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Your DayZ Team
Time Glitch
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Everything posted by Time Glitch
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Basic (and controversial!) Tweaks. Look inside!
Time Glitch replied to Belrick's topic in DayZ Mod Suggestions
Yeah...I like this =) -
Source or definitive evidence of this? I have heard that devs must manually "roll out" another round of vehicles to cause them to respawn. Also' date=' the pick-up truck I blew up on my server hasn't reappeared in like 5 days. [/quote'] I guess it's hearsay, but from someone I trusted. So, no confirmation, but I'm willing to bet that's how it works.
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I think the answer at that point is to get a boat and start living on an island, or stockpiling vehicles. If I were at this "end game", I would try to coordinate with others who were bored and start a trading post or medical center.
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Keep in mind that vehicles get destroyed all the time by stupidity or ambushes. They DO respawn if they get destroyed. They're supposed to be rare. Have patience!
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Extension to one of Rocket's idea: Gear damage by gunfire
Time Glitch replied to psycho84's topic in DayZ Mod Suggestions
Here's an idea. Something that kills two birds with one stone: So if this damage model were to be adopted, headshots would damage precious gear like NVGs and binocs and whatnot, and have a chance to damage some other gear. Body shots would destroy just about anything. But what about leg shots? My proposal is to code this in such a way that shooting the legs actually destroys nothing, but leaves the player alive. They could be unconcious and lootable for a time, but they wouldn't automatically be dead. This would give the bandits a chance to run up and loot what they wanted, and then the player might still have a chance to survive. Bandits win with undamaged loot, and the player wins by having a chance to keep going. I think the catch here is that shooting someone unconscious has to start counting against humanity just as much as a murder. But other than that I think this idea has a lot of merit. -
A new 'status' to encourage cooperation
Time Glitch replied to ScienceCow's topic in DayZ Mod Suggestions
Woah, woah. You actually might be onto something here... could we get some feedback from lonewolf players? I'm not wanting to make things easier or force playstyles, but adding some psychological tension would be awesome. Something related to being around people, that could be medicated if you want to lonewolf. Thoughts? Yes please. You'd have to make them fairly common (Anti-depressants ARE fairly common these days) for those of us who are hermits and not bandits. Make the screen desaturate a bit and maybe make us run a little slower (demoralized). To add to this, if you kill someone alone (banditry), maybe you have some more negative effects that go beyond what we just said. -
I was JUST about to make this suggestion. If you get high enough humanity, you should get a prompt that a new player skin has been added to your inventory. You can then equip this skin as a "Friendly". You immediately lose this skin if your humanity drops to anything below normal.
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Download Beta Patch and see the difference :)
Time Glitch replied to combatcomm1's topic in DayZ Mod General Discussion
I got the Beta patch today and still saw people typing in side chat on a supposedly "beta" server. Any way to make absolutely sure the server is running the latest beta patch? -
Consider 1 makarov+1 bullet *grin* OHFUCK. I wish this were possible. Unfortunately you'd have to have only one clip... Beyond the suicide option (There should definitely be a Suicide option if you right-click your gun), this would also give more tension to initial player encounters. You know they'd have a weapon, but would they still have that bullet? Would they attempt a headshot when your back is turned? Would you then be able to return the favor if they missed? Oooooh this could get interesting...
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For an Alpha of DayZ where Rocket had access to source and could do anything he wanted in the future? $50. I've gotten more time out of this mod than I have most full-priced PC titles. Realistic price point? $15 for Alpha, $30 upon release.
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20 words or less: Super-Low Humanity Detection
Time Glitch replied to rocket's topic in DayZ Mod General Discussion
Going to add to something here even though I've already replied: Make it a pop-up indicator when you look at someone. You can then identify their heartrate over distance. -
Anti-Bandit System, Scrap Humanity
Time Glitch replied to Rainman (DayZ)'s topic in DayZ Mod Suggestions
I don't like the idea of player skins giving infinite loot, but I REALLY FUCKING LOVE the idea of exclusive loot spawns and blood on the character's clothing. Having bandits not able to loot certain areas is a little unrealistic, but they're getting their supplies from killing people anyway. It would be an excellent way to punish them for killing others. -
Make EVERY weapon a lot harder to find.
