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SalamanderAnder (DayZ)

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Everything posted by SalamanderAnder (DayZ)

  1. SalamanderAnder (DayZ)

    basic & advanced Skills with Books & User Manuels

    Honestly, helicopters should be harder to fly. However, the biggest problem with flying a helicopter in real life is not actually the flight skills, but the maintenance and repairs. For example, flying a helicopter should take practice, but epairing a helicopter should require some level of skill, possibly with the help of a manual. Flight is something that can be simulated. Repairs are not.
  2. SalamanderAnder (DayZ)

    STANDALONE: Traps

    The Standalone is still the Arma 2 engine, just updated, tailored, and with imported components of the Arma 3 engine. Player made terrain deformations are not possible on this engine. If you want a pit, you'd have to manipulate the terrain mesh with a map editor, export it save it, ect. ect. You could never do this dynamically in-game. This particular engine simply does not support it. Discussion over.
  3. SalamanderAnder (DayZ)

    Attachable Flashlights

    Lol, yeah because that's how the dev team works, they write extensive articles and dissertations on how a proposed feature is going to work when it's fully functional. Rocket said in many different video interviews that he wanted to give players the ability to attach flashlights to their guns as well as possibly other things or their clothes. When I say something has been "confirmed," that generally just means that the devs have mentioned something along these lines. I'll try to find the video where he talked about it, but seriously, "dean hall" gives about about 907,000 results on youtube, and "rocket2guns" gives almost 12,000 results. I don't have time to pour through every single one that I ever watched. I guess you could call that more hearsay than fact. However, this has been suggested many times, and we can see in the gameplay footage that flashlights can be attached to weapons, so it just seems like a logical progression. It's not like this specific feature is going to be very high priority for them right now anyway. They're trying to make a whole game work. Nobody's going to want to explain the minute programming issues associated with something like this to a bunch of development illiterate fan-boys.
  4. SalamanderAnder (DayZ)

    A new use for tin cans and nails in crafting?

    I'm just showing one use of them. Yeah, it makes sense to take apart bullets to use the powder, for starting a campfire for example. Or maybe you could even stack gunpowder together into quantities and once you have enough you could combine it to make hand grenade type devices like from The Last of Us. But it should be dependent on the quantity. That way, you'd actually have to sacrifice something like fifteen bullets or more to have a decent quantity of gunpowder. With ammunition extremely rare, it'd be a good trade off.
  5. SalamanderAnder (DayZ)

    Tactical Handsigns

    Well rocket said they want to implement gestures. Which are hand signs. Also, this guy is über robotic.
  6. SalamanderAnder (DayZ)

    A new use for tin cans and nails in crafting?

    One can easily use nails and shotguns shells to make buried foot mines. The vietcong famously made use of shotgun shell traps.
  7. SalamanderAnder (DayZ)

    basic & advanced Skills with Books & User Manuels

    I agree, books like this are a great idea. But if we're talking about skills, then we also need to address personal advancement (without literature or outside help) and also direct teaching from player to player and cooperation. For example, two players should be able to work on an engine together, which would cause the less skilled player to become quickly skilled at that specific skill set, and of course would advance the teacher's skills slightly as well, out of repetition. But you gotta know that most people on this forum hear the work "skill," "level," or anything that sounds like apparent character progression within the confines of the game, and they're going to get all pissy just because they don't want to be handicapped (see above). As if they know how to repair a fucking engine in real life. Face it people, not everything in this game can be based on "your own" personal knowledge. There has to be some sort of challenge for us to overcome, otherwise it's not a game - It's just a toy. As we've established many times on the forum, there is a difference between realism and authenticity. A "realistic" game would give us vehicles that had thousands of individual little parts that could break and dynamically effect the performance of a vehicle. You would have to literally lift the hood and look inside to find out what was wrong with it. You'd have to find the broken part and replace it or otherwise mend it. Well, unfortunately, that's simply not going to happen in this game - and that's the only way the game could be base solely on "your own knowledge." Every task would have to be so minute and difficult that you'd basically be playing surgeon simulator, moving around a pair of hands, trying to pick up a hammer to build a barricade. Certain tasks are simply too intricate to simulate in a game. This is why micro skills and character advancement are relevant features. Basically everyone thinks PvP is way out of hand. That aspect of the game certainly isn't "realistic." Sure, people kill each other - but in real life we are driven by more basic, immediate needs. Warmth. Rest. Companionship. There are physical and mental limitations we must abide by. Many people have never even shot a gun in their life. That is a skill that a person must develop over time and practice. If people could teach each other skills in the game, and actually use their individual skills to the benefit of a group, then we would see a lot more group activity in the game. Of course lone wolfs and bandit elements will always exist, but they won't have the same capabilities as a coordinated group, and the same goes for real life. So are skills "realistic?" Well, no. But they are authentic, meaning that it could be a believable mechanic, and that it has the effect of making the gameplay more realistic.
  8. SalamanderAnder (DayZ)

