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Your DayZ Team

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Everything posted by [email protected]

  1. Wow... hard choice. I don't think this is quite fair though, I'd like to see customisable vehicles, but since it's confirmed why would I vote for it? Rocket should bare this in mind. Good idea though, but next time perhaps a few less options. :)
  2. noblebrutus@live.co.uk

    Happy New Year

    Happy new year! Some info on the state of the standalone would have been nice. cheers, NobleBrutus
  3. From the dayzdev tumblr : "We’re ripping out everything not required and replacing it with an optimized solution that has players (the survivors) and AI (the zombies). Our zombies don’t need to conduct flanking maneuvers, they don’t need to reload their magazines. They are simple, and our architecture reflects that." I disagree with slow to slow-ish zombies. DayZ is tense since the zombies are fast... you can be sure that if you make much noise you could be attracting Zombies from all over the town... and they won't take long to get to you. It creates a tense feeling since the situation can spiral out of control so fast.
  4. Must say... I like the title :) I think the premise of this idea is good, but balancing issues would need to be addressed obviously. I think spawning on a sinking boat would be too difficult... but supposing we add a shipwreck (like a large liner) and you wake up in a cabin or such? Would be a pretty cool map addition anyway I think.
  5. Nice idea... but I agree it doesn't fit in current Chernarus. Possibly in future map updates ie a richer tourist resort somewhere over the high seas, but that won't be for a while.
  6. If you get sick from drinking pond water, it's because you were careless and didn't boil it. If you get food poisoning etc then it's because you didn't cook your meat correctly.
  7. I don't think that rip-off zombie game will directly copy, this sounds a bit 'hardcore' for them. I imagine they'll add a dumbed down version though. Brilliant Ideas Rocket, can't wait to catch Cholera...
  8. I'd love trains, but unless new lines and sidings are added in then they'd be pretty useless. They'd be impossible to hide (since the tracks follow the open ground along the coast) and hence wouldn't be worth such a time investment for most players. However, add in more lines running inland, with many partially concealed sidings and we may have a winner I think. I can imagine approaching junctions and debating which route to take and then stopping to allow a friend to adjust the junction if need be. It could allow for some flash-raids on Cherno and Elektro from a secret location somewhere inland and would be generally epic to operate. No idea of the feasibility of adding this though.
  9. First of all, this was one of the best presented ideas I've seen in a while! The 'death screen' you produced looks great. I agree with the consensus about it showing too much info about the person who killed you. Perhaps just have 'Bandit' , 'Survivor' , 'Zombie' , 'Hero' , 'Environment' , 'Cold' , 'Disease' and perhaps 'Sniper'. The distance walked, zombies killed, etc should definitely remain along with the epic text on the left (but adjusted a little to remove any potentially important info on the player who killed you.) Vehicles driven would be nice as well. A 30 second long window of the 'you are dead screen' should show before this screen shows to keep the 'shock' of seeing it etc. During this time anyone who doesn't particularly want to see their stats can abort the normal way. You could also screen shot the new death screen for bragging rights or for finishing your DayZ diary with if that way inclined. :beans: Have my beans.
  10. noblebrutus@live.co.uk

