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nihilisst
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Everything posted by nihilisst
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Suggestions for the DayZ standalone - thinking outside of the limitations of an Arma 2 mod.
nihilisst replied to ruarz's topic in DayZ Mod Suggestions
I think I can speak for most "lone wolf" players when I say that the new feature of limiting blood regain through eating to once an hour (https://github.com/R...on/Changelog.md) will be the death of many of us. So, I request/suggest, to add regeneration of blood over time. Of course not as fast as most shooters or RPGs, where it's almost dead to full heath in a few seconds/minutes. I'm thinking more of 1-20 blood per minute, depending on hunger/thirst level and wound treatment. And maybe limited to a maximum of 6.000 - 10.000, also dependent on your health state. So blood bags don't become obsolete, but solo players have higher chances of survival. by wound treatment I mean how well you're treating your wounds. (of course, this mostly for the standalone, which'll have a much more sophisticated health/disease system) So, if you've broken your leg and sprint through the woods, your regeneration is slowed. If you've applied a bandage not too long ago, the wounds still there, your regeneration is slowed. If you've got a concussion and run around like maniac. If you're sick with whatever disease you might get. If you're cold/wet ... It also adds authenticity. "time heals all wounds" -
On game design, "progression through equipment", and a system of micro-skills
nihilisst replied to GodOfGrain's topic in DayZ Mod Suggestions
That's my idea, too. Let's take "bandaging". You start with a skill of 50, and everytime you apply a bandage (which you can only do if you actually bleed), you gain 1 skill point. (maximum 1 per hour, though) The skill affects the speed of applying the bandage, at 50, you take 6 seconds to apply one, at 100, you only take 3. So, you'll only see a difference over a long time, it's really just minimal gradual progress. (the numbers I use are quite random,they probably wouldn't be functional. And they only have a meaning for the programmers) Of course, every skill would increase differently. Some increase faster than 1 per action (eg 5 per action), others slower (1 per every 5 actions). In DayZ it wouldn't even be possible to grind skills. You can't bandage a wound that isn't there. You can't repair a car that isn't broken. You won't make a fire over and over again with only 5 matches. And the progression can be limited, like I said "maximum 1 per hour". Of course, your skill isn't absolute. As you explained, other factors influence them. Hunger, thirst, weather, blood loss, wounds, fractures, concussions, infections... They all can cause penalties, and when treated correctly, disappear over time. "Learning by doing" and "Improvement over time" are in the end very similar and would probably not feel any different. But let's say you don't ever repair a car. would that skill, the probability to fail/succeed, increase too? You survive for 50 days, but always stay in the same area, hunting, fishing, living off the land, rarely go into a small town and check some cupboards. You never see a car, until day 51, when another player crashes his car into the house you're looting. How skilled would you be at trying to repair the engine, fix the fueltank or change the wheels? definitely not better than 50 days before, because you never had the chance to try and understand how it works. It could even go a step further. That you have to exercise regularly to keep your level. (like in real life). But that would go too far. and, about wep0ns explanation for "Gaining of passive skills with a heavy trade off. happens randomly, difficult to exploit:" The "skills" he mentions (immunities, resistance to cold...), well I think they are a completely different factor than the "skills" I (and you) have in mind. If you stay out in the cold, you maybe get sick. That's normal. And if you get over the sickness, you'll maybe be more resistant than before or even immune. that's normal, too. But that has nothing to do with skill or character progression. This feature can exist side by side, or without a skill system, but not "instead" of one. PS: To all people repeating over and over again, that ArmA/DayZ Mod has already a learning progress, for orientation, weapon handling etc. Yes, I agree. There are some skills, that are Player Skills. How good you are at estimating distance of a target, that you know how to navigate using the sky, that you know when to crouch or go prone to avoid detection, etc. These are Player skills that are translated into the game directly by input. And they are enough for ArmA, which is a Military Simulation. But DayZ is a Apocalypse Survival Simulation. There is more to do than move and shoot. There are Skills needed that CAN NOT be translated directly into the game. And the fact that these are the same for every player make the "survival" not really "survival of the fittest", as every player is "fit" at the same level. And that is boring. DayZ in it's current state is still too much "Military Simulator" than "Survival Simulator". The only alternative to "artificial" skills, would be minigames. But really, everybody hates minigames. Either they're too easy and boring, or they're unrealistic or they're too complicated due to the limitiation of input possibilities with mouse and keyboard (have you played "Surgeon Simulator 2013" ?) -