    Automatik walk button

    I just put a socket from a socket wrench on the w key when I need to hike for a long time.
  9. SalamanderAnder (DayZ)

    Attachable Flashlights

    Wow, is it "Suggest Confirmed Features month?" This has already been confirmed for the standalone.
  10. SalamanderAnder (DayZ)

    New building: Prison

    Alright first, irregardless is not a word, it's one of those Bush Jr. words. I just want to let you know for your own sake. The ir- part comes from irrespective, which is synonymous with regardless. Second, can we all please calm down about what kind of guns we might find in the prison? Isn't the point of taking over a structure for safety, warmth, and shelter? Shouldn't these be the main game play concerns when it comes to structures like this? I think we can all logically agree that for any country, it does not make sense to keep excess firearms near inmates. The only excuse for weapons in the prison, to me, would be some sort of military presence due to the apocalypse. Either way, that kind of power balancing is up to the dev team. Shouldn't we be talking about other aspects of the prison?
  11. Poll is unrepresentative of other features and individual situations, therefore it really won't prove much about this feature. There are other factors which will also be at work in the gameplay. A poll cannot account for context in a hypothetical situation.
  12. SalamanderAnder (DayZ)

    New building: Prison

    It would be interesting to see starved prisoners and prisoner zombies trapped in their cells, along with controllable bars, cell blocks, and outer gates. Prisons generally have a large storage of food, and generators which are separate from the power grid. These are the kinds of gameplay benefits the prison should have. Controlling it and getting it online would be a great team-oriented objective. I'd also like to see power plants, factories with machinery that can be used for manufacturing, and other types of useful, large structure with multiple interactive components... I don't think guns should really be the main objective here.
  13. I would like to see destructible or semi-destructible buildings, but we'll have to see what this new network architecture can do first... Assuming it doesn't create server hell, I would love to be able to blow holes in walls with explosives. However, in reality gasoline would not make a very good "explosive." It's more of an incendiary. To blow a hole in a wall, for example, you'd need a slow moving explosive like ANFO. If you knew what you were doing, you could theoretically find Ammonium nitrate in fertilizer and other chemicals and mix them into an explosive, but you'd really have to know what you're doing... It's not like you can just google that stuff in the apocalypse. You have to process the stuff before you can use it. You'd also need detonation cord or you'd have to build an effective detonator. More likely would be the scavenging of mortar shells, artillery shells, probably some readymade explosives from the military presence, and of course m203 grenades and the like, but over time these would probably become very rare.
  14. SalamanderAnder (DayZ)

    [SA] Simple mechanic for stopping one form of 'ghosting'

    IT ALREADY EXISTS. It really isn't that complicated. Also keeping a player's character in game a minute or two after a sudden disconnect could help as well, since we can assume that most ghosting is due to combat logging, but that doesn't take into account bases or fortifications, which may be a possibility in the Standalone. "Locks only keep out honest people." Um, no... That's not an excuse for a stop-gat which simply doesn't work. The system I proposed is not complicated in the least, considering I just explained it in a post half the size of your OP with no contingent arguments attached to it; and it would effectively combat off-server movement. If every server had this script, then ghosting would be impossible because it would be detected and repelled intelligently by each individual server. Nobody loses except the cheaters. That's what a lock is supposed to do. Keep out people who don't have the key. The "key" in this case is a simple location and time conditional. It doesn't matter if a player disconnects manually, or by ending the program. There is no way around it, because the defense is based on the log-in, not on the log-out.
  15. So your saying buildings should have randomized models which could contain holes or breeches that previously weren't there? Only if it's persistent from server to server. I don't really feel like logging in from a restart to find that the building has mysteriously changed. It would also have to be compatible with barricades which I think we are all hoping for.
  16. SalamanderAnder (DayZ)

    New building: Prison

    As a matter of fact most prisons do not keep weapons on the premises, aside from the weapons that are on the guards at all times. If weapons are on the premises, which is extremely rare, they are usually kept in a building separate from the main grounds. Bad things happen when you keep weapons around prisoners. Also, please use the search function. This has been requested thousands of times in one way or another and is already confirmed for the standalone release to be a replacement for the NWAF, if I'm not mistaken.
  17. SalamanderAnder (DayZ)

