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Everything posted by SalamanderAnder (DayZ)
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Scavenger animals. Also some infection stuff.
SalamanderAnder (DayZ) replied to SalamanderAnder (DayZ)'s topic in DayZ Mod Suggestions
Not really... http://www.cdc.gov/oralhealth/infectioncontrol/faq/bloodborne_exposures.htm This is CDC information on infectious diseases for dental workers. I have friends who are hygienists and they all tell me the same things. Human blood and saliva can be extremely infectious, especially if it gets directly into your blood stream or into your mouth, for example. There's a reason infection control is so important in hospitals and dentists, where they use gloves and masks to handle patients... Even the surface of zombie skin would probably be host to a number of dangerous bacteria and things life staph infection. It's only logical to assume that messing about with too many corpses could get you sick. I'm not offended, I'm just proving my point. If you say that there are nasty bacteria on the zombies, then touching them is an obvious way to increase the risk of giving that bacteria a vector into your body. Anyway the post is mostly about the wildlife idea. -
BUIS for weapons with optics
SalamanderAnder (DayZ) replied to itsDIETZ's topic in DayZ Mod Suggestions
lol and yet rocket was consistently shooting zombies with the iron sight through the scope, so again. I don't really see your point here. What I'm saying is that the weapon was clearly still effective with the sight turned off. Also you can remove it. All these options exist, and the guns aren't even finished on top of that. They still need to add lots of other functionalities like the bayonet. Let's all just calm down about the weapons until we actually get to try them. -
BUIS for weapons with optics
SalamanderAnder (DayZ) replied to itsDIETZ's topic in DayZ Mod Suggestions
I don't see the issue, since the video that you cite clearly showed rocket nailing zombies with that very same m4. Also, yeah. You could just remove the optic. -
Infection system overhaul
SalamanderAnder (DayZ) replied to Toybasher's topic in DayZ Mod Suggestions
I just find a tent rather than antibiotics and rest. There's more than one way to get over an infection. -
Scavenger animals. Also some infection stuff.
SalamanderAnder (DayZ) replied to SalamanderAnder (DayZ)'s topic in DayZ Mod Suggestions
Are you for real? Vultures exist on almost every single continent in one evolutionary variation or another. They are a basic link in the food chain. "Vultures seldom attack healthy animals, but may kill the wounded or sick. When a carcass has too thick a hide for its beak to open, it waits for a larger scavenger to eat first.[4] Vast numbers have been seen upon battlefields. They gorge themselves when prey is abundant, until their crop bulges, and sit, sleepy or half torpid, to digest their food. They do not carry food to their young in their claws, but disgorge it from the crop. These birds are of great value as scavengers, especially in hot regions. Vulture stomach acid is exceptionally corrosive, allowing them to safely digest putrid carcasses infected with Botulinum toxin, hog cholera, and anthrax bacteria that would be lethal to other scavengers." Again, Statik. YOU CAN ALREADY GET INFECTIONS. I am NOT talking about the zombie virus. I'm talking about the BASIC infections you can contract from zeds which make your character cough. Drop your immunity crap. Those kinds of infections can get in your eyes, nose and mouth. Do you honestly think that the only way to catch a disease is to get it directly in your blood stream? All sorts of transmittable diseases, like the flu, for example, can be transferred by fluid contact with the mouth, eyes, or nose. Rotting zombie blood would be host to a number of infectious diseases as well as dangerous bacteria, all aside from the zombie virus. You would not want that shit anywhere near your moth. If you want to argue that point, why don't you go our and drink some straight dead animal blood? Probably not going to do it, are you? Because that would make you deadly ill. -
Why People Shoot On Sight And How To Fix That
SalamanderAnder (DayZ) replied to carbine781 (DayZ)'s topic in DayZ Mod Suggestions
Not that you haven't made good points, because you have. I actually have a video of a zombie glitching out and not being able to attack me because of the building I was on, so yeah, they need to fix that stuff. That being said, nothing is going to stop "KoS". People will always do what they want, and some of them just want to kill. Even then, they should be allowed to do that. It's an efficient means of survival sometimes. However, players who want to be able to team up and do pve or group pvp stuff need gameplay mechanics that they can use. That's why the standalone is adding things like radios, for example. People need the means to communicate on neutral terms if they are ever going to cooperate. Furthermore, we need gameplay objectives for groups to use. Every time I say this, some idiot shouts "BUT THAT PUNISHES LONE WOLVES HERG." Well it simply does not. Currently, a person on their own generally can't accomplish anything very large in scope. If you're really lucky maybe you can set up a little base for yourself, and that's how it should be. However, when multiple players are cooperating, they should be able to accomplish larger goals. The thing is, when a group of players who want to do group stuff build a big base and put a bunch of supplies in there, it can actually be to the benefit of a lone wolf, since the loner can either a: trade for supplies they need, or b: bandit the camp and steal the supplies they want. There are some players who want to play constructively; and there are some who want to play destructively. The game should not deny either type of player the opportunity, and if you really think about it - giving the constructive players something to construct actually gives the destructive players something to destroy. -
I'm on a boat.
