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L0G!N (DayZ)
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Everything posted by L0G!N (DayZ)
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i meant 'local' time as in the time that is set ON the server, so if you set the time on the server to be say -10 GMT, the game then uses that 'local' time or 'server time' or w/e as the time to determain day or night... First off, you know nothing of me, so Idd suggest talking in more general sense that 'people' want to pick daytime servers for some reason. And servers will empty when it's after dark because kids and teenagers gotta go to bed on time! It wouldn't mess up loot spawning (skiptime or w/e might though, as well as animations and what not, as those rely on the clock as well)... what it would mess up is the players freedom to play the game when they want and how they want, at w/e time they want ingame. Ever heard of Freedom of choice? And what's it to you anyways? just goto a night time server and get easier loot since there are no nubcases running around with a trail of zombies on their bum running for you in hopes to loose a couple...Realy i can not see a reason to limit somebodies freedom to chose how and when to play this game just because somebody wants everybody to be on the same page ? ... When the game goes standalone, the Dev team may well 'fix' the dependancy of the gametime on server time and replace it with some other clock. That way the cycle can be shortened and everybody will be happy, untill then, give people freedom
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@Wolfy, because they have themselves an even better handgun, one with a dampener on it perhaps. Why drag a gun around if you already have one... travel light -> travel fast ;)
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How is this not exactly the same as: http://dayzmod.com/f...sions-teamwork/ with the minor difference that you want to totally remove the toolbelt and add the 'packs' to the normal inventory ?! ups small mixup
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If you are 'good' at something... professions & teamwork
L0G!N (DayZ) replied to L0G!N (DayZ)'s topic in DayZ Mod Suggestions
This has nothing to do with finding skills, the packs are merely to hold the tools that give you the 'skill' to do w/e it is you do, was i so unclear in my OP ?! and i do not even want Classes, whom are you responding too ? realy confusing post tbh. -
Things like, you killed your first zombie, congrats have a few pixels, you killed 5 zombies here have some more, you killed 25 zombies there have another medal. etc and so on for every silly thing you can do in DayZ ... Please don't add these to the game !! fooled you didn't I :P , you were likely already foaming at the mouth ready to scream NOOOOO, but i beat you to it, lol :D
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Yeah those, i guess spelling has never been my strongest side :/ but apparently you still understood what i meant in a phonetic sense :)
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Tbh, i think both are good, see from the view point of places being looted all the time by all sorts of survivors (even those that are now infected), i am sure people would be looking for the good stuff first, making a mess out of places, so when you enter that mess is exactly where you easily find your stuffz... The second would be in closets, cupboards, fridges etc. BUT these will need to be created first, esp. if these are to be things that one can open... And seeing the amount of assets in Arma2 in regards to interactable stuff is already limited (the original game is just about maybe some ammo boxes, atleast i think, as i just compare it with my past knowledge of something like BF:X ). So the idea is great, but b4 this will happen i think the focus will be more on building to be enterable, so that a more elaborate world can be build. After and during that phaze i am sure assets like you suggest may also be created and supply cool places to look for loot.