On game design, "progression through equipment", and a system of micro-skills
nihilisst replied to GodOfGrain's topic in DayZ Mod Suggestions
This is exactly what I've suggested many times here and on reddit. But I've always been downvoted or haven't gotten many replies. Maybe because I've not explained it well enough, who knows. doesn't matter now. I have a few things to suggest for additions/changes. (I hope I haven't missed them while reading over the OP and am repeating things) - Categories and (Micro-) Skills: each skill corresponds to one single action you can do. (bandage yourself, reload a revolver, clean a rifle, cook meat, repair a car wheel, ...) a group of skills makes a category (medical, fitness, outdoor, mechanic, crafting, ...) at character creation, you are only confronted with the categories (see below) - Skill progression through "doing stuff": As you explained, this can cause spamming, just to get better at something. This can be prevented by limiting the progression per day/hour. (let's say you gain 1 point for every time you apply a bandage, but at max 1 per hour (or so)) The best way to actually realise the skill progression is to assign probability of success/failure, speed and effectivity. eg. reloading speed time before a repaired engine breaks down again number and quality (diseased or not) of meat you get bandaging speed time before a cleaned weapon starts to jam again amount of wood/metal needed to build an item durability of crafted items (makeshift weapons, barricades,...) and chance of success/failure ... - basic and advanced skills: Basic skills are those that everyone can do (bandage, make a fire, reload a gun) advanced are those that need special training (blood transfusions, rifle cleaning, gutting animals) You can get a few advanced skills at the beginning, depending on your starting level in the corresponding category. (So, you don't know how to do a transfusion if you start with 25% medical) You can still try to do these things (as you know that they are possible), but with a 95-99% failure chance. To learn additional advanced skills, you need to meet other players that can teach them to you. (of course you still need to exercise before you're really good at it) Rocket mentionned once that he would like to see players learn from each other. - Custom Character creation / classes: You don't necessarily start with 50/100 in every category, but can choose which to increase or decrease. Of course, you can't simply decide to start with 75 in every category, but have to stay at the same average. So, if you increase one category by 25 points, you have to decrease other categorie(s) by a total of 25 points too. You can either create your completely own custom character or choose from different classes (medic, mechanic, hunter, etc. each with his own skillset corresponding to his job) The character creation would go through a few steps: 1. Gender 2. Appearance 3. Custom Class (that you can save in the case you die) OR Standard/Random Character OR Predefined Class 3.1. Skillset choice (custom OR class) So, the skills (categories) you choose at character creation are as follows: 5 levels, very low - low - medium - high - very high. corresponding to 20 - 35 - 50 - 65 - 80, the number corresponding to the level each (micro)skill has. except for advanced skills, which are 0 - 15 - 30 - 45 - 60 (additionally, it could be that the higher your starting level is, the higher you can get. eg a total of 50 pts. meaning, at 20 you can only get up to 70, but at 80 you can get up to 130.) And of course, I agree completely with you that everything should be calculated in the background, without announcements, levels, perk trees, etc. Also that the character can't get overpowered, even after weeks of survival. -
I think I can speak for most "lone wolf" players when I say that the new feature of limiting blood regain through eating to once an hour (https://github.com/R4Z0R49/DayZMod/blob/3bf0696474f20178affee2d6ce65eca5eef0ddc2/Documentation/Changelog.md) will be the death of many of us. So, I request/suggest, to add regeneration of blood over time. Of course not as fast as most shooters or RPGs, where it's almost dead to full heath in a few seconds/minutes. I'm thinking more of 1-20 blood per minute, depending on hunger/thirst level and wound treatment. And maybe limited to a maximum of 6.000 - 10.000, also dependent on your health state. So blood bags don't become obsolete, but solo players have higher chances of survival. by wound treatment I mean how well you're treating your wounds. (of course, this mostly for the standalone, which'll have a much more sophisticated health/disease system) So, if you've broken your leg and sprint through the woods, your regeneration is slowed. If you've applied a bandage not too long ago, the wounds still there, your regeneration is slowed. If you've got a concussion and run around like maniac. If you're sick with whatever disease you might get. If you're cold/wet ... It also adds authenticity. "time heals all wounds"
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Suggestions for the DayZ standalone - thinking outside of the limitations of an Arma 2 mod.
