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L0G!N (DayZ)

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Everything posted by L0G!N (DayZ)

  1. L0G!N (DayZ)

    A few suggeestions concerning the item drop rarity

    If you remove food & drinks from zombies than ammo becomes the main drop from them... then we need to remove ammo from the zombies, and then they just drop empty cans and bottles which are already plentyfull and killing a zombie is worthless... Instead of removing things from zombies, the dev team needs to ADD things dropping from zombies. I suggested things like, items from their 'past' live (like picture of wife & kids, shopping lists, notes, birthday or holiday cards). Another 'interesting' drop could be, knibbled on feet, a half eaten hand, a fore-arm (all these can be used as 'bait' in traps). And rags used for makeshift bandages, or to tie things together. And ofcourse nothing to drop. So with all these things added, the presure on the drops is greatly increased, this means that food & drinks may well become medium rare drops, which does exactly what you suggest, but instead the game is enriched with all sorts of new items, instead of thinned down by removing something from a spawnlist... In regards to broken legs, it should be less commen now, but it'll still happen! What this needs is other ways to deal with it, and ways that may indeed take some time and gathering while crawling, but are still within the realm of possibility. For example: going into the woods and chop some wood (or find wood), find some rags. Use the wood and rags to make a splint (i think the word is) which restores the ability to 'stumble', and you can run for short periodes but this induces pain! Add the ability to use a hatched and cut off a branch, this branch can be used as a melee weapon, but also as a crutch use one crutch in your main slot and be able to walk, use 2 crutches also in your secondary slot, and be able to run. Broken bones should heal on themselves also, taking 72h or so (including offline time) or can be insta healed with morphine. So now one is able to atleast work around having a broken bone, continue playing (be it limited), move towards a hospital at a somewhat bearable speed, in a team using two crutches you could even move fast. And pain can be used to tease the player about his condition, when walking running, etc... And lets face it, that is the 'authentic' situation' instead of the current binairy system of having or not having morphine.... The flashlights and flares are just fine from my point of view, what needs to happen though is remove the flashlight from the spawn inventory, now all of a sudden these chemlights and flares become 'the' way to see at night, atleast untill you find a flashlight. Adding a flashlight to the loottables also puts more presure on these tables, and causes other items to spawn a bit less !
  2. If there are multiple colors of flares then yes please, hopefully the community will decide on some color coding: - Red, stay out. (or not, your call) - Green, Save. (or not, your call) - Blue, request help/emergency (your call, go for it or not) I have tried using my flashlight to signal SoS in morse, when I broke my legs, to no avail... :(
  3. Without reading the whole thread, and thus risking this has already been mentioned ... the problem isn't breaking your legs, it's that the only thing you can do about it is find morphine, and this means you basically have to go to a big town, which means you are likely to die, so why even bother going there ... If you could set a 'cast' around the leg or a splint (or w/e its called with wood), and if you could find or make crutches, or all of them, so you can atleast walk and use your side arm (or if you load up two crutches- even run), you could actually somewhat keep playing, then make breaking legs like it is in real life, it fixes itself with time. So set a realy long time for it, i have a more elaborate system in my mind, but don't feel like totally writing it down here. Anyways bottom line is, it's not breaking your legs, it's that you can't do anything about it (UNLESS you have morphine)
  4. L0G!N (DayZ)

    More Zombies But Make Them Slower

    well that looked way to easy, while i do think zombies RUN for you way to often, it's not the running of them that bugs me, it's that they run where there is no need for it. If you don't move or shoot and they see you, they should just come in slow, if you run for it they should run as well, if you shoot they should run, either away or for you to hurt you... thats a tad more intelligent behavior but still at the 'animal' level (with the exception of running FOR you if you shoot at them) ... the 'spotted' now im gonna rush at you at lightning speed, is not needed, the rest of the zombie action is ok for me :) ... they are simple instinct driven creatures now, and you are their prey, look at any 'hunter' in the real world, they will try to get as close as they can undetected and only launch when they are close enough to be sure not to waste energy. That is how the Zed's should function... in my views ofcourse :)
  5. L0G!N (DayZ)

