Forums Announcement
Read-Only Mode for Announcements & Changelogs
Dear Survivors, we'd like to inform you that this forum will transition to read-only mode. From now on, it will serve exclusively as a platform for official announcements and changelogs.
For all community discussions, debates, and engagement, we encourage you to join us on our social media platforms: Discord, Twitter/X, Facebook.
Thank you for being a valued part of our community. We look forward to connecting with you on our other channels!
Stay safe out there,
Your DayZ Team
-
Content Count
1494 -
Joined
-
Last visited
Everything posted by SalamanderAnder (DayZ)
-
"Human Shield" and "Blindfold": Hostage Gameplay Mechanics
SalamanderAnder (DayZ) replied to LilBambi's topic in DayZ Mod Suggestions
I would like the ability to knock a player unconscious from behind. Also, the ability to drag and carry unconscious players, and to put them into a vehicle. I'm not sure how I feel about the human shield thing. I kind of like it, but you're getting into a whole new territory there. We'd also need fist fighting to work, and counters for grapples, ect. It would have to be balanced, non-glitchy, and fun. Personally I'd also like to see some kind of disarm maneuver for unarmed players. Basically I'm thinking this: if you are disarmed, and close enough to someone with a gun, you could press a key, or maybe use the scroll menu, to engage a disarm. This would lock the two players in a brief animation. The disarming player would have to do something like repeatedly tap a key to do the disarm more quickly. During the animation, the player being disarmed has a window to pull the trigger on the gun. (Fortunately, Arma 2 aalready renders ballistics based on the orientation of the gun and therefore the struggle animation would realistically affect the aim, so it would actually be a matter of timing on the part of the shooter to make sure they hit their assailant, just like in a real life struggle.) -
I think with smarter, harder zombies, and the ability to build bases, people will generally cooperate on a small group level more often. I think that with scarce ammo and a common enemy, kill on sight will decrease. But it won't go away. There's always going to be players who want to hunt other people for their gear or for the fun, regardless of zombie difficulty and ammo scarcity. But those people are going to have to work a lot damn harder to pull off their kills.
-
SA thoughts on bandages and bleeding
SalamanderAnder (DayZ) replied to lord3n's topic in DayZ Mod Suggestions
It depends on where the person was hit, the caliber, distance, ect. Initially you want to stop the external bleeding and treat for shock, but the internal damage can vary widely. Upper chest area, the major concerns are broken bones, internal hemorrhaging of arteries, collapsed lung, heart damage, other organ damage (not to mention spinal damage, which is paralyzing). It's generally pretty tough to save someone who's been shot in the body unless the bullet manages to miss any major arteries, organs, and bone. That's what most people call a "flesh wound," which can generally be patched up by suppressing the external bleeding and suturing later. Neck and face area, obviously very bad. Most people wouldn't even survive, but if they did, there would be massive trauma to the airway which would have to be resolved immediately with an artificial airway, to keep them from suffocating to death on their own blood and cartilage. Arms and legs, you'd primarily be concerned with external bleeding, arteries, and bone damage. Broken bones would have to be splinted for some time and morphine could be used as an additional medical option, providing pain relief and thus higher mobility for a period of time. I think morphine is going to become more like the epi-pen - meant only for extreme emergencies to get someone on their feet with a broken leg under duress. Removing a bullet is primarily a concern with low power or low caliber rounds. High powered rounds tend to leave devistating exit wounds, whereas pistols, small caliber rifles like the 5.56 variants (5.56 is particularly known for it's tendency to deflect off of bone and spiral through the body, which is why it's not very good for hunting), and buckshot tend to stay lodged in the body and must be removed. Also, getting shot has a very high risk of giving you an infection in real life, so hopefully the game will simulate this as well. -
Most of the suggestions for reducing KoS
SalamanderAnder (DayZ) replied to Antjenks's topic in DayZ Mod General Discussion
Nobody is proposing a "team deathmatch" mode here. I'm addressing this observation, which you made. Life has no value. You want to talk about increasing the value of life, then you have to address it at it's fundamental root cause. See, all the things you suggested have been implemented, or are already confirmed implementations in the standalone. I'm simply pointing out that what we have in DayZ is an environment that actually divides people. The only way to fix that is to implement more features that require player interaction. Say it literally required a certain amount of manpower to build a structure, or took a certain level of knowledge to repair a vehicle. So as a lone wolf, certain goals and objectives might just be literally impossible. You can't start a power plant, for example, on your own. I don't see how adding cooperative gameplay objectives subtracts from lone wolf objectives? In fact, it furthers them. If players could group up and build bases, then lone-wolves or other groups could rob said bases. It's only