    [SA] Simple mechanic for stopping one form of 'ghosting'

    Yes, I did read it. SO basically - "the system can be easily dodged through a keystroke that is actually faster than using the quit button - therefore better for ghosting, so it's up to moderators to solve the problem." Which is basically the same situation we have now. All I'm saying is that this wouldn't stop anyone from doing it, so what's the point? It's actually easier to suggest a context based log-in/log-out tracker that would show admins, or even automatically lock a player out for a few minutes, when someone ghosts. Think about it, you only need to know two pieces of info, which are tracked by the server already: your location, and your time of logout. So when a player returns to a specific server, the server could look at this information and ask a few qualifying questions to detect ghosting. Does the log-in location match the previous log out location, or is it a fresh spawn? If yes to either, then ghosting has not occurred. If no, then check the previous log-out time frame. If it is less than an hour, then the player has almost definitely ghosted, player should be locked out for 10 minutes or so. Admin dashboard would be alerted. If the last log out is more than 3 hours, then it's likely they just decided to play on another server for a while. Of course if the server has an active admin then they would also be privy to this information. With your proposed system, it seems like only legit players are the ones who are punished. Who is more likely to ghost, the person who hits alt-f4, or the person who disconnects manually? Even then, it may take a person more than ten minutes to effectively ghost their target, due to the open world of DayZ. Engagements often happen at 500+ yards. A ten minute hike in another server would actually negate your measures anyway.
  18. SalamanderAnder (DayZ)

    [SA] Simple mechanic for stopping one form of 'ghosting'

    We are the alpha testers. They have pre-alpha testing, which is to establish the public alpha build. After that, the people who buy into alpha access will basically be the alpha test group. It's still going to change a lot after initial release. DayZ has only had one year of full scale development. They absolutely have not had a lot of time on their hands. It only seems that way because you've been waiting for it. Just google any game's development timeline. Most companies would not have even announced a game this early on.
  19. SalamanderAnder (DayZ)

    [SA] Simple mechanic for stopping one form of 'ghosting'

    It's not a terrible idea, but allow me point out a small flaw. If only voluntarily leaving would lock you out, then wouldn't someone who wanted to ghost servers just ctrl alt delete and end the process, or alt f4; thereby simulating a game crash, and therefore bypass your system manually?
  20. SalamanderAnder (DayZ)

    Parasitic friendship

  21. SalamanderAnder (DayZ)

    decapitation, put player head on spike

    Got to agree with KoS on this one. Controversy does generate sales... However. This kind of gore would find the game banned in many countries, so there is that to consider. Personally, I'd like to see decapitation with zombies at least. I wouldn't care if there was human decapitation, I'd like it so I could decapitate bandits and use their heads as a warning. Maybe paint up a big sign that says ______________________ | Bandits and trolls beware. | | | | 8=====D | |________________________| On the subject of controversial material, I'm still wondering. Where the fuck are all the child zombies, and naked zombies, at that?
  22. SalamanderAnder (DayZ)

    Small Realism/Anti-Camping Idea

    I don't see why not. Probably wouldn't help you to find a sniper from 500m, but even then it would look great and provide another visual que for us to know when our player is cold. Personally I'd like to see cold and warmth play into the gameplay a lot more. There's a reason people don't generally sleep outside...
  23. I don't... I just can't see how this makes sense. Bullet accuracy is dependent on the skill of the shooter. I don't really feel like playing a game that is going to allow me to shoot someone and then just not count the hit. I might as well be having an imaginary gunfight with a child. "I shot you!" "No, you missed me because I have force-field!" Furthermore, your maths don't seem to add up. I'm not trying to be rude, but I just don't see how "3% chance" correlates to a "70/30" chance. 3/100 = 3% 70/30 = 233%
  24. SalamanderAnder (DayZ)

    Reloading features

    We don't know for certain if the breach loading feature will absolutely mean we'll see +1 bullet accounting. It's a good idea, and down the road I can see it being implemented (rocket even mentioned having different types of reload, a longer one which would return mags to your inventory, and a slightly shorter one which would drop the mag on the ground.) So It's easy to imagine that they're going to take this into consideration.
  25. SalamanderAnder (DayZ)

    You NEED bandits like me

    Boy I wish I had a video of the time I killed a ghillie-suited sniper in Elektro with a crossbow. Pathetic lot you are, but I agree. We need you. It keeps things spicy.
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