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L0G!N (DayZ)
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Everything posted by L0G!N (DayZ)
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I am not entirely sure if i would want this... but i do know that if i want this it should take a lot more than just a defibrilator shock to bring somebody back... See i was playing with 2 mates a while back and some dumb bandit shot one of us (he was careless and saw ALICE, and just started running and shooting - so we killed him :) ) ... but he also killed one of my mates, i would have loved to try and bring him back somehow, so we didn't have to loot his body to save his stuff and then wait for him to get back... but then again, just shocking him would make no sense (i played a BF medic a lot ;) and it can create some real silly gameplay), so there should likely be some blood transfusions, adrenalin shots, bandaging, defibrilating and methadon involved... and people saying 'well you can't bring people back once they are dead are just silly, it happens all the time, thats the whole reason for those defibrilators ;) ... but then i do agree with you that 'just a defibrilator' shouldn't be enough!
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Things that make you happy. Considering morale.
L0G!N (DayZ) replied to flint (DayZ)'s topic in DayZ Mod Suggestions
But what does morale do for you ? or against you? i'm kind of missing this in the suggestion... also, there is already morale in the game, it's when YOU as a player get excited about finding things, or when it rains... boosting or lowering YOUR morale... -
While i totally agree with this, there are also some issue that makes me not want this: - food would become even easier to get in non risk areas... - we would need a season system as the sources you mention are not available all year round. - there should also be risks involved with some of them being poisonous - once picked they should take a long time to respawn, or else see first issue
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Which map would you like to see for dayz?
L0G!N (DayZ) replied to liukang168's topic in DayZ Mod Suggestions
I can understand Jehangir's point, in the middle east there are not just muslims guys! there are all sorts of religions there and also non religious people, and there would be no way to distinguish one from the other, as they would all be 'middle eastern zombies', also and perhaps an eye opener, there is no 'one islam' so there is no 'one moslim', just like christian faith (katholic, protestant, christians of the X'th advent, etc and so on and loads more), islam is also devided in many sub-islams ... so realy if you say 'can you imagine shooting muslim zombies' all you show is how you know nothing and your views are discriminating by picking out a single believe in the middle eastern region ... It's like saying, we should have a new york area map, can you emagine shooting those fat American zombies! So please, first of all educate yourself b4 you say something stupid, and generalizing is only good if you talk about 'people in general' not distinguishing between any of them... -
Read: Jerry Cans can be filled with water
L0G!N (DayZ) replied to Dalton (DayZ)'s topic in DayZ Mod Suggestions
I would be all for this as soon as weight is added to items. Then it be a realy interesting thing to have somebody carry that jerrycan and have people on a longer water supply... but untill weight it added this just gives an OP water advantage ... -
If you change this idea to 'you only spawn with items from your 'past' and this is just 1 item, so no other start items! Then i could probably get behind this. I would probably add to it that every 'past' thing would have say 4 options and that it randomly picks one out of those 4, so you can't know for sure what exactly you will start off with. This suggestion should also not lead to any restrictions on what you CAN do NOW, or how your character developes, and it should only have a very minor effect on any starting 'skills' if a 'learning by doing' kind of thing is implemented. To much advantages just make the game easier and character developement a joke...
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Balance of Power: Peaceable vs Bandits.
L0G!N (DayZ) replied to Ebot's topic in DayZ Mod Suggestions
I hadn't read any of the threads that dealt with this suggestion, and i think it's a decent one, currently friendly players are punished for playing the game, and while they do this they provide content for 'bandits', the scale is tipped in favor of the bandits, so for there to be balance there should be something to tip that balance back, and from what i read here this seems a realy mild 'punishment' on killing players, killing players makes it so that you are required to play the game, aka get anti-depression 'meds' ... that seems like a mild penalty when compared to the penalty peacefull players face, 'start the game again from the beach' ... The whole depression/boose system may well be used in other situations as well, and have subtle influences on your psychological situation 'aka. dutch courage', and perhaps drinking to much can get you drunk. That especially be nice for when i'm playing with my mates on saterday evening, even though we live in entirely different countries we can still get drunk together around a fireplace :) -
What if everyone started with a tent?
L0G!N (DayZ) replied to andrew99's topic in DayZ Mod Suggestions
Then we could all go camping, yeehaa, No tnx please, we need to spawn with less not more ! -
I totally agree with you, feel free to hit the link in my signature and 'bump' the threads you like, preferably with a well thought out comment, don't just 'bump' ... i would do it myself but i am the last poster in most of them, and i replied to everybody in the thread already... and i realy dislike bumping posts myself, if people like the ideas it should show from itself :)
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I would like to request the Mods of this suggestions part of the forum to 'reinstate' the [sticky] "My DayZ wishlist thread" , which will hopefully take care of a lot of the huge lists suggestions... another thing that would be nice if double threads would be merged more often, and the other rules stated in this thread being somewhat enforced ...