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more guns .500 magnum desert eagle fn p90 ar15 m60 glock 18 20 21 etc
L0G!N (DayZ) replied to resistence1993's topic in DayZ Mod Suggestions
Saiga be nice :) -
If you are 'good' at something... professions & teamwork
L0G!N (DayZ) replied to L0G!N (DayZ)'s topic in DayZ Mod Suggestions
@Ancient, perhaps you need to read the OP again, because realy, profession/classes or w/e are realy NOT needed for this to work ... 4 spots means you have to choose real carefully what you take, add these bags to have people rejoyce some extra room and be done with it ... @Twonk & PlatinaGamer: i'm not sure i like adding things to your backpack, well unless you can only insta use them when they are on your toolbelt, but then it would still defeat the purpose of cutting down inventory space. As far as loners go, they go with what they find like everybody else ... and this will depend on your playstyle a bit, being a hunter or scavenger: which would make the choice for having Hatchedpack, Knifeholster, Canteenbuckle or having other things in their place and just scavenge... Which leaves them one slot for something else... And i set up all the packs to give atleast one extra space for another item (some are restricted to the kind of pack though), while i gave some examples for these items i also trust the dev's to go through all the tools and decide what makes sense to store ... So, the hatched pack has another slot, the knifeholster has and the buckle aswell, storing say: map, matches, compas. That whole set basically is the most important for solo players, so want to fix something: add the toolbox. If gunmaintenance is introduced you may want to get that pack, or store some of it in the toolbox, or just switch out guns often... But maybe 4 slots is just cutting it to deep, and maybe 5 slots is more forgiving for lone wolfs, still though lonewolfs tend to need a very specific limited set only, which i just gave the setup for ;) ... One thing i do hope from this though, is that people will be less likely to kill on sight, as the limited options for each player somewhat force them to cooperate IF they want to do more things. You can still change though, and figure out the best setup for the way you like to play (as a lone wolf even). Like if you don't depend on Hunting for the 800HP, well that then frees up a lot of space. Seeing you are a scavenger you will likely want to play stealthy, so you go for the shovelpack (so you can hide bodies), you will want to heal yourself (so you go for a med pack), depending on whether you sneak or shoot you may want an ammo pack, and esp when you haven't found a big backpack yet, you will want a Beltpack for some extra space for food & drinks. Or maybe the tools so you can take down blocked off buildings... I dunno how many lone wolf styles there are tbh. so i would say, go through the list and see for yourself how you would deck yourself out, and if you come to the conclusion that you can't take everything you want, but atleast everything you likely need, then i set the system up right ;) ... and please let me know what you choose :) -
Melee Weapons Ideas (Megathread) Post your ideas
L0G!N (DayZ) replied to Robert Shannon's topic in DayZ Mod Suggestions
- makeshift Axe, sawn off shovel - Drift wood (found at the beach 20 swings to break 5 to kill a zombie) - Baseball bat (wood & aluminum) - Sapling (cut off a tree, 50 swings, 4 to kill) - boxing ring (or w/e it's called, basically a trench'knife' without the knife) - hunting knife used as weapon. * Not to fond of swords, machette is cool but closest to a sword that i would like to see -
Ok, first off, the time is actually linked to the server time zone, speeding up time might be possible on a standalone version of DayZ, not as an Arma Mod. The skiptime function or w/e just borks up all sorts of stuff ... Second, it's actually nice to have all sorts of times on servers, i personally wished the community somewhat organized itself in doing 6h differences (or even 3) between servers on each continent, that way people can play when they want. and are not locked to the timezone they are in. A lot of players work and have other RL stuff to deal with, giving them a few hours in the evening to play. I don't think it's fair to let them play at the same time all the time!
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Why make a suggestion at this point?