nihilisst replied to ruarz's topic in DayZ Mod Suggestions
Some Powerful Handgun, like the Desert Eagle, .44 Magnum, Smith&Wesson 500... Loud, Rare Ammo, difficult to handle, but really cool and devastating. -
Suggestions for the DayZ standalone - thinking outside of the limitations of an Arma 2 mod.
nihilisst replied to ruarz's topic in DayZ Mod Suggestions
Another thing I've been thinking about a few times: Making Bullets and Magazines/Clips separate Items. (Of course this goes hand in hand with a revised Inventory + Item System) So, Bullets + Shells are sorted by Caliber and Every Weapon has it's Caliber that it uses. This makes Mag Conversion unnecessary and adds Realism. Plus it nicely plays together with the Reloading System of ArmA 2. If you reload a Mag, the half empty Mag stays half empty until you refill it. And it adds to the Survival and Tactical aspect. If you have 30 rounds, but only one 7 round Mag, you have to refill the Mag everytime it's empty (and that takes time). And it fits well to the extreme Rarity of Items that, in my opinion, adds a lot to the Survival aspect and is better than the abundance of Guns+Ammo that is present right now (And not only because of Dupers, even on Private Servers, I feel like there are too many Guns.). -
I think the back story of the apocalypse must be designed to fit the best balance of Ammo & Weapons in the game. (For my taste, that'd mean Extremely Rare Military Weapons + Ammo. And Civil Weapons like Shotguns or Hunting Rifles a bit more common. More or less like I explained in my other post) DayZ takes place in an 225 km2 area of the ex-sovjet state "Chernarus". Everything that happens outside of this area has nothing to do with the game. (the Area of the map doesn't hold all the ammunition and weapon reserves of the whole world, not even of the whole country) I think a logical calculation of ammo + weapons that are available in game, would be the "normal" realistic amount that is actually available in a similar area IRL. And then comes the tricky part: the back story. The Military has left the area and shut it down (with a huge wall or whatever). And it left with most of its equipment. All that's left is some stuff that can be found on dead soldiers or at crash sites. (half empty mags etc) There is no weapon or ammo manufacturer in the area. No (or maybe one small) arms store. So Citizens won't have stocked up that much on ammo + Guns. And ammo will already have been spent during the apocalypse. Also, equipment will have been looted by raiders. Considering all this, there simply isn't enough ammo + weapons to "last for years". It's DayZ Chernarus, not DayZ Europe or DayZ USA...