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Does the community want DayZ to become harder?
L0G!N (DayZ) replied to L0G!N (DayZ)'s topic in DayZ Mod General Discussion
@Caviano, Well that would be 'Everything just needs to be harder' ;) ... and i personally think that making zombies OP and reduce spawn of loot is just a minor part of the sollution to get to a point where indeed all those things are challenged. But then, when i suggest things that do this, the reaction i get is mostly 'meh', now that may be because the suggestion forum carries a different crowd than the 'general' forum, or it could be because people secretly don't want this game to be harder, they want to be able to carry 40item and 1000kg with them and run like the wind, they want to carry a whole workshop so they are prepaired for every situation, they don't want the loot drop system to change (besides a %) because they want to find a gun, and they see themselves as being lucky enough to find a .50 anyways, because they already know all the places it may drop, and if the only thing that changes is a % it just means they will have to hop a few more servers to get one. And, well i can go on i guess, but most will get the idea.... On the 'other things need to be fixed' situation, i think this is alpha and you can expect bugs to be there, currently there are no bugs that prevent you from testing and for 80% or so play this mod. So what is the added value of fixing tents f/e, that you won't loose any stuff so it becomes even easier to survive. This game needs go back into what it was ALPHA, where you test if you can pull off certain gamemechanics in the game, and how it effects the game. BUGS are for BETA, it's why they both start with a B. The game is stable, playable to a large extend, but after about a week or so it becomes to easy because all the stuff is easy to find and we can just pick up everything and take it with us, there is no choice, there is just picking stuff up ... There is one other thing, and that is hackers & aimbotters, but here the presure is not realy on the mod-Dev team, it's mainly Battle Eye that needs to step up it's pace... So the only aim i think of this ALPHA should be to have a largely stable mod, and then test the 'F' out of stuff, the minor bugs are there to be fixed in Beta, and various bugs can only be fixed by BI by fixing Arma anyways... Lastly, it be nice if Rocket would stop talking about Underground bases, which is only possible in a stand alone apparently, and get cracking on experimenting with things that make this game harder in all the right places, because 'now' is the time to do so, Infected can be tweaked till the apocolypse comes, testing new gamemechanics is much more important, so choices can be made for when this stand alone comes. Because this game needs more than it has now, and that more isn't just adding a pick and have us dig... ps. I am sorry if any of this came across as harsh, but i hope you can read through the lines and see 'pasionate' instead. I do not want to insult anybody or strike anyone against their hairgrowth direction. I will shut up now and go back to the suggestion forum and check this poll every once in a while to see what the community realy wants... -
The ONLY Realistic Way to Prevent Deathmatching: Make DayZ a Living Hell
L0G!N (DayZ) replied to Time Glitch's topic in DayZ Mod Suggestions
shortversion: i agree with everything but the OP zed's and loot scarcety Haven't commented on this yes so here it goes, i do think the game needs to be harder in more places, i have been suggesting fairly realistic things to achieve this without adding OP zombies or restrict the game to it becomming unplayable (though i just remember i did likely respond to this on my former account L0G!N - anyways: ) ... what i notice is that these suggestions (in signature) hardly get any praises or discussion, and quickly sink to the bottom of this suggestion section. It is as though people DO NOT WANT this game to be harder! That said though, i think what ever is made harder it should be subtle and in many different places, not just by reducing spawn chances and making OP zombies. And especially the start of the game (spawn) can be made a lil easier, though realistic in toughness for the rest of the game (this largely concerns something to defend yourself with and food/drinks) ... unlike a particular song, this game should question: "Why am I harder in the middle now, the rest of my life is so hard?!" ... This means we that newbs will atleast have a bit of a chance ... Another thing which i likely mentioned as L0G!N is that reducing spawns means that people will fight MORE over stuff, and thus do the opposite of what this suggestion tries to achieve. Which is why most of my suggestions try to make other parts of the game harder so that the sum of difficulty is more than it's parts! -
So why is it not strange that there are 3 different pistols, 3 submachine guns, a ton of automatic riffles, etc in the game, but when it comes to bows, just having a crossbow should be enough?!