L0G!N (DayZ) replied to deviantdigi's topic in DayZ Mod Suggestions
Well, if I watched that interview its fairly clear (to me) that after the 'release' almost all work has gone into scaling up the project to deal with the influx. Rocket basically said that now most of the upscaling is done (and dealing with press etc) he is finally getting some time to reflect on his work a lil bit. Sure we seen some tweaks here and there, and a simple item added (melee weapon, beartrap), but those are just lil additions mainly to see if these things actually work (melee basically being an ultra short range gun with a huge magazine) ... so, i am personally hoping that now the build is somewhat stable, we will see more items added, and i personally hope he can figure out a way to put a 'stamina/endurance/fatigue' of some kind in DayZ (even if this means going to BI and have them put it into Arma2 with a patch). While it may seem a simple thing as just a stand alone feature, it can be the backbone of somany other physical systems he has in there right now, and if weight/strength can be added to items the options grow even more. That would also change the whole zombie situation, i mean, we all know these zombies can run this darned fast because we can (and we can do so for miles and miles on end), this whole situation basically means these zombies 'have to run so darned fast' but their animation isn't tuned for it, which makes them look glitchy and what not. So, if you can only run so fast with 25kilo or so strapped to your back, and you can only run a 100m at top speed, to then get tired. Then the whole situation changes, these zombies all of a sudden won't have to run so damned fast, and if you run for 100m and get tired they may well catch up with you, and if weight plays a part as well, making you run slower (and/or for a shorter distance at top speed), those zombies can be a tad slower (looking better) just because you are likely slower, aslong as they are fairly persistant and keep comming, you are going to shit beans eventually... And this whole physical system (endurance/strength) can also introduce some hidden +1 systems that let a character grow in these aspects while the player plays, loosing more on death and adding to the growth of a character and thus introduce some more 'mid-game' aspects... (aka. get stronger, get more endurance, based upon what you do in the game.) Another thing is group play, now the whole building bases thing sounds cool and all, but there are already tons of games around that let you do this to some extend, and as rocket prettymuch implied, they won't be able to do anything realy extensive untill they truely go stand alone (w/e that means in regards to the engine, does stand alone mean build DayZ into the Arma2 engine, or even Arma3, or whole other (or even new) engine). But as i see it, there are a great deal of other 'group building' suggestions that could be as easy as adding a few special bags and cutting down inventory and toolbelt slots. That's such an easy fix, and it may or may not work, I don't know, you don't know, neither does Rocket... Nobody realy knows untill the Dev's cut down the space on the inventory and toolbelt, adds some specialized bags, and test it, while it may suck a bit more starting out, perhaps it works wonders for all those people that do have a team going, in that they feel they now need eachother to do all the things they want to do... Another thing that i am worried about is 'mid-game' gameplay. See the first week or so is all about dieing, and learning where to find your stuff and how to actually get to it. After about 2-3 weeks you know where to go and how to get those items, so then it starts to be about getting some bigger stuff, cars, atv, etc. and if you are with a small group it's likely going to be about staching up so you can totally avoid the whole 'get stuff' bit (just teaming up ONCE with 2 mates, made this very apparent, we were attacked by a lone idiot that saw somebody with an Alicepack and just started shooting that person, sure my mate died, but I killed that dumbo, the two left looted both bodies, my mate just ran back to where we were (by passing the whole get things part), we dispersed what we had amoungst ourselves and moved on. So once we get cracking on some tents and big backpacks (and have 2 more guildies come in), we likely get cracking on getting something bigger... then what? well knowing us we will likely all die in a horrible accident where we try to chace bandit snipers with our car and overrun them, but thats only fun while it lasts... So, there has to be some medium term goal in the game, and i think the easiest way to accomplish this is by 'learning by doing'. Realy going through all the things you can do in the game, determain if it's a thing a player does himself as a person controlling he character (aiming, driving, etc) and the things you should get better at over the course of gameplay, but can not be directly learned by the player behind the keyboard (like f/e reading your heading based upon the shadows on the trees, based somewhat on the time of day) ... and then for these things you can't get better at just by doing them as a player, introduce a hidden +1 system that lets you get better