natural for human beings to form groups, which is why right now the game is severely lacking. There's actually nothing to really do or accomplish as a team, so offing the guy you just met for his beans or for the lulz becomes a completely reasonable and acceptable standard. His life has no value. But if I was about to kill said guy and he said something like "I'm a really good mechanic, please don't kill me," Why, that might just alter the game entirely. A good mechanic? Maybe I've been needing a mechanic to help me fix up a car that I know about. Again, human labor, skill, and knowledge are what actually make people valuable in a tangible sense. If a person's death is literally a loss of a possible asset, then Kill on Sight would decrease, (note: not "go away.") because most players are eventually going to want to achieve higher goals. Also, I agree that ammunition should be much rarer, and that zombies should be harder, infection should be tougher, surviving in general should be more brutal; but again, those issues are being addressed in the standalone. On top of all that, I think what we really need is a larger scale, more end-game oriented approach. I think the ability to travel between different maps would also aid in the whole Kill on Sight "normalcy," because players would actually have something to do, so simply death-matching won't always be the norm. There will always be players who want to kill for fun, but if you could get on DayZ and go "I think I'll travel to Northern Russia this time" - I mean talk about a long-term objective. Simply increasing the scope and scale of the game, and giving players more context, more to do, explore, and interact with; these sorts of things are what will really alter the game from "apocalypse deathmatch" to "apocalypse survival." But that kind of stuff could take a few years of development. -
Most of the suggestions for reducing KoS
SalamanderAnder (DayZ) replied to Antjenks's topic in DayZ Mod General Discussion
Not true. I was hunted - just yesterday - by a human player. He kept trying to snipe me, at which point I would go over a ridge, double back, loop around, ect. Keep on the move. Eventually I came to a barn that was surrounded by fields, and I knew exactly where he would come from. So I went upstaris in the barn, dragging zombies with me, and killed them so they'd be sticking out of the wall, on the ground, ect. Visible from the sniper's position. Then, I booked it and doubled back into the woods. All I had was a crossbow and an m9, so I had to make it count. I waited, watching the ridge from a bush for a good 15 minutes, until finally my pursuer appeared over the ridge in the distance. I could see him go straight to the treeline and lie down, aiming at the barn. No doubt he could see the zombies, and he intended to wait me out. I began my approach. Looping around the crest of the hill, concealed by trees, I ran around an behind him. Finally I approached him, and killed him with a clean crossbow bolt to the back of the head. It's all about how you handle a situation. I didn't say only noobs get killed on sight, what I said was that only noobs don't know how to take preventative measures to being killed on sight. Big difference. Yeah, I get killed sometimes. Simply using critical reasoning has gotten me through most interactions, however. For example, I'll give a player a ride, but only if they have a melee weapon or no weapon equipped when I see them. I tell them these things before we even meet. I tell them where to go, and I find them there. If they are friendly, they'll let me keep a thumb on them like that. If they don't, then they probably don't really want to meet up. I don't "take people hostage." I approach them on neutral terms. I communicate with them prior to actually meeting them face to face. I make sure to stand in such a way in the environment so that I can (usually) obtain a visual of other players before they see me. If necessary, I control the interaction by force - and if I must kill them, then so be it. I never form lasting cooperations with someone who doesn't have a mic, and doesn't communicate with me. Even if they betray me, it's just a good story to remember. Besides, I see death as an end game a lot of the time anyway. And yeah, you're right. We would end up with clans, who would probably kill each other. So? That's actually quite realistic, if you think about it. Also, it would give groups of players who know each other something to do together. I just don't see your point. You're saying that we should force everyone to be a lone wolf all the time? I don't get it. If you want to be a lone wolf, that's your decision. Some people actually enjoy player interaction and want more of it, and you shouldn't deny those players the option. Everyone who's played Origins so far says it's fucking great, so it seems completely backwards that you would use that as an example of bad gameplay. You want to talk about increasing the literal value of someone's life? Life itself is not valuable. Skill, labor, and knowledge are valuable. It's the capability of that life which is valuable. So if you really want to solve the issue, you have to give life a reason to want to work together. Constructing together, teaching each other skills, gaining new capabilities is what will make players more valuable as individuals. Small groups are exactly what I expect, and want, from DayZ. That, combined with more atmosphere and more engaging zombies will provide the platform for really compelling gameplay and player interaction. -
When was the first time YOU killed someone in DayZ?
