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Everything posted by SalamanderAnder (DayZ)
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Crafting Suggestions (no discussion)
SalamanderAnder (DayZ) replied to r4z0r49's topic in DayZ Mod Suggestions
Input (zombie blood/water bottle) Output (poisoned bottle) Tools () FailChance 0 Enchantments = if consumed without purification, it will poison the player. Negative humanity for creating it? ActionType = recipe -
Crafting Suggestions (no discussion)
SalamanderAnder (DayZ) replied to r4z0r49's topic in DayZ Mod Suggestions
Input (dead infected/transfer kit) Output (zombie blood) Tools () FailChance 0 Enchantments = if used, it will poison the player recieving it. VERY negative humanity to the player who uses the zombie blood on another player. ActionType = gross -
Crafting Suggestions (no discussion)
SalamanderAnder (DayZ) replied to r4z0r49's topic in DayZ Mod Suggestions
Input (shell casings,stones, or steel bearings/tin can) Output (Rattler) Tools (none) FailChance 0 Enchantments = Can be thrown to distract zombies. Also can be used with rope or string to create simple alarms. However, when in your inventory, it will rattle as you walk. ActionType = blueprints -
Crafting Suggestions (no discussion)
SalamanderAnder (DayZ) replied to r4z0r49's topic in DayZ Mod Suggestions
How about the ability to crush tin cans into disks? Crushed tin cans could be stackable items in inventory, up to a limit. Input (Crushed tin cans/various clothing items) Output (Various types of body armor) Tools (string/tape/knife) FailChance 0.2 Enchantments = Makes a distinct noise when moving, but lowers chance of bleeding, broken bones, and infection due to zombie attacks. Also softens melee and some small caliber damage. Also it would be fucking hilarious to see people dressed up like armored hobos with shotguns. ActionType = clothing -
I'm going to go ahead and say this and just hope that I'm right...
SalamanderAnder (DayZ) replied to jubeidok's topic in DayZ Mod General Discussion
Watch the videos of the pre-alpha, genius. All of this is already fixed. -
PvP Will always be in this game. Deal with it.
SalamanderAnder (DayZ) replied to Quaby's topic in DayZ Mod General Discussion
I think the real issue is that PvP is the main source of gameplay. What this game really needs is more things to do. But of course PvP is going to always be an element of that. -
That's absolutely false. Just yesterday I was being teleported around on a server. Once, I got teleported a hundred feet in the air. fortunately I had the sense to simply abort before I hit the ground, but the hacker situation is still very present. It's a big problem. I'm almost always killed by some dude who soaks up rounds to the head like a fucking sponge.
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Hackers advertising that they stole everyones CD Key
SalamanderAnder (DayZ) replied to CSMP's topic in Mod Servers & Private Hives
Hackers can use scripts built into Arma 2 to send messages to your screen. He's bluffing. It's not possible. -
Day Z Urban Legends
SalamanderAnder (DayZ) replied to DemonGroover's topic in DayZ Mod General Discussion
The other day my friend Scott and I were trying to meet in Cherno. He was at the fire station, and I was moving along the railroad tracks, east, through the city. I was searching a shed near the base of the very large tubular structure, where the bridge looms overhead, and heard the faintest sound. The high pitched drone of Nyan Cat was closing in on me fast from the North. Assuming it was either a hacker or just a general griefer, I booked it for the fire station to get cover No matter how fast I ran, the noise just came faster. It was right on top of me (The song was being broadcast via Direct Communication). As I bullied my way through zombies into the fire station, we turned to face my pursuer. Before us stood a brown bunny, still playing this music. It ran straight towards me, and I dodged to the side, shooting it several times. The bunny stopped, but the shots had no effect. Then it placed an m249 and one magazine on the ground. It went over to Scott and placed an AS50 with one magazine for him. As quickly as it came in, the mysterious Gun Bunny had left us standing in awe of our new weapons. -
Why no single player option rocket?
SalamanderAnder (DayZ) replied to Michaelvoodoo25's topic in DayZ Mod General Discussion
No, no, and no. 1: We don't need more people to want DayZ. It's incredibly popular already, for good reasons. 2: DayZ is not just a game. DayZ is a full experience. 3: Mass appeal is fucking overrated. http://www.youtube.com/watch?v=y9lNbNGbo24 The whole point of DayZ is to put you in the shit. It forces you to deal with real people, just like you are forced to deal with real people in real life. The zombies themselves are not really a challenge, they're just a backdrop. Without that constant fear of being watched by another person, the experience loses meaning. Rocket has clearly stated many times over that his goal is to create a game bold enough to break away from the traditions of the video game industry. If single player was added, everyone who played it would cry out for some kind of script. They would want a story. But this is DayZ. This is your story. -
"Nasty" idea to make things even harder: be a mule!