SalamanderAnder (DayZ) replied to SalamanderAnder (DayZ)'s topic in DayZ Mod Suggestions
The point is that DayZ is not simply "realistic." It clearly breaks some real world rules in order to make compelling gameplay that isn't totally boring. Besides, I'm talking about one tanker that would be something of a mobile base and would probably be highly contested. Plus there's be other types of big boats too, like a couple big fishing boats, fairies, maybe a barge, that sort of thing. They would also need to require part by part repairs just like cars and the like, plus you'd have to find a small boat just to get out to them. So it wouldn't be just any simple task to get a boat running, but they should be available. I just think It would be nice to do something with that huge ocean they have there. Going north is fun and all, but it gets old. Sometimes I just wanna do something else. -
Character Learning/ skills
SalamanderAnder (DayZ) replied to spears646's topic in DayZ Mod Suggestions
Oh I hope we can find generators and fuel them up to generate electricity. That would be so tight. -
Birds fly off with loud noises
SalamanderAnder (DayZ) replied to Welch (DayZ)'s topic in DayZ Mod Suggestions
If there are readily available community assets, this should be seriously considered by both the mod team and the SA devs. (depending on the asset's particular compatibility with dayz's existing infrastructure of course) The problem is that generally these kinds of effects, along with bunnies, pigs, ect. are often not perfectly synced across different clients, as they are very low priority when it comes to server traffic. So it might be hard to implement very accurately, but if you disregard the slight inaccuracies of the rendering it's still a very good feature to at least try out. Would be excellent for spotting those sniping bastards, as Skat3rat just said. It might have saved my life just a few hours ago, as a matter of fact... -
A few suggestions for the mod - for once.
SalamanderAnder (DayZ) posted a topic in DayZ Mod Suggestions
Played the mod for the first time in a while, and I have some thoughts. I'll try and keep this tidy. - add surgical masks and/or paint masks to help fight infection. They don't necessarily have to show up on your player model. Just include it as a "tool" you would wear on your tool belt, similarly to how the Namalsk map handles the PSI helmets. Basically, if you find this object and keep it on your tool-belt, it lowers your chance of being infected by a certain percentage when you are attacked by zombies. This basically simulates how this item would prevent blood and fluids from entering a person's mouth and nose - as they say, a stitch in time saves nine. It would also be interesting to see how those types of preventative items become valuable, like antibiotics. They should be fairly rare, but commonly found in hospital loot, maybe occasionally in grocery stores, and other variants like a painters mask might be found in residential loot spawns. - Pills and antibiotics should function just like glowsticks, flares, and magazines in the inventory system. Antibiotics should contain a few pills and should require the user to complete a full course of the medication to fully cure infections. If the player fails to take them properly, the infection should manifest again after a slight dormancy period. Pain killers should work one at a time so they can be rationed. - allow players to eat, bandage, and use self medication inside vehicles. That's all I can think of right now. -
A few suggestions for the mod - for once.
SalamanderAnder (DayZ) replied to SalamanderAnder (DayZ)'s topic in DayZ Mod Suggestions
I know. It's been suggested a lot, I just wanted to add another one to give that suggestion more weight. I agree on the matches thing. I'd like them to be a more common item, but with a finite number of matches. Also I'd like to see a lighter item, which would have maybe around 100 uses or something. -
rambo zombies back?
SalamanderAnder (DayZ) replied to kingflip's topic in DayZ Mod General Discussion
Want some cheese with that whine? Haha jk. But seriously. Harder zombies is not a bad thing. I already see more and more people teaming up or trading, unlike before where it was just deathmatch galore. Also, I don't see much of a suggestion here. -
A few suggestions for the mod - for once.
SalamanderAnder (DayZ) replied to SalamanderAnder (DayZ)'s topic in DayZ Mod Suggestions
The idea is to make you more resistant to infection via zombie attacks. Maybe I wasn't clear in the OP. Think of it this way - in real life, a zombie could be carrying other hazardous bacteria and viruses in their blood aside from the "zombie infection." But in real life, zombie attacks might happen in very different ways every time. That is to say, a zombie might bite you, scratch you, tackle you, ect. Also when you attack a zombie, that would send particulates of nasty zombie blood everywhere, which in turn would infect you with whatever pathogens might be present if it got in your eyes, nose, or mouth. Since the game lacks the ability to simulate these particular case-by-case scenarios, it uses something like a "dice roll" to determine whether you get infected by a zombie attack. What I'm saying is that the masks would be like a modifier to the original "dice roll" which would give you slightly better odds when you are attacked. -
Birds fly off with loud noises
SalamanderAnder (DayZ) replied to Welch (DayZ)'s topic in DayZ Mod Suggestions
I like this idea. Reminds me of the scene in the field in the Borne Identity. -
So shotguns are going to handle ammo differently too? I.e. no more "combining" shotgun shells? That'd be really great.