    Balloons

    Aperture Science would be proud I think.
  11. Sounds good... fishing and growing crops are also important I think. I'm not overly sure about having any form of hostile animal... and I'm not sure creating a operating food chain would be worth while. If it could be implemented It'd be great I think.
  12. I think this is definitely where I would like the game to go... if you wanted to fix a car you'd need either RL experience or have taken the time to research it before hand ... manuals should also be found in game. Therefore instead of spawning with an inherent skill you may or may not have... you will only have 'skills' you actually have learned about. For example, a while ago I can remember when me and my friend patched up our first car... only I however knew how to fill jerrycans and so that was my 'skill' which I then 'trained' my friend on how to do this and so he gained that 'skill' (knowing which object to fill the jerrycans from). This is a very basic pre-existing implementation of this idea. Another slightly more advanced pre-existing implementation is with helicopters... they are somewhat hard to fly for a new player and when I first acquired a helicopter with two other friends one was our designated pilot since he had that 'skill' (from playing the helicopter tutorial). All 'skills' should be 'learnable' for nearly any player, just requiring a little time spent learning it via tutorials, internet and in ingame manuals. Players would likely develop 'specialties' and lead to players having roles (a little like classes) within a group of survivors (ie one member could be the 'car-guy', the other the 'medic-guy', etc simply because that is the area they are best at within the group. (ingame manuals could be found in appropriate places, for example you may find a car maintenance manual in a petrol station etc detailing how a car can be maintained) I realise this may not be for everyone, as Bat said maybe it's a tad to much on the simulation side... but this is how I'd ideally make the game. More on topic I agree with Lights out's summary (above). This 'skills' system may encourage general teamwork and cooperation also.
  13. With the standalone the devs are completely redesigning the loot spawning system... It may tackle some of your points. Otherwise yes your idea may work... especially if the rarity of military grade weapons increases anyway while more and more non-military weapons are added to the game.
  14. I agree with your points. I don't think sniping should attract/spawn too many Zombies, I agree a couple or so on occaision (not every time). This would pose a threat to new player snipers but even for veterans they should provide distraction long enough for the victim to find cover/make an escape.
  15. Trailers would be cool, and I like your idea of the boat trailer. I'm not sure how feasible it would be to add into the game though.
  16. I'm definitely up for trails of notes, newspaper clippings, etc. Some note trails could lead to loot I guess but it might be hard to implement. Player left notes would work (even if the majority are spam). I could imagine an RP style clan creating trails on a specific server etc... Most of your reward ideas are either overpowered or just unfair on other people in the server. If scripted trails were left, then players should have the option to 'sync trails'. I could imagine a separate, perhaps community based, group handling the story writing for the trails while the devs do what they do.
  17. I tried to make a log book once, I based it around screenshots I took in game when I ran it in windowed mode, however I couldn't find an option for windowed mode on six updater when I switched so I stopped. Anyhow this is pretty good. I hope they add a writable diary in game.
  18. The part about throwing your computer was intended as a joke obviously... and yes it is all fun and enjoyable and we'll all die in-game sooner or later, I have many cosy memories of 'lives' and mistakes made and have considered on how to improve from them. But death really should be a thing to fear while playing and a healthy dose of despair at the moment you die shouldn't go amiss, but in the minutes afterwards when you take the time to think over all you achieved and all the experiences you had in that life perhaps over a beer on the couch you find the enjoyment and fun you've had and maybe ponder on what story you'll tell your friends the next day... that's when it all changes from tense and gripping to realising the great amount of fun you've had. That's what I think anyway. On topic again, I was wondering, that if we have zombies running through buildings how would we lose them? Steep hills are not overly common, and I think there should be another way to lose them than simply killing them. I know it has been suggested before (in another thread) but allowing a player to throw empty tin cans as a distraction could work.
  19. I think I might. :P I wasn't being unreasonable though was I? On topic lowering the spawn chance for matches I don't think is a good idea, but making them 20-use or so would be fine... that's still a lot of uses. Rotting meat is a good idea... but why not add a 10-use bag of salt as loot to the game as well for preservatives? Having zombie pools that don't respawn for an hour or so could work, allowing players to clear a town without zombies spawning behind them while at the same time increasing the number of zombies in the first place is a good suggestion if the servers can cope with it.
  20. Love the idea. I think fun clothing should exist but be incredibly rare... so when you see that guy in the clown suit you stop and get all your buddies to see, take a screen shot and then kill him and take the suit for your own.
  21. I disagree, the entire point of DayZ is to get immersed and be physically scared of dying, the base of this game in my opinion was to get rid of the 'oh well, I'll just respawn' mentality. You should be scared to die, you should be scared to lose your stuff... and when you do die you should try and throw your computer out the window. Visiting low pop servers is a natural survival instinct for players, and the fact people do it is generally encouraging... it shows DayZ is doing something right. Now what we have to do is hide the population count when you join... and things will get a whole lot more scary and intense.
  22. I was thinking about the possible roles of dogs and horses in DayZ while walking up the hill to my house the other day. It's nothing revolutionary (I don't think) but I thought I'd share my ponderings anyway. Dogs - Voice recognition - Being able to say through the chat channel "Sit", "stay", "search" etc. With perhaps the opportunity to name your dog e.g. "Charles sit" - Dogs should growl/bark when an unknown player approaches - Dogs should be able to become friendly to multiple people - Different dog breeds - some would be more apt to be loyal for instance a Labrador, others more powerful and suited to hunting animals and killing Zombies for instance an Alsation (German Shepherd) and others able to survive longer on less food or be more agile etc. - Dogs should be able to be found at different places, in the cities you may find smaller dogs like Terriers etc which scavenge the bins and require less upkeep (food & water etc), in small towns you'd be more like to find Labradors etc and barns and farms are more likely to contain sheepdogs (very loyal) or Alsations. - Dogs would have to be approached carefully otherwise they will run away, and bribed with food. After that you can spend time 'training' etc. - Dogs should not be unique to Survivor or Bandits obviously however they would have benefits and cons to each. Obviously a dog is likely to give a bandit away when hiding, but on the other hand could be used to track players. For survivors Dogs may be more useful to search buildings (as Rocket suggested) and find game but are also another mouth to feed. Though all pros and cons would apply to everyone. Horses - Could be found rarely in fields - Would be acquired similar to a dog, careful approach and bribing with food. - Could require a saddle which could be found in barns/farm houses - Could be controlled when riding a bit like a vehicle, except it requires vegetables / hay / water etc to 'run'. Would also be liable to buck if frightened (by Zombie or shooting) or gallop away uncontrollably with you clinging helplessly on until it calms. If anyone has any comments or suggestions I'd love to hear them and I hope my ponderings are of some use to someone.
  23. That's true, but it could be made optional, or each 'command' could be made a keystroke allowing people who so wish to / can use voice to keystroke software such as PiLFIuS to control it. You could meet a dog and it could start to growl and unless you give it food (scroll wheel menu) it will attack you after a second or two, of course you could shoot it but the noise would undoubtedly alert zombies (if in the city or a large town) or it might have a small pack at it's back in the countryside. You could get it's meat... or you could tame it and bring it back to camp to show off to your friends... and it could still alert you to danger (in my experience it's the small dogs that bark/yap loudest and most often at anything that moves).
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