikhail's topic in DayZ Mod Suggestions
When we designed this concept we decided a player will have to bring all required resources to the place where he wants to start constru tion, then he converts the resources into a construction site. He chooses what he is building before this of course. Then every player can come to construction site and do some actions. Check status - player sees what is being constructed, resources list and how much time it requires. Another action is CONSTRUCT. And DECONSTRUCT. Now lets say we construct a dugout for 42 hours. And here is the most important part. Every player can do construction ONLY for 3 minutes. After that he must manually activate construct action again for next 3 minutes. Each time he decreases the total construction time by 3 minutes. This mechanic makes you actually work, routinely, tiresomely work. Really work instead of simply activating construction, turning your monitor off for 42 hours and come later to see everything done automatically. Mouse bots and macros? Wont work. The place of the CONSTRUCT button will be set randomly on the screen. When you work, you get thirsty and hungry quicker. When thirst or hunger flashes red, construction button gets disabled. If weather changes, you will do the action longer in the rain. You will construct only 2 minutes when it rains, but spend 3 minutes as usual. When the soil gets frozen, you will construct only 1 minute for 3 minutes work. This is my idea. It will be authentic an not too simple to do it alone. Just as you suggested above. If another player comes he can press CONSTRUCT button too and give his 3 minutes at any time. So construction goes quicker. What do you think about such method? -
dayzmod.com - Aug 2012 - Q&A with Rocket
DZR_Mikhail replied to Max Planck's topic in Mod Announcements & Info
Recent interview: "We will completely revise medical and inventory system + all new UI design will be made from scratch" -Rocket (not literally) -
Time and resource calculations for underground construction (+fancy sketches <3)
DZR_Mikhail replied to DZR_Mikhail's topic in DayZ Mod Suggestions
Proof of concept possibility I fully undestand your point. We stumbled upon this huge problem in our past discussion. Rocket himself helped us. He told that any mechanics in the game will be involving the same thinking processes as in real life. Not fancy realistic graphics or models, but actions and thinking. Knowledge base So if you ask yourself, what do I need to learn and be able to attach this hidraulic mechanism to this metal door? Tools Instructions\Manuals Resource materials Example of intuitive construction I purposedly write it without googling first. I think that for 1 and 2 you will need some gas weilding device (to join the door and the hydraulic hand) some small parts like studs isolating materials some spare metal for welding wires some electrical relay switching unit you'll need some electricity as well (some power generator) then you'll need some method to transport and position the door (that depends on the weight and size) Then we create an electrician toolbox ingame. It will contain 3,5,6 At some factory you can grab a box full of 2 and 4. Manuals and instructions for complex devices Now for the manuals. It can be either (unrealistic but effective) on the internet, official or not, or ingame simeple note or a book. You read it, actually read the text which runs: "To attach a hydraulic door to your room. You'll need <look up the list>. Then you need to join door and the hydraulic hand. Then setup metal tubes into the ground to attach hydraulics base. Now power up the device and attach your desired switch. Beware unisolated wires. The unpowered door can be opened manually with a crowbar. You may install an inner valve lock tfor additional securite while indoors" This is intuitive, authentic. Once you learned it you are now a specialist. Your personal skill has grown. Nex time you wont need a book to construct this thing again. Thank you. I'm really got very deep inside it all. I'm very inspired by the whole DayZ concept. And unfortunately for everyone I'm a graphomaniac and always write walls of texts :) I dream about writing a collection of short stries based on DayZ universe :) One very short is ready in Russian... people liked it so I continue. Getting serious and made plot chronology for 20 years already to have a believable scientific basis for future stories. Wife tells I've gone mad :) -
Time and resource calculations for underground construction (+fancy sketches <3)
DZR_Mikhail replied to DZR_Mikhail's topic in DayZ Mod Suggestions
Construction and deconstruction When we discussed the detail we came upon the idea that every construction will need just the same tools for both construction and deconstruction. If somebody tried hard enough and made 4 deep going metal tubes around his simple dugout entrance, then he found a welding device and welded a thick metal plate with inside door hinges... THe fastes way to break such a door will be to weld it off. Even a couple of grenades can be not enough to open it. A powerful pipebomb may collapse the structure. The idea is that if you deconstruct something, you receive the resources back, not in full number or quality, but why not. Come to some dugout with a saw and cut out a good door for your storage cache :) Motion sensor and small handmade electric security devices Another big thing we fantasized was the movement detecting security. A simple motion sensor is very cheap and easy to setup. Imagine a deactivation button at some distance in the bush. But if you don't activate the motion sensor it will trigger a sound and light alarm making nearby zombies come to join the party :) Or worse! It can trigger explosion... or it can silently alarm the people inside that someone's is nearby. And the same deconstruction applies here. Somebody can be able to steal both the sensor and the button :) And put a tripwire with a grenade at your door. You open it and... BOOM. -
Time and resource calculations for underground construction (+fancy sketches <3)
DZR_Mikhail replied to DZR_Mikhail's topic in DayZ Mod Suggestions
Yeah, I agree. It must be balanced and at least worthy of spending the time to build this or that. -
Time and resource calculations for underground construction (+fancy sketches <3)
DZR_Mikhail replied to DZR_Mikhail's topic in DayZ Mod Suggestions
If you mean security locking system, like some code lock for entrance or some hydraulic door with some passcard, then yes, why not. Numpad lock is very easy to design in arma. Mechanics are simple. Passcard is tougher, but may be possible. We discussed locks and security a lot in our thread. So primitive padlock is good too. Though it can be broken by a crowbar or a hatched. Even the wooden door can be destroyed with proper tools and enough time. The good idea was about the one way locking system. It's is a combination of a simple lock or digital lock when you're outside of your bunker. And when you enter it you can jam and block the door so that it can be only destroyed or require some complex penetration tools to open it. Thank you :) -
Why is there no punching in the game?
DZR_Mikhail replied to [email protected]'s topic in DayZ Mod General Discussion
Dear topicstarter I came here because your topic title was at leat obscene. I came to ban you, but I guess you meant not fisting but fighting and punching. I'm laughing my... uhm.. sorry, I'm changing topic title now. :D
DayZ Hero