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The thing is, there are so many things happening at the same time, and over time. It's a - admittedly slow - but steady process, that as a final result, has a situation where everything is scarce. Ammo + Weapon Factories stop working and stop sending their product out into the world. All the Resources you need to make your own ammo come from somewhere, too. (I don't know shit about that, but I suppose it's rather specific stuff) The Military + Authorities will get the hell out of the area, once it's clear they don't stand a chance, and take their stuff with them. Everyone will be looking for Stuff he can use. The Moment the Chaos starts, the first people start to take what they want without asking or paying. You know how fast bottled water is sold out when there is some kind of emergency. The Population doesn't magically disappear from one second to another, and "We" (The Players) aren't the first and not the only ones to look for useful loot. But you have a point, yes. (@kebman) But I think, too much ammo results in two things, that make DayZ shit right now: Hoarding (Hey, a box with 50 Mags! better take all and store them at the Camp, so I'll have enough) and Shoot On Sight- Mentality (Why be friendly, I have enough ammo to fill him with 30 rounds)
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What I think has a big influence on the rarity (or commonness) of Firearms - and what nobody seems to mention - is the point at which the Game takes Place. The distribution of firearms and ammunition will definitely change a lot depending on how much time has passed since "the event". Let's compare a few points: - immediately before and at the very beginning: The Situation will be as most describe here in the thread: depending on the country, in civil homes will be found almost none (EU) to almost everything (US) Weapon Stores will have a Standard Stock of Weapons and Ammunition. Military facilities will have "full" armories with Assault Rifles, LMGs, Sniper Rifles, SMGs, Equipment ... Same for Police Stations. - When the population becomes aware of the thread, the military + Police try to keep order: People will stock up on Weapons + Ammo. In the US, Civil Homes will be full. Weapon Stores will be empty (except for some guns, but most likely no ammo), as everyone wants to be prepared. Military facilities + Police Stations won't have "full" armories anymore, as Soldiers and Officers will be out on the streets to keep order and fight the Zeds. - During the Apocalypse: Martial Law, Chaos, Destruction, ... Civilians will barricade in their homes and pump out lead on everything that moves outside. Military and Police will pump out lead on everything that moves on the streets. Most military weapons will be in circulation. Everything that's left in the facilities are leftovers; malfunctioning guns etc -> Ammo gets rarer and Weapons are spread all over the country. Already now, Looters will try to get as much as they can from dead soldiers, empty houses and stores. - The Aftermath: The Military failed, Civilization has come to an end. Some People will have survived (We, the Players), but unfortunately no one that was barricaded in his house with tons of guns. Military Equipment will be spread all over the country, mostly on dead soldiers, in crashed trucks or helis, in basecamps ... Raiders + Bandits will roam the lands and loot everything of worth. So most Military equipment will already be gone. And anyways, The military has spent most of their ammo. All that's left are some half empty or empty mags. Surviving soldiers and Equipment will have been flown out onto some aircraft carrier. (Except for some downed helis) - The Reconstruction: Slowly, but steadily, some kind of order is restored. A Post-Apocalyptic Situation like in the "Fallout" Games. New Societies, Tribes start to form, People start to settle down again. Zombies are killed and become less. Currencies and economies are created. Military and Police forces are getting organized. And so on. I think we all agree that the DayZ Setting is "The Aftermath". So we can pin down: - Military Equipment: Weapons, Ammunition, Tools, Vehicles, ... Is spread all over the land. Dead Soldiers, Crashed Vehicles, Crashed Helis, Camps. All small locations that held a small amount of equipment. Larger Military facilities hold only leftovers, not more than every other small Camp. Same for Police Stations. The Equipment is worn, ammo is spent and has been taken by Raiders. There is not much left, And everything's widespread. There are NO Central Locations that hold "the best" or "the most" loot. - Civil Weapons: Shotguns, Hunting Rifles, Pistols, Historic or Collector's Weapons. (Maybe some AKs) People will have stocked up on Ammo, but will also have spent a lot of it. Depending on how (realisticly) the distribution of arms would be in Country like Chernarus, that amount of Guns & Ammo could be found in Civil Homes. But again, Raiders have looted everything they could find. So, there won't be 30 Guns with 1000 Rounds each in every house. So, there can be anything, from complete armories with 3 Hunting Rifles, 2 Shotguns, 6 Different Pistols/Revolvers, 5 Historic (useless) Weapons and a few boxes of ammo for each, to 1 Revolver with 4 Rounds that you have to take from the cold, dead hands of the guy that shot himself and his wife. (This of course, needs to be randomized, to prevent having again the ONE location that will become the destination for everyone. Like 1 Full Weapons Cabinet for every 100 enterable Houses, randomized once a day.) - Weapon Stores will be empty (If there even are some in Chernarus) For Melee Weapons: Everything that's suited can be used. Baseball Bats, Golf clubs, Cricket Bats, Crowbars, Hatchets, Knives, Machetes, Sticks, Hammers, ... TL; DR: Less Firearms (especially Military) IS realistic. Think about the development of an apocalypse. And Sorry if I'm not clear or contradict myself or something.
