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Everything posted by Bribase
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Friend can't find his GUID anywhere, needs it to plea unban
Bribase replied to FDFj's topic in DayZ Mod Troubleshooting
Thanks for your help. I actually managed to get my GUID command working by finding a server that did it (DE 285). -
Friend can't find his GUID anywhere, needs it to plea unban
Bribase replied to FDFj's topic in DayZ Mod Troubleshooting
Same with me! B U M P! -
I'd have to disagree with this. The problem with arbitrary perks like this is essentially like saying "You're really good at this game. Let's make it easier for you". The key to perks (if indeed they are to be included in this game) is to provide dedicated and skilled players with a new feature that they would actually like, not arbitrarily adding more blood to your body or letting you spawn with a weapon that you likely have a far better one of stashed in a camp somewhere. Not to mention the fact that perks that apply to individual players over many lives destroys the significance of your character's survival in the here and now.
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FFS. The zombies in this game are not the undead. They have been infected with some kind of pathogen that has wrecked their inhibitory control and turned them feral and full of rage. They are not the zombies of George Romero movies, they are the infected of Danny Boyle movies. Rocket has mentioned this many, many times.
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http://www.youtube.com/watch?v=swDpWNKB5Co Your 18th century pseudoscience is as relevant in hypothetical post apocalyptic Chernarus as it is today. Not in the slightest.
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Players cannot create they are own guy because it spoils the immersion of being a survivor. It's essentially saying "You are one of the precious few people to survive the zombie apocalypse. You have been plunged into a desperate fight for survival in a world where the living envy the dead. Your eventual doom is a certainty, the spectre of death stalks you from every corner. What would you like to wear?"
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I would say a permanent ban from the mod. I would be open to the idea of them returning for the standalone. Not sure though.
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Best vehicle idea to connect main cities [called 'Drezyna']
Bribase replied to No Interleaving's topic in DayZ Mod Suggestions
Not unknown in the English speaking world http://en.wikipedia.org/wiki/Handcar A welcome addition to Day-z but don't the points need to be changed manually? -
I'm all for it. Day-Z has a broader range of movement than most FPSs but these would be an exellent addition. Just make sure that the additions are the sort of things that noob players can ignore if they want but seasoned players can make full use of. And make sure that the crosshair is disabled in blindfire mode! Does anyone know how easy this sort of thing is to implement? Is it a simple question of coding in the new animations and control scheme and reskinning the models? Does anything need to be done to the environment to make sure that blind fire and back to wall work properly? I've wanted some kind of quick evasive move for ages! Also, the ability to quickly switch to your sidearm. Your rifle is on a sling anyway (it's slung over your shoulder when its stored), why not use the sling properly?
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Thanks so much for the solution.
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Not very hard to implement I think, and a good idea to boot. But direct chat is still kind of redundant in the game. I wish there was a way to discourage VOIP and encourage the in-game system but until there is a decent reason, players will communicate via telepathic link and servers will implement TS3 Channels to facilitate it. EDIT: Hold on! I'm talking shit. Your mic input could continuously monitor the incoming signal strength regardless of what it's being used for or what channel is enabled. This means that skype or TS users would have the same challenge from the OP's suggestion.
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I love the idea but I'm a little torn. Aren't tranquilliser rifles really only available in zoos? The idea is awesome but it seems to sacrifice some realism. Not necessarily a bad thing. How about non-lethal (now called less than lethal for legal reasons!) rounds for shotguns? They are readily available in the form of 12 guage beanbag rounds and would likely have been deployed when the authorities thought the outbreak of infected was simply rioting and civil unrest as opposed to an impending zombie apocalypse. http://en.wikipedia.org/wiki/Flexible_baton_round Of course, shotguns are of limited use in PvP. The proposed weapon may just have to be added for shere non-lethal griefing awesomeness! "Shooting noobs on the coast are ya? Try being one for the day. I'll just leave your axe and a tin can."
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You've got to get used to the fact that these aren't the undead, they are the infected. Essentially people that have been turned feral by some kind of pathogen. They do have a circulatory system, I've made many of them bleed as have you.
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I wouldn't say that. Most cities work according to a grid system. If a programmer produced, say 200 individual building blocks ranging from cafes, hospitals and offices to farmhouses, detached residential buildings and supermarkets. Then he produced some generative rules that work similarly to to the way cities work; Major industrial buildings are likely to clump together with smaller ones, close to the coast producing an industrial district of a harbour town. Hospitals, firestations and supermarkets are likely to spawn where major roads cross with residential areas leading off from them, allowing the amenities to be used by the residents. Instanced firestations are likely to spawn military posts near them. Hospitals and flat industrial areas have a higher chance of spawning military aid camps. With simple procedural rules like this a huge amount of variety can be generated on map while keeping urban centres coherent and believable. The landscape follows the laws of physics, biology and geology. Urban areas follow zoning laws. Each of these can be implemented with some clever coding.
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I think that a procedurally generated map is not only out of the question, it's also a bad idea for the game. The familiarity of the locations is an essential part of the game; it serves to produce stories and adventures that other players can instantly understand. A video of someone on sniper hill in Electro shooting another player marks him as a bandit scumbag that preys on newly spawned players, a video of someone shooting a player on an unknown hill near an unnamed city tells you nothing about the scenario at all. That said, the idea of per server generated maps is an intriguing one. A wrote a little here about the prospect of them: http://dayzmod.com/f...in/#entry356930 The awesome thing about per server generated maps is that instead of maps losing all familiarity like minecraft esque map generation, it multiplies the explorable space exponentially while allowing players the ability to become familiar with a certain map with careful exploration of a certain server. The servers themselves taking on a life of their own. A player can hop over to a different server and find themselves bathed in the unfamiliarity of the first few hours of playing Day-Z all over again without the help of Daydb.com. They locate themselves according to a simple grid referrence on the map. They could be in a town like Guglovo one minute, somewhere like NWAF the next. Surrounded by players that know the server and know the terrain. Enterprising players could even spend their time on a server "prospecting". Exploring and Annotating maps that can be duplicated by him and him only showing the locations of major sites of interest in game. These could work as a welcoming gift for new arrivals, a bartering tool for vast sums of loot or a peace offering between clans that stake their claim on the same map.