at these things while you play. Which stretches out the 'mid-game' aspect of vehicles a bit, but it also creates a bit of a hurdle to get there, meaning that if you die it takes longer to be realy good at it (medice, hunting, engineering), and if Rocket experiments with these learning by doing methods now, with the systems that are in the game now, it will become easier to implement the same sort of things with things yet to come... these kinds of systems also introduce character growth, and may well foster 'specialisation' within groups and learning by doing is realy the best way to do this without introducing real classes that nobody realy wants... Another thing is 'item spawns', it's fairly clear that something needs to be done about this, and while i don't know if Rocket meant 'tiers' the way i envision them, but if buildings grow in tier (a tier being a loottable with certain items and certain chances for them to drop) based upon a certain time these buildings are NOT looted. To then have these buildings drop in tier ONCE they are looted. That alone will create a whole different gaming experience, the NWA will be stripped of items and first come first serve, but that also means (as tiers drop) there is less reason to stay there and camp it, unless you want to wait for it to build up again, if done smart though you will HAVE TO MOVE from a spot to survive, because you looted the place dry and you will DIE if you DON'T move... Which will give others atleast the option to hang around the NWA and fight over scraps or camp it out with light weapons untill something better drops. And yes that will mean people will NOT find that AK where they though it would be (as it's there now every single time, and if there is no AK there is another big rifle instead). Something like that would be great to just experiment with in the Mod, before deciding what to do in the actual game... A new map and more enterable buildings, well this is a bit of a catch22, but it doesn't have to be. Assets (aka buildings) take a LONG time to make, test and optimize. These are likely the most timeconsuming things to do when making a game (model, scale, textures, normalmaps, lighting maps, pathing and making sure a player can actually get in them (without being stuck on a door or fall out somewhere unexpected). This is where i think Rocket and the Dev team need to start looking at the community more! I posted a very workable suggestion for a forum competition that would give players the incentive to create possible content for the game, with Rocket being entirely free to decide what he uses. This can make it actually viable that more 'items'/'assets' get added to the game at a short notice, with little to no investment from current other development targets. Now if DayZ goes stand alone these Assets will eat up most time for sure, (side track: thats why i think a stand alone will likely be on Arma3 so the dev team can work with what there is now -> which will make that competition worth its 'non effort' in gold, while realy give a chance for the whole community to shine, and create a bond with the game even more). Another good source for assets would be for BI to ask all modders that made assets to just 'pluck' them from the mods and add them to the development tools. Same with a map realy, while this takes a bit less time if you have the assets, but DayZ realy needs a new map, more sooner than later, there is quite some 'false' data on things being 'easy' right now because people know their way around so well. While a new loot system (tiers) may change some of that, a new map & new loot system would set everybody back to zero. Giving much better opinions and data! Medical system, this can and should be extended upon, there are some realy 'unauthentic' systems in there now, that are also realy binairy (broken bones/morphine), as well as certain short commings in 'conditions' (mainly sickness, foodpoisoning, flue, etc) as well as reducing the 'binairy aspect' of some of the work arounds. In a perfect situation there would be atleast 2 ways to deal with something, a quick and easy but hard to attain fix, and a quick and 'medium' but medium to attain fix that in somecases just prolonges your situation but atleast give you the opportunity to keep playing and reach a place where you can get the true fix. I've got about 2 A4 of medical stuff in my head, that i must still write down, some of it has already been suggested or come across in conversation, so it will be more of a compilation of all things medical that COULD be in DayZ. So yeah, there are reasons to discuss suggestions on multiple topics, and seeing i like suggesting things and talking about them to improve them i will continue to do so. What does strike me though, DayZ as stand alone game worth to pay for in september ?!?!!! sure if the mod is taken ofline and the source code burned so people that want to play 'where it's @ now' will have no other choice but to buy it... -
Learning by doing - the alternative to classes & professions
L0G!N (DayZ) replied to L0G!N (DayZ)'s topic in DayZ Mod Suggestions