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NEW DayZ Fallujah Map Released!
nihilisst replied to avid_gamer's topic in Mod Servers & Private Hives
Well, as it says "You are running 1.7.2.6", which is the DayZ Chernarus Version number, it seems that the Fallujah-mod has not started properly. Make sure you have the -beta=Expansion etc. launch parameter, too and that Fallujah shows in the Expansions menu in-game. And make sure only Fallujah shows, and not DayZ. -
NEW DayZ Fallujah Map Released!
nihilisst replied to avid_gamer's topic in Mod Servers & Private Hives
The launch parameter needs to be "-mod=@DayZFallujah", exactly like the Folder. -
NEW DayZ Fallujah Map Released!
nihilisst replied to avid_gamer's topic in Mod Servers & Private Hives
Edit: @RobCivicCRX; doesn't work for me. @Fallujah shows up in the Expansions, but when I try to join a server it still gives me the "dependent on content that has been deleted.fallujah_v1_0, dayz_vehicles, blabla" (what is the ";ca" for ?) -
The 1 thing you need from the DayZ Standalone.
nihilisst replied to gambles's topic in DayZ Mod General Discussion
These are some raw ideas I have for a Skill/Stat/Perk/Ability/Progression - System: 1. Learning by doing: You get a little better every time you do something. - Only small progressions, You can only tell the difference when comparing to an earlier stage. - Upper Limit: You can not exploit this system to get a huge advantage on others. - No visual announcements like "Skill increased to 83" in huge red letters in the middle of the screen. Everything happens in the background. You can only "feel" your character get better with time, not look up your character sheet. How fast a Skill increases can depend. You don't have to gut 100 Cows to get just 1 more piece of meat. Neither can you construct a decent bow after playing with some sticks for 5 minutes. The progression would be: - time needed to do things (you get faster) - efficiency (It holds longer, restores more health, needs fewer parts, gets you more items ...) 2. Starting Skill Sets: A Number of Skills that determine your "class" - To start with a skill higher than average, you have to set another skill lower than average. - again, you only see the skills when you choose them at the beginning. After that, you will only "feel" how your character behaves doing things. - Maybe features like "Classes" (=Pre-defined skillsets) or randomized skillsets could be implemented. to illustrate this idea: Skills can have 5 starting levels: very low (20), low (35), medium (50), high (65), very high (80). The Standard Skillset is to have everything on medium. To increase one skill, you must decrease another. So the sum of all skill levels stays the same. (For every "high", there needs to be a "low", for every "very high", a "very low" or two "low") Skills could be more general (Medicine, Crafting, Fitness, Survival, ...) or very specific (Bandaging, Weapon Repairs, Animal Gutting, Meat Cooking, Strength, ...) This could also be your choice, if you really want to go deep, or just set the basics. (What could be another feature, If your starting level is higher, you can develop it more than if it's low. So: The maximum increase is 50, so if you start at 50, you can go up to 100. If you start at 20, you can only go up to 70. From 65 to 115, and so on) 3. "Advanced Skill": Special abilities you have to learn (from other players): - these advanced skills are those that, in real life, require special training or education. - Some are available from the beginning (depending on your "class"), Others need to be learned. - You can teach and learn from other players. (an alternative/addition would be skillbooks you can find) Advanced Skills could be: Blood Transfusion, Animal Gutting, Engine Repair, Weapon Crafting, Base Construction, ... The "learning" could happen like this: You need another player, and all the items needed. Then the other one applies this skill (gives a transfusion, whatever) while you are standing close to him. So he "shows" you how to do it. What would add a bit of realism (and to prevent things like *you cannot do this yet* popping up on the screen) could be that you can actually try to do the action, but with a 95-99 % chance of failure. That could go from simply spilling the blood bag all over your clothes, or causing the patient to start bleeding. And a very important thing: "Skills" are only those, that can not be based on actual player skill. So, there won't be a "Sneak" or "Orientation" Skill. Also, the Damage of Guns will not change with your skill, neither will the accuracy. And I hope you understand what I'm trying to explain... -
The 1 thing you need from the DayZ Standalone.