Time Glitch replied to killertom3's topic in DayZ Mod Suggestions
I like this for everything but the Makarov. I'm in favor of removing the starting weapon, but making Makarovs more common than they currently are. So, making all weapons more rare might be a problem for that. How about we just move the loot rarity up? Make some of those Winchester and Enfields spawn makarovs, and move those weapons up in rarity? The military loot could get even MORE rare (Remove them from Deerstands), and the Enfields/Winchesters of the world would become more highly coveted. -
20 words or less: Super-Low Humanity Detection
Time Glitch replied to rocket's topic in DayZ Mod General Discussion
YES But ONLY if self-defense kills were somehow not tied to Humanity, and this "heartbeat" was discernible over a long distance. Most of the time, that's when you get shot or need to know "Is this guy good or bad?" Sorry for not keeping it 20 words, but I didn't go too far over! -
20 words or less: Spawning without a weapon
Time Glitch replied to rocket's topic in DayZ Mod General Discussion
YES But with far less valuable spawn kits. Make the Makarov gun and 2 spare clips spawn more often/have its own loot pile. -
Rocket needs to make this game harder
Time Glitch replied to borstal's topic in DayZ Mod Suggestions
I'm not 100% for all of your ideas, but I think the message is sound: This game needs to be harder. The game needs you to see another survivor as a godsend; Something that doubles your chances at surviving another day. The game needs to be even more brutal than it already is. I think the #1 way to stop the constant deathmatching is to spawn players with less items. You won't get killed for your beans, because you have no beans. This will stop the makarov-murders altogether. As for the well-kitted bandits, they still might be a problem, but PvP up north is always a risk, and it should be. -
Ideas to Create an Authentic Endgame
Time Glitch replied to ElemenoP's topic in DayZ Mod Suggestions
I agree with everything here...But ESPECIALLY Migration. Zombies need to roam in packs across the landscape. I don't know so much about loot though. If you really think about it, cities WOULD have the highest concentration of good stuff. -
Reduce amount of weapons, encourage teamplay
Time Glitch replied to Kogru's topic in DayZ Mod Suggestions
Great suggestions. I seriously love it all. I think the only problem will be when new players spawn in without a gun, and the Zed AI breaks and they get attacked through a wall or something. What are they going to do? There has to be some way to either break zombie aggro without using a weapon, or give the survivors the ability to distract zombies effectively. Currently, if you pop a flare too close to zombies, they don't go after the flare, they go after you. That's a bit of a problem, because you can only really pop a flare outside of town. Maybe you can start with a pile of rocks and you can get infinite rocks from the ground (Just use the context menu to get more rocks), and use them to distract Zeds? -
Glad to know that the survivors are going to get some incentive to ACTUALLY SURVIVE. This game has needed the ability to settle down and defend an area for a long time.
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DayZ has become Deathmatch / Team Deathmatch
Time Glitch replied to underpaidorphan's topic in DayZ Mod General Discussion
I'm going to contribute my little bitty bits here. I think the game is a "deathmatch" because that's what possible right now in the game. Anarchy is possible, while civil society is impossible. The tools to be a slaughtering madman are there: A gun and some friends. The tools for rebuilding society are simply not present: Being able to build structures and protect them from both undead and bandits, being able to easily identify members of society from outsiders, providing a safe environment for commerce and social interaction. Add in the ability to re-build society and we'll see a drastic decrease in "deathmatching". -
WTF is happening to the server community.
Time Glitch replied to Koot (DayZ)'s topic in DayZ Mod General Discussion
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WTF is happening to the server community.
Time Glitch replied to Koot (DayZ)'s topic in DayZ Mod General Discussion
I like the way you talk' date=' and it's something it is being ignored by many. When there is a bigger goal (reform some sort of order), then people will need more people. Make items that can only be dragged by two or more players around the world, while other escort it. They go putting stuff together in this place and they create some sort of establishment with hierarchy. Then people like me will have some existencial meaning in this zed-world: To be the antithesis of humanity's reconstruction. [/quote'] Fuck! Brilliant. There's already a dragging system in the game... They should definitely do this for large pieces of scrap metal, maybe even the rotors for the choppers. OHFUCK. They should put in transport choppers (Like fire helicopters) that can tow a giant container. You could load it up with items, and the chopper can lift it out of there. gfasdfjk that would be awesome. Reference: -
WTF is happening to the server community.
Time Glitch replied to Koot (DayZ)'s topic in DayZ Mod General Discussion
Exactly. The beauty about a sandbox is that you have a bunch of toys to play with. You have an awesome soldier, a terrible villain, an awesome truck, and a cool rock for them to all fight on. You don't HAVE to make the good guy attack the villain on the rock with the truck. You can have the hero throw the rock on the truck, or you can have the truck team up with the rock and the villain and hero must come together to thwart this new alliance. My point is, you have toys to play with in a sandbox, and you can do whatever you want and set your own goals. Giving us the ability to set up settlements would do wonders towards helping out the survival side of the apocalypse. This doesn't mean it has to be easy. Lots of resources would have to come together to build fences, towers, walls, whatever. Let's not even mention keeping everyone supplied with ammo, cars with gas, and warding off attacks. Setting up a settlement would be even harder than grouping up. It'd still be a huge challenge for survivors, but it would give them that ever-sought-after INCENTIVE. -
Need Medical Assistance? We can help.
Time Glitch replied to Dr Wasteland MD's topic in DayZ Mod General Discussion
If you're getting a ton of requests, why not try setting up another clinic in a different server? Put one of your top men in charge! -
WTF is happening to the server community.
Time Glitch replied to Koot (DayZ)'s topic in DayZ Mod General Discussion
I'd like Rocket's definition of a mechanic =P Anyway, if this is a mechanic, I think that we just need to expand the crafting system. We need ways to build fences, better tents, watchtowers. Make rebuilding civilization possible. Right now, anarchy reigns because anarchy is possible. Organization and civility doesn't exist because it's nearly impossible to set up within the game's mechanics. It's extremely difficult not because nobody is willing, but because you really can't clear out an area, post guards, and keep an area safe. The game isn't set up for it yet. My friends and I would jump at the opportunity to set up our own towns and create a safe haven. Right now, that's just not plausible.