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Isn't the SA going to handle mags totally differently, too? As in, your "bullets" and your "magazines" are separate items. So you could keep a lot of shells in your backpack but only have, say, three magazines on you.
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A few suggestions for the mod - for once.
SalamanderAnder (DayZ) replied to SalamanderAnder (DayZ)'s topic in DayZ Mod Suggestions
Ehh. Sounds like clunk. It's just another key I would accidentally press when I don't want to and cause me to die or something. The last thing I want is more clunk in the movement. -
A few suggestions for the mod - for once.
SalamanderAnder (DayZ) replied to SalamanderAnder (DayZ)'s topic in DayZ Mod Suggestions
In what reality can you shoot a target effectively from a ladder? That shit's hard. Most civilians can't even hit a target 14 meters away with both of their feet planted. -
I'm on a boat.
SalamanderAnder (DayZ) replied to SalamanderAnder (DayZ)'s topic in DayZ Mod Suggestions
There are around 5000 oil tankers exceeding 1000 tons travelling the ocean at any given moment. To say that none of them would have any fuel is absurd. Even then, why do gas stations in the game have gas? Shouldn't all the gas be gone, by your logic? -
How to lower the ”shot on sight” mentality
SalamanderAnder (DayZ) replied to [email protected]'s topic in DayZ Mod Suggestions
So, stash gear yourself so you can use it as leverage. Or just tell them you know where a helicopter is. I do it all the time. -
Just saw Rocket again.
SalamanderAnder (DayZ) replied to sausagekingofchicago's topic in DayZ Mod Gallery
I just want to remind everyone that this happened. -
I think it would be very interesting if upon log-out, the game could take a quick stock of your bare essential inventory (food and water mainly) and would give you a certain amount of time that your character can survive while logged out. For example. The base log-out time could be one week (a real life week), no supplies needed. Let's say you have something like a can of beans and a couple sodas. The game would tell you on log-out, (You can survive for 2 weeks with these supplies) The more food, water, and medicine your player has, maybe resting in a tent for example - all these things would increase the amount of real time you can spend logged out of the game. It would also be interesting to see those items consumed upon logging back in the game. Say you've been logged out for 3 weeks, and you had 4 weeks worth of supplies. 3/4 of your supplies should be consumed. No need to change the status of the player. Simply remove those necessary items over time. If you don't log in within the survival time - your character starts back on the coast with nothing. They starved to death.
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What are you talking about? IRL people have families, friends, and a mutual need for human interaction. Nobody would just start off completely alone in the "IRL" apocalypse. They would be united with other people they know. IRL you can't carry an engine or helicopter blades in your pockets. So your argument is invalid. Radioactive twinky? What? Do you even know what I was suggesting? A one-time lobby based group spawn. I am not the OP.
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http://dayzmod.com/forum/index.php?/topic/143972-some-thoughts-on-gameplay-in-the-standalone/ I have similar thoughts on skill. I would like to see success and failure in certain tasks become relevant to gameplay. I think this game needs to encourage cooperation and neutral player interaction. These ideas are meant to give players tangible value to other players. It also gives us more to do in the game. Having goals and higher end-game objectives will motivate people to cooperate, trade, and generally fight the environment more as a form of gameplay. Constructions would allow players to build bases, and they would have to be quite persistent. Inversely, it will still be possible to play as a loner, in fact- it may even become easier in some ways, since player-to-player trade menus will allow them to interact with people briefly and be on their way. And of course all of this actually benefits bandits, because it gives them higher end game goals. Now a group of or single bandit would be motivated to attack bases for supplies or just for fun. And seriously, progression is one of the most fundamental tactics in getting a player to become more attached to their character. People become attached to their characters, they start to consider the consequence of say, suicide. They'll also start to actually try to avoid death from zombies, starvation, hydration, infection, and exposure, because it will actually affect their progress. And the loot idea just makes sense.
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A few suggestions for the mod - for once.
SalamanderAnder (DayZ) replied to SalamanderAnder (DayZ)'s topic in DayZ Mod Suggestions
EH? I'm not talking about the zombie virus here. I'm talking about basic infections that you already get from zeds - which are carried via rotting flesh and fluids. The kind that makes your cough up your lungs until you die. I never said anything about the zombie infection.