SalamanderAnder (DayZ) replied to tacticalbanana's topic in DayZ Mod General Discussion
I can't remember my first-ever player kill. I do remember one of my earliest kills, though. I was in Elektro and had armed myself with a 1911. While in the office building, I received fire. I quickly ducked out the back door, and doubled back to my right rather than go towards the supermarket. I hopped the gap in the fence and quickly crossed the street to position myself behind the houses. But as I crossed the street, I caught glimpse of my assailant. I remember a distinct flash of rage at that moment when I recalled all the times I had been sniped, shot, axed, tricked, run over, ect. I instantly turned back, crossed the street, jumped the gap in the wall again, and sprinted to the other end of the office building. I came around the corner with my pistol ready, completely unafraid. I looked up and down, and into the supermarket - he was not visible. I deduced he had entered the apartment building. As I approached the door, my sights were up. I saw his legs as he descended the stair, and right as the barrel of his Lee Enfield came into view, I emptied my entire mag at him before darting off to the side and going round the long way. I wasn't sure if I had even hit him, so I decided to re approach. I entered through the back yard, and triumphantly beheld the sound of flies buzzing on the stairs. I also remember one of my first clear cut, KoS murders, much later. It was night. I had been playing alone for some time with great success. I had been to the NWAF, survived multiple player interactions. Let's just say I was "seasoned." Kitted up with a very nice pack, medical supplies, a vehicle, and an FN-FAL with nightvision scope, (before such weapons were removed, I found it at a heli crash) I approached Stary Sobor. Even will all my nice loot, I was running low on food, so I entered the back of the supermarket. I walked among the shelves in the back, disregarding the trash and other useless items, when I noticed a noise. It was very peculiar indeed, almost like the sound of chewing... I realized a player was in the supermarket with me, eating beans in the main area. By the sound I knew exactly where he was. I brought up my nightvision scope, peeked through the doorway, and watched. He stood from behind one of the isles, at which point I instinctively shot and missed his head by literally inches. He aimed at me and I quickly corrected and shot again, hitting him directly in the neck and killing him instantly. -
Most of the suggestions for reducing KoS
SalamanderAnder (DayZ) replied to Antjenks's topic in DayZ Mod General Discussion
Penalties are illogical. We need cooperative tasks. Plain and simple. We need things to do that literally necessitate teamwork. Nothing will ever stop KoS and it would actually detract from the game to do so. If you want to meet up with friendly survivors, then you must communicate with them, either immediately when you meet them, or indirectly through chat or something. You can only control your own actions. Keeping yourself from getting killed on sight is noob shit. Honestly, if you can't stay out of sight and approach interactions in a way that gives you a tactical advantage, then you're just bad at the game. -
Looking for Greek Players
SalamanderAnder (DayZ) replied to Anzeroth (DayZ)'s topic in DayZ Mod General Discussion
http://dayzmod.com/forum/index.php?/topic/67150-greek-clan-tsakalia-%CF%88%CE%B1%CF%87%CE%BD%CE%BF%CF%85%CE%BC%CE%B5-%CE%B3%CE%B9%CE%B1-%CE%BC%CE%B5%CE%BB%CE%B7/ -
What is wrong with today's Dayz players?
