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Everything posted by Badjr
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Horrible idea. Most of the mechanics you described are either impossible to do with this engine, really stupid, or flawed in concept. Just, No
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In an apocalyptic scenario I wouldn't care about others. I would only care about my friend and family, anyone who is a threat to mine or their safety will be killed and anyone that would make supplies more scarce for us would be chased off. I'm not going to share necessary supplies with others, it's the kind-hearted stupid people that die first. Those who look out for themselves and their friends are the ones that survive. The only way a vending machine would work with this game is the way they did it in fallout. Maybe some cans of coke or some empty cans, It shouldn't require power though. If I came across a vending machine I'd smash that thing open, I wouldn't work to find parts and gasoline to get it powered. All around, this idea isn't very good
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The point is still valid. Should DICE give you BF3 for free because you bought BF2? Actually, the previous would be more valid since the games are very similar. Arma 2 is nothing like Dayz, so it would be closer to say: Should Blizzard give you Diablo 3 for free because you bought Starcraft 2?
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You bought arma 2 from Bohemia Interactive, you didn't buy it from Rocket. Rocket didn't get your money, Bohemia did; why should rocket give you a free game because you paid someone else for a different game? Sorry EA, but I already bought World of Warcraft from Blizzard, so you should give me Star Wars for free since I already paid them. How does this sound like a logical argument to you?
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Zombies don't run fast; they run barely faster than the player, and when they catch up to the player they have to stop to attack. Unless you're walking backwards, a zombie won't be able to hit you while you're running. On top of that, all you have to do is run into a building to lose aggro. Sure they'll walk in, but they won't be aggroed to you anymore they'll just walk around like "hurr durr what did I come in here for again?" Why would you wash up on the beach with a crowbar? Not to mention, it'd be replaced as soon as you found a hatchet
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Am I the only person who finds 15 hatchets within the first couple minutes after a new spawn?
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Yes, because in real life I'm going to keep filling vending machines up with stuff for others in any kind of apocalyptic situation.
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The mod isn't going to be brought over to arma 3, it is going to be made standalone
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Limit where players can set up barbed wire fences and tank traps, and an idea for church bells.
Badjr replied to charlietomato's topic in DayZ Mod Suggestions
I have no problems getting around barbed wire, ever. Usually you can use the V key to jump over the barbed wire, and when that doesn't work you can still take it down with one of the prevalent toolboxes. Not to mention logging off, switching servers, then switching back. They need to make barbed wire better, not worse. Tank traps have no purpose, as they can always be jumped over diagonally Sandbags can be jumped over easier than barbed wire. Currently, you can't use them around your camps, as people will just log off, bypass them, then log in. Churches don't have good loot, they have 5-6 loot spots for common loot. I have yet to set foot in a church that had anything I could use in it, but that's because I go to supermarkets before anything else. Besides, who is supposed to be ringing the church bell? The zombified priest? -
Actually, there are two helicopters per server. That or there are about 5 servers I normally play on who never have hackers, had hackers who only came in and hacked in one extra helicopter then left. As well as a few other servers that I don't normally play on who had hackers who only happened to hack one extra heli in.
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Suggestion to stop bad players, hoppers, etc
Badjr replied to Bulletproof Sandwich's topic in DayZ Mod Suggestions
Its funny because OPs solution won't do anything to those who alt+f4, unless they're slow at it. Since it takes about 5 seconds to transfer information from client to server. Most can quit in that time. This will result in faster quitters, dead people with bad connections, and players who log on sight -
No, the kind of engine that would support this kind of playstyle won't work well with the Dayz mod. The BF3 grab and knife sequence is a cinematic. Its a response programmed for when you knife a player while you're behind them. There could be a lower your gun stance, but it wouldn't be able to be implemented in the way you're asking
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Suggestion to stop bad players, hoppers, etc
Badjr replied to Bulletproof Sandwich's topic in DayZ Mod Suggestions
Well, since all areas of combat(zombie pathing, broken limbs, blood loss, bullet hits) are handled by the client and not the server. Most of the time when I see someone log out after I shoot them, and they're stupid enough to log back in. They won't be bleeding, this is because the client didn't have enough time to relay the information to the server before the player logged. So, I'd like to ask you again: How do you plan on recognizing a player who is in combat vs a player who isn't in combat? -
Suggestion to stop bad players, hoppers, etc
Badjr replied to Bulletproof Sandwich's topic in DayZ Mod Suggestions