Where the difference from IRL & Ingame can obviously be used is in the time it takes to cook, you can have the used interact quite a bit in 40-120seconds. For an Authentic but still gamy cooking system. I guess something like this could work: - When you put something on the fire, it shows an icon or pop-up menu of the flesh. - When you 'hover' mouse over a slice it turn up to options: - take, - turn over. - There is a timer on the cooking process, this timer takes 2,5x aslong to charr (ruin) both sides. But no indication or progress bar! - During the cooking process the texture of the icon changes somewhat, when freshly put on the fire the sides start to brown, and the top pale a bit. - Depending on when you turn over the meat (based on hidden timer) the texture changes and shows the 'underside' - Both sides of the meat can 'charr' reducing the meats nutrician value by 40% for each side (80% total) , this happens at 1x the set charr time. - If you leave one side to cook for 1,5x the cooking side, the whole meat burns up, and disappears - Meat is best at 90% of the charring time applied to each side. So assuming 125 sec or so to totally 'charr' and then have the meat go up in flames, you would put the meat on the fire, see textures slowly change and turn the meat over after 40-45 seconds, let the other side sit that long as well. 90 sec have passed, dinner time ... the whole system above already explains a small chance on spoiling the meat, so the 'meat' after it is taken from the animal comes with a certain state (clean, spoiled), then the cooking timer can 'whipe' the soiled status after a certain cooking time, say 60 seconds total time cooked. To make make matter more 'fun', you can eat the meat after you put it on the fire for 5sec for both sides (10sec total). Then you add a state to the knife, clean, dirty, soiled (assuming other uses for the knife aswell, f/e as a weapon, or to open tin cans), and to the knife you add the menu-options: whipe, and only if you have a fire going: disinfect. If your knife is dirty it adds another 10% to the chance of spoiling meat, if your knife is soiled it ads 90% to this chance. And seeing you may also be able to open cans with it, or cut other food (in the future) these chances affect there as well... So now what happens, you shot the cow through the belly (for some reason, i guess being a noob), giving you a high chance of getting soiled meat, you cook this meat both sides for 15sec (30sec total), and you eat this. Now a timer starts for 3min, if it ends you start to vomit, you health icon (the sides around it) turn to yellow, now anything you eat will make you vomit after a few seconds, not restoring any health or the 'food status', your thirst depletes 2x as fast (and gives a 50/50 chance of restoring thirstlevels/or not and when 'not' you vomit. Your 'sick' status influences your 'endurance/strength' (making you slower by being able to carry less weight). This continues untill you 'fix' your illness, and just effects you in the 'normal' way of dying of thirst or hunger. How to fix this? Applying 1 heat pack will turn the sides of your health icon to orange and start a timer (say 5-10min), for this time you feel well again, you can restore your water level, and you can eat to restore health and hunger. If the timer runs out though you will vomit again (no direct penalty), and your icon turns to yellow, the whole thing starts again (blocking being able to eat, thirst depleting fast, and being weak). You can apply a heatpack for upto 4 times, repeating this process, after the 4th timer runs out you are 'bettter'. You can apply those 4 heatpack in one go, this will let you play on, but your icon will stay orange for those whole 40min, and everytime a heatpack runs out you will vomit (for a total of 3x, last time you ok). Or you can take some antibiotics and clear your infection in one go. This will somewhat mimic how foodpoisoning works and how to somewhat deal with it IRL, and how meat from a fresh kill poses risks. Some of it may require a bit of creative coding, but nothing to serious, mostly if/then statements with a couple of variables and timers, and a few 'set/do' statements to change some things around and have you vomit. You can code it one time and enjoy it for the rest of the lifetime of the game ... -
Can we add an 'Autorun' button?
L0G!N (DayZ) replied to Icejza_DaChilla's topic in DayZ Mod Suggestions
Yes please, esp. on long hykes it's becomming slightly painfull :/ -
Should servers be able to choose the time of day?
L0G!N (DayZ) replied to soapmak3r's topic in DayZ Mod Suggestions
I think if you get DayZcommander you can actually specify what time you want on the server, so it should be a great way to find the game you like! -
If you are 'good' at something... professions & teamwork
L0G!N (DayZ) replied to L0G!N (DayZ)'s topic in DayZ Mod Suggestions
that's the general idea ;) -
- don't sell content seperately, selling maps is the way to screw up your community and kill the game...
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use your scoll wheel, and find the right location that lets you 'pick up backpack' , you don't even have to drop you old one, but you may want to get the most important stuff in your inventory first. Then you just 'open backpack' on your old one, thats now on the ground (if it doesn't glitch out) and take the stuff that is left in there...