SalamanderAnder (DayZ) replied to US333Nate's topic in DayZ Mod General Discussion
Look I've been playing this game since early 2012. Even in the beginning I was killed a lot by other players. Sometimes, I'd be killed with no warning at all. Other times, I'd be shot in a small time encounter on the coast, saying "friendly friendly!" ect. The mentality of player has not actually changed all that much. The difference you are experiencing is not in some kind of fundamental change in human nature on the whole, but rather the difference between a small community and a vast one. When the game was first released, and the community was relatively small and hardcore, yeah, people played a little differently. They played inside the confines of the game because at that point it hadn't established a gameplay precedent. People played it like a zombie survival game because that's what they had in their head going in. However, as the community grew and the game attracted more and more people, play styles varied, and human nature showed its true face. The fact of the matter is that not everyone wants to play the game in a particular way. What makes DayZ so great is that it gives you flexibility and choice. Everything you do is up to you. So when you are on a hillside, aiming down at a guy 500 m away through a scope - that's when you really see what you're made of. And the thing is, players are not always consistent. Some days I just feel evil, so I do that bandit life. Some days, I feel really altruistic, so I'll go around trading, doing fetch quests for other players, killing bandits, or whatever. It's pretty much the only reason the game doesn't get completely boring. Besides, bandits make the game really fun for do-gooders. There's nothing quite as exciting as seeking personal vengeance, or tracking a notorious bandit. Man is the most dangerous game, after all. -
My Tale of Friendship...
SalamanderAnder (DayZ) replied to Statik (DayZ)'s topic in DayZ Mod General Discussion
It's funny what power direct chat has. -
SA thoughts on bandages and bleeding
SalamanderAnder (DayZ) replied to lord3n's topic in DayZ Mod Suggestions
Honestly I'd like to see an injury system based on skeletal damage, blood level, and internal injuries simultaneously. Gunshots cause multiple types of injury and they should be appropriately simulated. America's Army has a neat system that I really like, and it would be great to see something similar implemented down the road. Here's how I picture medical operations working: Let's say your buddy gets shot, and goes down into shock. So you drag him someplace safe, and bandage him, but before any real treatment can be applied you have to "study wounds" or something to that effect. (Bandages I think should be excluded from this pre requisite, since you can see bleeding.) Then you would get a message that would list major injuries, like "Arterial Hemorrhaging, Broken Right Femur, Damaged organs, Lodged Bullets" ect. From here it would be left entirely up to the player to provide treatment. This is where I would really love to see a medical system based on tools. Say you want to splint a leg? Gotta build a splint, maybe give him some morphine to get him walking. Want to repair a damaged organ, or artery? You'll have to find a suturing kit and a scalpel. Want to remove a bullet? You'll have to have either some forceps, or a scalpel, or maybe even a hunting knife. However, every item used in surgery should have a chance of giving the player an infection when used, unless they are disinfected first. To boot, surgery should cause a constant, slow blood loss until the surgery is over. Therefore blood transfusions or saline injections will also be necessary to really restore a person back to health after a surgery. On top of that, major surgeries like organ repairs should have an individual chance of failure, in which case a surgeon might close up a patient with a still-hemorrhaging organ which could cause infection and death later on, without further treatment. It also would be nice to see items like this have a "bundling" ability in the inventory. For example, a toolbox and the tools that go inside it would be separate objects. Similarly a first aid kit would be a separate container object you could find, and place medical tools inside. One should not have to "remove" said objects before using them. It's just a way to keep inventories nice and organized. -
One thing about -SA-
SalamanderAnder (DayZ) replied to TheLastEmp's topic in DayZ Mod General Discussion
I can't wait to use the radio system as a means to do friendly favors and supply drops for survivors or groups I can contact indirectly, or to spy on my enemies. Also, the ability to build a base for myself. -
DayZ? No, it's DayI
SalamanderAnder (DayZ) replied to FrostDMG's topic in DayZ Mod General Discussion
http://www.youtube.com/watch?v=-4GDodf5eT0 Unfortunately you can't embed to start at a specific time, so go to 00:59. "I don't wanna get into a semantic argument over it I just want the protein, alright?" -
Proper granade mechanics?
SalamanderAnder (DayZ) replied to AP_Norris's topic in DayZ Mod Suggestions
Actually, no. You aren't "cooking" the grenade until you release the spoon, which ignites the fuse, starting the timer. "Cooking" means you are cooking off the fuse in order to make the grenade explode more quickly. You could pull the pin and hold it with the spoon on indefinitely, which is what Vietcong soldiers would do before they died in order to booby trap their corpses. Soldiers might find them hours, even days later and move them to cause the spoon to eject and start the times, but it wouldn't go off instantly, you'd still have five seconds. You're point about not having grenades very often is correct, which is why it would actually be nice to have a cook function, as well as an insert pin function. The reason is that if I have a grenade, I want to be able to cook it and clear a room or kill an enemy effectively with it, rather than wasting it and missing my target because of the fuse. So it actually makes sense to let you cook the grenade. Also you could cook the grenade and kill yourself with it. -
this a dumb idea? for SA - recharge batteries, solar panel?