SalamanderAnder (DayZ) replied to ziogualty's topic in DayZ Mod Suggestions
I like it. promote teamwork through necessity. After all, the main reason people cooperate in real life is because they can't survive and do everything they want by themselves. It's more authentic, and it will increase social interaction. Beans all round. -
Disappointed - No Starting Gun
SalamanderAnder (DayZ) replied to cordleztoaster's topic in New Player Discussion
Quick someone call the WAA-AMBULANCE, the game is tooooo haaaard! -
Survivor Colony!
SalamanderAnder (DayZ) replied to hunter2123's topic in DayZ Mod General Discussion
I can't log in to your forums without encountering some kind of script error. :( -
Of course as we all know, Rocket plans to bring back humanity indicators via the use of skins, and also wants to implement dogs as companions sometime soon. My suggestion is simple. Dogs have an innate sense of situations and of people, so instead of just skinning a player to show what they are, why not give dogs an extra functionality that would make detecting another person's humanity more subtle and naturalistic? Basically, if a player approaches you (assuming you have a dog as a companion) it will start with a low growl. This should apply to every player, regardless of their humanity level. However, if a player does have a low humanity level, the growl should become more aggressive. Let's say they have a very low humanity level, the dog might start snarling and start a low, growling bark. Nothing too loud, just enough to warn you that the person you are encountering may be a threat. On the other hand, if the person has a high humanity level, the dog would start at the low growl but eventually taper off and become more docile.
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Please make Dayz standalone CLOSED testing.
SalamanderAnder (DayZ) replied to redfield-77's topic in DayZ Mod Suggestions
That's why it's such a brilliant development model. Let anyone download it and build up a large player base. Fact of the matter is, full market testing is the best and most vigorous testing there is. Now the devs can track statistics and bugs across a huge sample group, which in turn allows them to make more informed decisions and adjustments. This is especially helpful for what has been for some time, an extremely small development team. So what, people are being whiny. At least their whiny asses are providing statistical data that can be analyzed. Now the team can foresee the large weaknesses in the game. Not to mention, the game has grown beyond just that. It's become quite the social experiment. There's a lot of interesting stuff we can observe about human nature in this game environment. It will evolve. -
Improvised motorcycles
SalamanderAnder (DayZ) replied to dance1211 (DayZ)'s topic in DayZ Mod Suggestions
Very cool idea. Maybe even the ability to combine engine and fueltank parts with bicycles to create a motorbike. -
US 1040 Colony Idea?
SalamanderAnder (DayZ) replied to hunter2123's topic in DayZ Mod General Discussion
I'd love to help with a project like this. Count me in. Skype: SalamanderAnder Steam: Metal_Mavrik -
Maybe someone has already suggested this. Searching for such complex concepts in such a huge sea of suggestions, however, is nearly impossible at this point so I'm just going to speak my mind. We need more tools and more motivation to pursue construction in this game. It may very well be the only thing that can rescue us from the cycle of violence that is being perpetuated so fiercely among the player base. Think of it - the only readily available abilities we have as players in the world of DayZ are destructive ones. 1: Tents must be overhauled. They should have some storage, but much less than they do now. (I also hold the same opinion for vehicles.) They should also act as mobile spawns, a-la minecraft beds. The caveat to this, however, would be that tents would be removable by any player who finds one. I also think spawning in a tent should cause some kind of delay, so as not to provide too much of an advantage. I imagine this could be easily handled; basically IF a player spawns in a tent, rather than on the coast, they would spawn in a state of shock that would detain them for, say, five minutes. This, combined with the significantly lowered storage space, and the ability of other players to remove them, should prevent them from being used as instruments in griefing. Tents should also have an option to "Save as my spawnpoint," so as to avoid any issues with owning multiple tents. This could not be done by a player unless they placed the tent. This is to make it a little more challenging to steal a tent than simply saving it as your own. Also, I predict there could be issues with more than one person saving it as a spawn, so it would probably be cleaner to preserve this option for the current owner of the tent. 2: More structures. Quite simply, we need more at our disposal. I'm thinking larger tents, camo netting, larger sandbag walls, ramps, ect. Naturally these would have to take up significant inventory space. Furthermore, some larger or more advantageous constructions (like fortifications) should require multiple components, and could ONLY be constructed through the concerted efforts of multiple players. For example: wooden beams, planks, tarps, metal siding, ect. would be individual items. So if you have a set of wooden beams, and another player has a tarp, you could build a large tent. However, you could ONLY do so if you both look at each other and choose a "Build Large Tent" option. Or perhaps one player could initiate a request and it would present the other player with a prompt that would say "Would you like to build a (Large Tent) with this player?" Something along those lines. 3: Removal of large constructions. All constructs should be removable. (As they now are) However, any construct that requires more than one person to assemble should require the same number of persons to disassemble. Not only will this prevent nefarious individuals from griefing groups by removing their constructs single-handedly, but it will also allow for the items that produced the construction to be retrieved effectively. It would also encourage teamwork on both sides of the process. In this fashion, people would have the choice to group together for the purposes of construction, or destruction. The choice is still theirs, but cooperation in these ventures would not be optional. As you can see the main goal of adding these tools is to gently encourage more positive player interaction. I fancy this solution quite elegant in that it preserves player freedom, while also giving players the option to work together, rather than to just battle royale. Naturally if you want to play as a rogue, you can. All the things that function in the game for individuals should still work for individuals. All styles of play have their own benefits and their own shortcomings, but at this stage, playing cooperatively is simply not accessible enough. I'm sure I'll think of more to add to this but it's late and I'm very tired. Anyway, discuss.