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Tackett, search the internet for Arma2 Modding and find the mapbuilder, then grab google maps and roughly take a 200x200km around your home town, and start building! ... the size is important as distance makes up a lot of the gameplay for DayZ, so just doing your town will make for a lousy experience... but take a large section around your home town and rebuild that and it may well be a great map for DayZ ... I do agree though, and i thought the same (actually thinking real hard to do the above myself, possibly after the weekend), and i do somewhat hope that some smart dev builds a map generator based upon google maps information, both the map as well as the satelite info for ground texturing ... Now obiviously not every place will look authentic, as they can't generate a house off of a map, but various basic things could be taken off of a map and used to generate a starting point for an ingame map... i am slightly amazed something like this isn't already around ... though i guess it might be for the military, and there may be some taboo on having real life maps in a military sim game, due to silly terrorism idiots... then again, games and map builders are already used by both sides, so having a somewhat mirror of a real life environment available for 'us' the consumer shouldn't cause any shock (but then you likely know how small minded and uptight humans can sometimes be ;) )
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Base Defenses ( Document included )
L0G!N (DayZ) replied to ZombieGrin's topic in DayZ Mod Suggestions
Can I still have WALLS though? even if they are reduced to rubble by a couple of shots (low HP), but walls would realy help to remove line of sight for snipers, so can more easily enjoy my base ;) -
At one side I agree, this would do 'some' good, but if this is done it has to coinside with a NEW MAP! because a lot of players pretty much know where they have to go, and are back up to normal levels in 1h or so... put them on a new map, and it's likely they are as newb as everybody else!
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Here read this thread if you are truely interested in a better inventory system: http://dayzmod.com/f...sions-teamwork/ ... and you might want to check some more of my suggestions as this is just one of several i made related to the inventory ... (see signature) Second, and this is not meant as a personal attack, but maybe gamedesign schools are what is wrong with the industry and why we get all these cookie/cutter the same games put in front of us all the time, as you are stuffed with all sorts of 'optimal ease of use' sollutions and students stop to think about what it is they want to accomplish in a game, and what suits THAT best. Now if this game was more a shooter based Zombie game (like stalker) i would agree (go check s.t.a.l.k.e.r. vids on youtube, you will see the inventory system in almost each of them), because action is faster paced you need fairly quick access to stuff, you need to switch around stuff, etc ... DayZ on the other hand isn't like this, it's an authenticly based survival game placed in a zombie apocolypse survival situation. SO, why does the inventory system suit this style of game, seeing you are a student you likely have a backpack laying around somewhere, put 12 items in that backpack of various sizes (surely there is some tinned food somewhere, grab some 'bandages' from a roommaiden, and just toss in some other stuff), close the backpack, put it on your back... Now, grab a watch or find a stopwatch app on some webs: Now! Pick one item and hit start on the stopwatch, gogogogogo, find that item in your backpack and click 'stop' when you find it ... How long did that take you? now repeat the experiement a couple of times, and no cheating put the backpack back on your back everytime! ... start to notice something? SO that is why this inventory system is actually great for this game, a drag and drop easy access to all your stuff inventory system would realy not suit this game, almost everything in this game gives you a bit of frustration, puts you under presure... it's no happy camping hillbilly style RPG, which happens to have some zombies around! ... And sorry if this all reads a bit passively agressive, but as a gamedesigner you have to take into account what it is your game does, and what you want it to do, you pick your items, inventory, etc. to match these things, so that each and every bit of it reinforces the experience you want to give the player ... perhaps that kind of stuff isn't covered in a gamedesign bachelor, but then take it from a bachelor industrial design (graduated on a universal GUI for production machines), this game does NOT need an easy access RPG inventory system, it needs less space & more annoying small bags, and the way the inventory works is just fine!
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Forgot to add that i do think a bow has a place in this game, it's different from a crossbow similar to how an M14-16 (not entirely sure which) is different from an AK ... while i do not think people should be able to just make one with a stick and a string (ala minecraft) adding bows to civilian spawns and f/e barns would make a lot of sense. I think there would even be room for adding some different pointed arrows for bows, the more commen civilian metal tip, and the general purpose hunting tip (with 4 blades). Perhaps making 'fire arrows' if you have some rags and gasoline, or simply have 'signal arrows' drop.
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Add gasbottles that can be filled at gascontainers (true gas like methane), then also add those camping like gasstoves to the game, so you can set up a more permanent cooking facility, with a lower light signature.
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Gas powered 'stove' for cooking
L0G!N (DayZ) replied to L0G!N (DayZ)'s topic in DayZ Mod Suggestions
Ok this is where the inevitable mention of 'im not a native english speaker' comes around the corner, the word 'stove' is what popped in my head for something to cook on, maybe i used the entire wrong word, and about the carry it. a 'stove' in my country is a very small wooden box where you put some coals in or hot water to warm your feet during winter. You can very easily carry it ;) , cooking on it though, not realy ... So i checked the alknowing internet and stove is the right word for it, perhaps camping stove would have been more appropriate, but there are these 1 or 2 pit stoves that you just put a top a table to cook on and they are not designated to be camping stoves, they are just 'stoves' to cook on and are powered by a gastank. So, methane powered BBQ kinda thing... camping 'pit'... i dunno, sigh :P @Parrin, time to pay a lil more attention in science class ;) http://www.copperwik...p?title=Methane but especially for you it could just as well be propane gass if you so prefer... i mainly used methane as it was the first to pop into my mind as a gas, to signify i don't mean gasoline ... -
The New Starting Conditions - Too Hard?