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DayZ should become a stand alone game using a different engine.
L0G!N (DayZ) replied to Harris (DayZ)'s topic in DayZ Mod General Discussion
Assets do have something to do with the amount of work you have to put in to make your game though, the biggest problem for dayZ-and-enterable-stuctures is not that the engine can't handle them, it's because Cherno (as the main map) has all the enterable buildings in the game. There are no more buildings available that can be entered, so to make more buildings enterable, you need to put a lot of work into them (or make everything look the same!). And building assets is the most time consuming thing in a game. Plus they also put strain on the engine due to their poligon needs (even though buildings can be made relatively poligon light), plus the textures put strain on the engine, as do normal maps, reflection maps, etc. And all these would have to be made ... so having ready to go assets that work with your game in the actual engine cuts down enormously on development time and resources! -
While i am not sure our 'zeds' are truely living dead, you can actually get infected by the zombie virus ... so yeah, a ZedSurvivor wouldn't be besides the DayZ-reality
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If you are 'good' at something... professions & teamwork
L0G!N (DayZ) replied to L0G!N (DayZ)'s topic in DayZ Mod Suggestions
First time i read about quivers for crossbows, was in this thread: http://dayzmod.com/forum/index.php?/topic/33969-quiver-for-crossbow-bolts/ I personally think these bolts should stack in amounts of 5, which makes the suggested quiver a good candidate for a beltpack item: * Crossbow Quiver: takes up 1 slot, gives 3 slots: holding 3x 5 bolts (possibly other items?) -
Tnx for this suggestion, with your permission i will add it to this thread: http://dayzmod.com/forum/index.php?/topic/29729-if-you-are-good-at-something-professions-teamwork/ As i think it would fit there nicely as a toolbeltpack :)
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The human survivor physique system needs work! Don't try and make the game harder by introducing some OP zombies. there are other ways to make this game more difficult... - Adding fatigue, slow down movement after a while running (100m), not be able to run for long stretches after that. Add jogging for distances of about 12km, and getting realy tired after that. - Adding weight & strength, not being able to run fast with 20kilo or more strapped on your back - Cutting down inventory space and toolbelt slots, to make it harder to do everything - Tweaking spawnrates (or work with tiers on loot buildings, giving better loot as they aren't looted, but drop in tier after they are looted) - Simply spawning 1 or 2 more zombies per location per player. - giving more ways to deal with broken bones (splints f/e and adding 'time' to heal from broken bones when splinted or even casted (6 bandages) only being able to walk, and run for short stretches giving HUGE pain, add crutches to restore ability to run, but still with pain build up. Reducing strength if broken so even slower with more weight, and morphine now only relieves pain from running with a splint or cast!) - then restore breaking bones to it's former commenality... - Add food poisoning, vomitting and other kinds of infections (esp. after being 'cut' and bleeding) Well i am fairly sure those things would make the game harder and more frustrating, without creating OP zombies...
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The biggest issue i have with zombie variation is: - there are no females - there are no elderly - there are no 'teenagers' (kids will likely go against all sorts of laws being able to shoot them in game) - there are no extra tall or extra small zombies - there are no fat zombies So this 'virus' killed off all of them, and only left the healthy male population between 24-42 years of age ?! I would love to be chased by a grandma zombie shaking her walking stick as i grabbed some cans of coke from 'her' former house... knowing i must land a headshot of that 'fatty' to kill it, but not being to afraid not being able to outrun it... Or thinking i am seeing a hot blond, to cringe when she turns around... So yeah i would love to see some more variety in the zombies !
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PvP Will always be in this game. Deal with it.
L0G!N (DayZ) replied to Quaby's topic in DayZ Mod General Discussion
how is this a suggestion exactly... and for every 'do something about pvp' thread i seen, i have also seen a 'suck it up' thread to match it ...