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A More Robust Construction System
SalamanderAnder (DayZ) replied to SalamanderAnder (DayZ)'s topic in DayZ Mod Suggestions
Yeah most of this is intended for the standalone. However, I'm fairly certain that the tent suggestion is entirely possible, and it is one of the key factors in shifting the gameplay. If they had that functionality, people might be more inclined to pull resources and build settlements. -
The announced base building + Suggestions!!
SalamanderAnder (DayZ) replied to Kniekehlenheinrich's topic in DayZ Mod Suggestions
Personally I'm not very excited by the idea of player bases being exclusively underground. It's very limiting and while I want to see underground bases, I would also like to see more above ground construction possible as well. For example, the other day I was scouting out Electro, lone wolfing it, and doing a pretty damned good job too. Stalking other players and keeping them in my sights, while remaining unseen, like a shadow. Anyway. So I get to the grocery store and look south, and lo and behold - in massive numbers, barbed wire, tank traps, and sandbags had been erected in order to turn a building into a fortress. It was SO intriguing, so unlike anything I had ever seen, that I dropped all pretenses of being a cunning lone wolf survivor and headed over there out of sheer curiosity, with the hope that the owners were still there so that I could congratulate them on such an achievement. Of course I ended up taking a bullet from sniper hill before I could even reach the place. Curiosity killed the cat. But my point is that THIS is the type of thing I have been dying to see in DayZ. I want the gameplay to move, in a larger way, beyond just scavenging and being shot by unseen snipers. The idea of towns being taken over by groups of people, or large refugee camps being erected by survivors, is thrilling. -
You won't make money on standalone or Arma3....
SalamanderAnder (DayZ) replied to SmithyD's topic in Mod Servers & Private Hives
Step 1: Get steam support for the standalone Step 2: Request VAC support That's it. -
bandit punishment or reasons to player kill u deside....
SalamanderAnder (DayZ) replied to zzSTABBYzz's topic in DayZ Mod Suggestions
Learn how to use punctuation and capitals, I could hardly even read your post. And NO. Players should not be punished by the game or rewarded with abilities. It's about balance of power, and cunning. -
Give a bandit more speed and silence? So basically turn him into more of a banditing machine. I think abilities/perks undermine one of the most unique qualities of this game, which is skill. And I'm not talking about XP points that unlock "skills," but I mean real knowledge. This game is a skill based game. The only way to be successful is to develop skills, like: Scanning your surroundings. Not travelling on the tops of hills or through open areas. Knowing how to break line of sight effectively. Positioning yourself strategically. Using tactics like flanking and close-quarters clearing techniques. Exercising discretion when necessary. Managing your equipment. That is why this game is so authentic. Rocket says himself, he wants to give the players tools. Not just grant them abilities.
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Remove zombie re-spawn, around player radius
SalamanderAnder (DayZ) replied to Svaki's topic in DayZ Mod Suggestions
Good job reading the post all the way through. I for one think that is an excellent idea. Even just having a limit alone to the number of zombie spawn (even if it is in the millions) would be very interesting to see. I wonder how long the gameplay would last before deteriorating - I mean I wonder how long it would take to deplete the zombie population. If it were truly persistent, at some point the players would kill all of the zombies on a server since players respawn and zombies don't. Actually reminds me of the good ol' days of Arma I with those full on war campaigns and you had to clear out every single town on the map of enemy troops. -
Bandit and bandit skin - spawn
SalamanderAnder (DayZ) replied to gambla's topic in DayZ Mod General Discussion
Humanity seems to carry across death. The bandit you killed, I don't know. Maybe there's a gray area from what determines a bandit and when you get the skin, or if he had recently murdered he might be considered a bandit despite not being below the humanity threshold. Not sure.