L0G!N (DayZ) replied to cannedpeaches's topic in DayZ Mod Suggestions
Well i'm not entirely sure on the Zed's but i think i drew some that came out of totally unexpected places, aka. no clue how they saw me... so there may be something wrong there... About the starter weapon, well i rather just have us all spawn with nothing tbqh. -
Gas powered 'stove' for cooking
L0G!N (DayZ) replied to L0G!N (DayZ)'s topic in DayZ Mod Suggestions
Less noticable since it would have less light emitted than a fire... -
So Rocket mentioned a 'tiered' system for loot in DayZ, but he didn't realy elaborate on it ... so i already speculated on a possible way to do this in various threads. This thread is talk about my take on 'tiered loot', which may or may not be the same as Rocket intends, i personally like 'my' way a lot, so here it goes: Every lootable asset (be it building or cabinet or pile of rubble) has not one list of loot with chances that can spawn, but it has a whole bunch of them. Every list can be considdered as a tier, and the higher the tier of the list with items/chances, the more valuable the items on that list, while at the same time, the difference between tier5 & tier6 for example, may only be the chances of a certain item dropping, while the actual items in those tiers are exactly the same. Tier0 would ofcourse be various 'junk' with the odd chance of something usefull, while tierZ would have all sorts of valuable items with a reasonable chance. Each asset would obviously hold items in those lists that make sense for that particular asset to drop. Now as the server is setup, the setup process rolls a 'Z' sided dice to determain the starting point of every lootable asset in the tier system. It would also roll a 3 sided dice to set the 'tier-up' moment. This 3 sided dice determains if the location is tiered up to the next tier in 1,2 or 3 lootrefresh cycles. And if the loot is refreshed, it would roll this dice again, and set the next tier up moment, untill tierZ is achieved. If left to run without players, all lootable assets would eventually reach TierZ level, and drop TierZ loot, when ever they refresh (obviously as tierZ is the highest level in the tier system). On a server reset, the game would take the current tier levels and save them to be used when the server is back up (if possible) else the Z sided dice will have to roll after a reset aswell. So now a player comes along and loots this location (no matter at which tier this Asset is at that particular time), the looting system will now again roll a 3 sided (f/e) dice, and now degrade this particular asset in that many tiers. So loot an asset of tier6 and the dice rolls 2, the tier is set back to tier4. The 3 sided dice that determains the tier upgrade now rolls again, and in that many lootrefresh moments it will (drop loot and then) upgrade the tier by one, roll the dice again to see when it will upgrade to the next tier. etc and so on. Players when looting now slowly reduce the tier of lootable assets, making it drop ever lower value loot, while places that are hardly ever visited currently, al of a sudden become places of great interest as they 'may' have a high chance on having high value loot. Camping the NWA or any other place, for particular loot becomes way less interesting, as once looted you do not know howmany tiers the NWA is set back, nor how long it will take to get back to it's highest tier. While at the same time, it becomes interesting again to camp out NWA for a long time, since if you can guard the NWA long enough it will eventually reach that highest tier again. This way of improving lootspawning, makes it so that the situation at a lootable asset is somewhat authentic, as people will always take the most valuable stuff first, and if a place hasn't been visited for a long time (somewhat resembling it never having been looted) it will have good stuff in there. I think this will make the landscape of cherno a lot more interesting, and totally oblitarate people from being able to gear up in 20min, unless they are extremely lucky, which i think pretty much resembles something that plays a large part in the DayZ scenario. tnx for reading i hope you have good questions, feedback or comments, so the idea may be clarified more, or extended upon
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If you have enough supplies to do so, then i think that should be a viable strategy, but you and your friends will have to sleep at some point... And i think the key is to have basic needs spawn at low tiers and not at high tiers, so you may be tempted to grab that can of beans b4 ever getting to the goodstuff ;)
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Question: Are Warning Points Visible To All?
L0G!N (DayZ) replied to Caviano's topic in DayZ Mod General Discussion
I'm glad to read warnings are being send out, if you deserved it that is, because the level of human interaction on this site sometimes makes me wonder if i'm of a different species... And that this is the internet is not an excuse to behave like a douche baggery idiot, unless ofcourse you are genetically impared to do so... and perhaps these warnings should be visible, it may scare more people off getting one ...