SalamanderAnder (DayZ) replied to lord3n's topic in DayZ Mod Suggestions
Actually the easiest way to obtain a generator would probably be to just use a working vehicle to charge your batteries. For bases a parked vehicle could work as a simple generator, if you just wire up a bank of batteries in sequence. Or you could strip the alternator from a non-working vehicle and either crank it manually or affix it to an engine to generate electricity. Also there are commercially sold generators. It would be really cool to see power plants that could be brought back online, as one of those bigger end game sort of goals for groups and maybe admins who want to establish and maintain a safe-zone or a base with electricity. Sporadic solar panels would be really cool to find, especially these: One could easily break into the box of one of these and, with some basic electrical knowledge and some wire, use it to charge a battery. I don't know about the Czech Republic but these are everywhere in the states now, and in the UK. I think it would be rather interesting actually, since it's looking like batteries and electricity is going to matter. -
Strange 'Hack 10000' in top right corner (HELP)
SalamanderAnder (DayZ) replied to ConnorMcLean's topic in DayZ Mod General Discussion
Sometimes Battleye fails to respond to the server and then the server will kick you. If it keeps happening, update your battleye client. -
Proper granade mechanics?
SalamanderAnder (DayZ) replied to AP_Norris's topic in DayZ Mod Suggestions
This is what I thought the thread was going be about originally. Cooking grenades is a good idea, and I'd like it. However, we don't need separate controls for each part of the grenade. And you shouldn't throw around prank grenades, Norris. Stuff like that gets people killed. -
Good ideas, but I would argue that even the coast would experience snow in the winter. The area that it's based on would have lakes frozen over, snow all the way to the water, ect. I'd like to see that. Winter should be brutal. It would be interesting to see what effect (if any) the seasons had on player behavior. Especially since exposure is going to contribute a lot to your overall condition in the standalone. I don't know how you would enforce a season cycle per server, however. As it stands, the full moon nights only exist because the map is locked to a particular date. On top of that, there's almost no way to prevent a server from changing the date themselves. Ideally, I would love to see 24/7 daytime a complete non-option as a server host, along with mandatory seasons. But I just have a bias towards more hardcore gameplay.
-
Maps info, saved to the item.
SalamanderAnder (DayZ) replied to green_machine's topic in DayZ Mod Suggestions
I think it's perfectly fair for people to use third party voice, but I admit, it is a little cheap. Sometimes I dream of a server that could enforce game-chat only. Often times I like to play by very strict direct-chat rules with strangers. I think it's just a more interesting way to meet someone. Same for the map markers. Yeah, so you can use a piece of paper. I'll admit, I actually just write down coordinates on note-cards for use later. But it doesn't mean DayZ shouldn't support the feature. It would be great to actually kill someone and take a look at their map to see a little trail of markers and text. It's the same reason that player written notes and journals are being implemented. If the room for creativity is there, players will inevitably use it. -
Mayke the world a 'living world".
SalamanderAnder (DayZ) replied to exdeath's topic in DayZ Mod Suggestions
Inconceivable! -
Well if you really think about it, they'd only have to make a winter map, for snow and whatnot. But autumn, spring, and summer would be generally the same map. You could simply retexture deciduous trees to be either green or autumnal to indicate the difference in the milder seasons.
-
If you could have one custom clothing item in Standalone, what would it be?
SalamanderAnder (DayZ) replied to Cap'n (DayZ)'s topic in DayZ Mod General Discussion
Great fucking movie. -
If you could have one custom clothing item in Standalone, what would it be?
SalamanderAnder (DayZ) replied to Cap'n (DayZ)'s topic in DayZ Mod General Discussion
'Nuff said. -
Why People Shoot On Sight And How To Fix That
SalamanderAnder (DayZ) replied to carbine781 (DayZ)'s topic in DayZ Mod Suggestions
Quite eloquently put sir. Also the bit about powerplants and other stuff, fucking brilliant. I hadn't even thought of that. -
Base Building - Do's and Don'ts (DayZ Standalone)
SalamanderAnder (DayZ) replied to carbine781 (DayZ)'s topic in DayZ Mod Suggestions
I would simply keep loot buried in a stash separate from my base. Shouldn't keep all your eggs in one basket.