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If you open your map, place your cursor over a location and press shift+Lclick a marker will be set. Some servers have the marker direction and distance show up on your HUD so you can effectively negate the use of GPS/Compass/Actual navigation skill with a map.
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I'm for removing them completely. It's perfectly out of keeping with Day Z and should be removed. I'm wondering why it hasnt yet.
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Sounds like a nice feature. My only worry is it makes it that much easier for a player to help his fallen teammate loot his own corpse. At least now the challenge is being able to get to your dead body where it is or getting your teammate to carry it. Is the inability to fire while carrying a body a reasonable tradeoff?
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HELICOPTER CO-PILOT - Standalone suggestion
Bribase replied to TractorFiend's topic in DayZ Mod Suggestions
Easy to implement, solves the problem. Can't see anything wrong with this. Have some beans! -
Much abliged P2J2.
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Citation?
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If you could implement ANYTHING What would you?
Bribase replied to Minsty's topic in DayZ Mod Suggestions
Anything Eh? -Per server generated maps with a vast selection of building types from skyscrapers to power stations -A well implemented physics system for all objects and terrain. -A broader and more complex health system: Broken arms, limping on a splinted leg, recovery delay after eating. -Areas of the map that aren't just challenging to visit because of PvP but impassable without specialised equipment and group collaboration. -Diplomacy and bartering. A genuine sense that the survivors are changing the landscape for better or for worse. -
It seems from interviews that rocket is pretty hooked on the notion of base building being a feature in Day-Z or whatever the standalone or arma 3 mod might be. Allow me to offer a suggestion. People have been making permanent or semi-permanent structures out of old shipping crates for years. They are prefabricated, modular and importantly for the purposes of the post apocalypse, bullet proof. There are tonnes of them sitting at the edge of the ports of Cherno, Electro and Berezino just waiting to be used. It's a simple way to build complex structures from flat labyrithine towns, courtyarded structures with a single fortified entrance to tall towers with a "Jenga block" style configuration. But how do you get these huge steel structures where you want them? Unfortunately, that's where my suggestion requires a great deal of extra design and coding. Hear me out, it might be awesome. As far as I understand it, we have two options here; by chopper airlift or by truck (I have no idea of the Huey's airlift capacity and I know that such a mammoth truck doesn't exist in Arma). both have disadvantages and advantages. The airlift technique means avoiding the route through the city but it requires an experienced pilot and men on the ground to hitch the heli up to the container itself, the truck route means navigating a treacherous route into and out of a major city. Both possibilities involve the carriage and transport of what has become the most precious commodity in the game, far exceeding the most powerful weapon or versatile vehicle; the means to build a home. But it's not just the challenge of getting the loot and getting to your base without bandits ambushing you. The ship's containers are stacked by the large cranes on the docks. The truck has a small crane that can deposit it's load off of it's trailer but it can't reach the ones in the stack, the heli could feasibly lift the container from the top of the stack but the men can't reach the desired container to hitch it to the chopper unless it's on the floor. That's where the huge cranes at the docks come into the equation. Once the crane is powered up (no idea whatsoever how this aught to be handled) a single man must operate the crane to get it into a suitable place for the airlift/loading. On the crane, a large print sign reads "WARNING- ALARM WILL SOUND WHEN CRANE IS IN OPERATION". See where I'm going here? The siren sounds and every zombie in the city (and I dare say every player in the city as well) will make a beeline to the harbour area. Hordes of zeds make for the crane and begin to climb the ladder to the crane operator booth, the man in the crane must be protected while he gets the container in place! Swarms of zombies need to be fought off while the truck is loaded and the heli is hitched up. And that's before the snipers come to thwart your plans of building a base. And even if the container is sucessfully hitched to the chopper it cannot land with the container slung underneath it, the booth of the truck only seats two. The men in charge of protecting the crane operator and cargo must find their own way out of the city and back to the prospective location of their base. And that means getting through a wall of infected. Not only that but the glacially slow speed, tiny crew capacity and enormous size of the truck means it's the single most valued item on the map. The heavy lifting of getting the truck from the harbour is done for them, all they need to do is dispose of the driver and his passenger and build their own base where they please. And if the heli is destroyed by bandits it will leave the container close to where it crashes, voila! the beginnings of a new bandit base! I understand that this is a tall order for the dev team. The physics may even be impossible for the engine (fingers crossed that the PhysX of Arma 3 will). But one can dream can't one? And I like to dream of a fortified town in the hills made of scavenged cargo containers, a newly established home away from the infected towns, beans for every survivor and an assault rifle for every backpack.
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I was highly in favour of per-server generated maps but I'm in two minds about it now. I still love hearing stories about sniping in Electro or getting ambushed at NWAF and everyone understanding what you mean. Chernarus+ still sounds like a great idea as long as there is enough randomly generated content to keep you guessing what you'll find next i.e: More features akin to the crashed helis. It is amazing how quickly a 225km map becomes second nature to navigate and thus becomes old.
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I was thinking the same thing, Joker. That or a simple "tag player" option in the scroll menu when you are close enough to a player. When the player is tagged the identification system should kick in as usual but only for that player and within a very strict distance. If used properly it can be a way of showing your allegiance to someone; letting someone tag you means they trust you. Breaking that trust by shooting a tagged player could have it's own effects on your humanity.