Really? Because any time I miss a player, they're gone. Similarly when I kill a player in a group, the others in the group usually vanish. What's wierd is most of the time this happens in wide open fields, and when I check the area there isn't anyone there. Of course usually after the vanish, I'll press "p" and it'll show that they aren't currently logged into the server, and usually a couple seconds later their name vanishes from the logs. Yeah sure they're hiding, on another server. -
Suggestion to stop bad players, hoppers, etc
Badjr replied to Bulletproof Sandwich's topic in DayZ Mod Suggestions
You don't think someone shooting at you and missing is combat? You don't think chasing someone with a hatchet is combat? You don't think zombies running to attack you is combat? Doesn't sound very smart -
As many of you know, there have been complaints against the KoS method of play. There has been talk of trying to combat this, trying to make it less prevalent, or trying to take killing out altogether. The goal of this mod is to make people feel a wide range of emotions, while still making this post-apocalyptic zombie survival game feel authentic. This is why I propose a new method of dealing with players: Subduing This system would involve being able to knock players out and tying them up. Being behind a player would allow the scroll option of "knock out" which would put the player in an unconscious state for a set amount of time. This alone would cut back on murders(or will when ammo doesn't refill itself) and create a helpless feeling for the individual who has been knocked out. However, I'm not done just yet; I would also like to propose the ability to tie up players. If you've ever encountered an unconscious player you know that you can loot them or drag them around. With this new system a third option of "tie up" would be available, possibly requiring the use of a rope. While a player is tied up they will not be able to move or stand. they will be stuck in a sitting position on the ground, unable to use any scroll wheel commands or shoot. Other people(who aren't tied up) would have the option to untie them, or possibly drag them. The person who is tied up would be able to untie themselves, or work their way free, after a certain amount of time. Of course a couple of glitches would have to be fixed before this would be effective. Currently ammo refills itself, meaning players don't have to worry about conserving it. Which would make players less likely to use this method of dealing with players. There is also combat logging. Players who are unconscious or tied up could just alt+f4 out of the game, log into another server, and then log in and wait for the timers to run out. A possible solution would be killing players(leaving their bodies behind) or leaving players bodies for a set amount of time upon disconnect if they are in an unconscious or subdued state. If anyone has any other ideas, problems, or anything else relating to this; feel free to post.
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The mechanic to put a player in an unconscious state already exists. Implementing it so that it only appears as a scroll wheel option when behind a character would be childs play for Rocket. Nice try though, being a smart-ass doesn't work when you're stupid
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Suggestion to stop bad players, hoppers, etc
Badjr replied to Bulletproof Sandwich's topic in DayZ Mod Suggestions
I had already seen the "takes a bullet or shoots" but that doesn't aid in stopping the majority of combat logs. It doesn't prevent players that log on sight, it doesn't aid when shots miss, it doesn't help when chasing a player down, it doesn't help against players who log out when zombies aggro. How do you plan on preventing these? -
Suggestion to stop bad players, hoppers, etc
Badjr replied to Bulletproof Sandwich's topic in DayZ Mod Suggestions
You don't seem to understand. To get the shock debuff you have to either take damage, break a limb, or have a bullet hit close to you. How do you suggest the server tells your player to recieve the combat debuff? in other words, what has to happen for the player to recieve the combat debuff? did i dumb it down enough for you to comprehend? -
I already addressed that in my original post
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Suggestion to stop bad players, hoppers, etc
Badjr replied to Bulletproof Sandwich's topic in DayZ Mod Suggestions
Since you seem to be retarded, let me speak in your language. HAWS DOZE THI SERVAR KNAW IF A PLAWYER IS IN OR OUT OF COMBAT. Or if you chose to gain literacy. How is the server supposed to tell the difference between a player in combat and one out of combat? God damn you're retarded -
Its usually the Pegan gods that want the virgins, coincidentally the only way to kill a pagan god is with a wooden steak through the heart. Not a stake mind you, a steak like the slab of meat.
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I would be more pissed if someone tied me up, took all my crap, and then just left me. With no respawn button, my only option would be either to continue on or find some zombies and kill myself. And sure you can tell people not to move, but I've been able to spin around and kill people before they had a chance to shoot me. Besides the reason people don't do that in the current stage is because if you try this someone is just going to DC.
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Suggestion to stop bad players, hoppers, etc
Badjr replied to Bulletproof Sandwich's topic in DayZ Mod Suggestions
This does not solve the issue of how to know when a player is in combat, perhaps the most important part of your suggestion. -
Suggestion to stop bad players, hoppers, etc
Badjr replied to Bulletproof Sandwich's topic in DayZ Mod Suggestions
How do you suggest we detect when a player is or isn't in combat, as well as how the player knows whether they are marked as in or out of combat?