nihilisst replied to gambles's topic in DayZ Mod General Discussion
I think it's simply not authentic that everyone is able to fix Cars, Helicopters, Give Blood Transfusions, Gut animals. And all that with exactly the same efficiency as everyone else. I could explain the concept I have in mind in detail now, but I have to go. One thing: It's not with "trees, points, perks" but very reduced and everything in the background. -
The 1 thing you need from the DayZ Standalone.
nihilisst replied to gambles's topic in DayZ Mod General Discussion
I'd even go a step further and add some kind of Skill System, so you can customize your character even more, depending on your playstyle (Medic, Mechanic, Allrounder, Hunter ... ) -
The 1 thing you need from the DayZ Standalone.
nihilisst replied to gambles's topic in DayZ Mod General Discussion
Fewer Resources. Rare Ammo, Rare Fuel, Rare Food, Rare Drinks... So that you are thankful for every bullet, every drop of fuel and every bean can you find. To make it a fight for Survival, not a fight for the best gear. On the other Side, Vehicles should be more common. And More Melee Weapons, Homemade Weapons + Unarmed Combat. -
They will fix + improve + adapt everything. They have complete freedom to change the Engine to fit their needs.
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Suggestions for the DayZ standalone - thinking outside of the limitations of an Arma 2 mod.
nihilisst replied to ruarz's topic in DayZ Mod Suggestions
I would love to see DayZ become much more "realistic" and difficult. I want it to be so harsh and hostile that I feel completely lost and helpless. I want to be thankful for every Soda Can, Bean Can, Bullet or Fuel Drop I find. I want to have to think about every bullet I fire, because I never know when and if I will find some more ammo. I want it to be a real fight for Survival. So, in a word: Make EVERYTHING rarer. Not just High-Tier Military Weapons, but also Food, Drinks, Tools, Ammo, Fuel, Clothing, Backpacks, ... -
The OP is from August 8th... It has been conformed that the Engine will be the Real Virtuality Engine used by all ArmA Games. But it will neither be the same as ArmA 2 (RV3), nor ArmA 3 (RV4). It will be like "ArmA 2.5", which means Real Virtuality 3 with improvements, Updates, Changes. i.e. Ragdoll, Graphic Updates, Physics, AI, . . . The Engine will be adapted to fit DayZ as much as possible. It will be Real Virtuality 3, because the Engine has been tested and stabilized for Years, unlike RV4, that is still in development. (I'm just repeating what Rocket has said and what has been written in tens of articles and interviews.)
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I would keep all new features out, that would make the game easier or less authentic. I want DayZ to become a real fight for survival, That I'm thankful for every Bean Can, Every Bullet, Every Drop of Fuel I can find. So, The idea of an automated train is complete extreme utter bullshit. Why not immediately give every Player a Car on Spawn? Preferably filled with A Shotgun, Assault Rifle, Sniper Rifle, Pistol and enough Ammo to last a lifetime, so everyone can play as he likes? And just take out the features of Hunger, Thirst, Temperature. And replace Bloodbags with Medipacks that you can use yourself to immediately heal to 100% blood. Come on guys, the game is meant to be a FIGHT FOR SURVIVAL. Not a PvP Deathmatch with some Moving AI Targets for Practice...
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It's not about the crosshair or aiming without scoping, it's the about the fact that aiming with a 20+ kg rifle while standing up straight is not as easy as you might think from playing DayZ. If you'd do that in reality, the recoil would push you backwards and let the rifle jump into the air, so you lose your target. That's why Snipers always are Prone.
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He doesn't understand the problem.
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RudestBuddhist: Exactly. (And we could even add the factor "sunlight". As already your daytime temperature is higher than at night, there could be difference between shadow + light) Man, I gotta learn coding, I'd make my own Apocalypse Survival Game... That's what I was thinking all the time, until I found DayZ.
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"realistic" and "zombies" in one sentence... How do you know that zombies can only walk and not run? There are as many kinds of "zombies" as there are zombie movies and games.
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I have to disagree with you on this, Jim Bean. This feature would simply add realism. And is wouldn't render the Ghillie useless, it would just prevent Players from using it as "everyday" clothing. It would just add a little disadvantage to go with all the advantages the Ghillie gives you.