    I suggest closed testing

    Trust me, various MMORPGs are partial beta's aswell :/ ... or look at how Diablo3 ended up with no endgame, but what will Blizzard care, they already got your moneyz ... It sad what part of this business has become (fast cash for the least amount of effort, for a product that is digital anyways and only needs to be produced once and then can be copied endlessly) and it's even more sad that we keep rewarding gamemanufacturers for selling us half finished products, by still buying them because 'we can't judge' untill we purchase and use. And more than often see companies promise features that never make it in, because they trust on half the community forgetting about hollow promisses made 6 months ago. And how we still let them fool us with expensive CGI that has no bearing in the gaming experience what so ever... and how game journalists always write how this next release is going to blow you away with out taking into account that it's more likely going to be another halfbaked product like the last release... And that is why i realy like how this game is developed, now it's somewhat annoying i had to buy arma b4 i could play it, and if it had turned out not to be for me i would have spend that €20,- for nothing. But then again i'm a smoker and if i get more than 4 days out of this mod, than it be worth it... and sofar i am enjoying myself so the money is atleast worth more than 4days of cigarettes... but atleast i am getting to see the game, and i can somewhat track where Rocket wants to go with it, if i don't like it by the time he will ask for my money (if ever), then i just wont buy the game ... but atleast i had a chance to see every part of it and judge it b4 spending money. Which is more than i can say about a lot of games, where all you have to go on is a CGI some preselected ingameshots cut/pasted in some flashy video, and X game-magazines writing about how great it is because that's the only way they make money (aka. they just sell 2 pages to a game, and no gamecompany is buying those 2 pages if it saying 'it sucks' for 2 pages long), if you are lucky you can find some more information on fansites, but seeing there are largely FANS there, it will be hard to get objective information, esp. when there are only closed beta's ... So the more transparent the better it is for us customers, and if you inform yourself about gamemaking and modding you will soon stop buying various games from various companies that sell a mod or just a reskin as a new game. And if a gameproducer isn't showing you what he's got, and is open about it, then best stay away from it no matter how good it looks... the cake is a lie ... and also remember promisses made about features and slap them around their ears ... if they don't give atleast a wel thought reason for it having been a lie, then just don't buy the game !! Vote with your wallet and use your brain befor using your wallet ;)
  6. L0G!N (DayZ)

    Base in the forest.

    something like that yes :) ... well depending on possibilities, he sounded very fague and a bit like, if we manage to do it some other way then perhaps that be better still (atleast between the lines/words) ...
  7. L0G!N (DayZ)

    idea for a starting weapon

    I have been suggesting finding 'drift wood' on the beach with say 15 'shots' on them, needing 5 'shots' to kill a zombie... while it may still mean you end up bleeding and with 6000HP atleast it would give you something...
  8. L0G!N (DayZ)

    Fullmoon nights way too bright

    I think you are just 'unlucky' to catch a night with hardly any clouds, because a couple of nights ago when i was playing it first was pitch dark (before the moon came up, and with pitch i mean the whole screen was basically black), then when the moon came through it improved, but as soon as clouds came before the moon it was what i would call 'night time' dark on a non full moon... add some rain to that and your screen turns to black with stripes of grey and 5m visibility ... so i think it's perfect now, and if there is a full moon and the sky is clear, it's like wearing sunglasses on a sunny day...
  9. L0G!N (DayZ)

    removal of all wire,tank taps etc.

    There are three main reasons you see a lot of this: 1. Both items just take up one slot 2. Both items weigh nothing 3. There are no tools required to put them up (though for the barbed wire that makes no sense) Once they get an appropriate space requirement added to them, and the barbed wire weighs 35kilo and the tanktrap weighs 80kilo and my weight forumula is implemented you will see a lot less of these, though they may still appear where they spawned originally... though adding a wrench or spanners to put up a tanktrap could reduce atleast those to functional roadblocking... What could also help is if you could 'rewind' barbed wire, so you can remove it without tools, or use a pliers (i think they are called) and cut the barbedwire so it despawns. And ofcourse you could use a wrench or spanners to disassemble a tanktrap... Another thing that may well happen is that they are removed from the game once the Dev team finds a way to implement basebuilding. As these items were put in the game to test this out, hence likely the 1slot requirement on them (<- just testing). So you may well have your way and not see them entirely after some patch in the future ;)
  10. L0G!N (DayZ)

    Base in the forest.

    While it may be annoying not getting more responses, don't just shamelessly keep bumping your post, once to bring it back under attention is not to bad, but if you don't add to the thread yourself, and nobody else is either, then please don't keep bumping it :)
  11. L0G!N (DayZ)

    Make boats useful

    Instead of improving boats, perhaps the map needs a couple of rivers ;)
  12. L0G!N (DayZ)

    Poll on Zombies

    Again, the 'stresstest' 1.7.2.1 that was conducted (for me yesterday, not sure if it stopped) tested zombies in their 1000s so don't loose hope yet, i think there is room for diversity, both do a great job the other can't and both have a place in the game. Just as long as there are no super super zombies, like big scary beasts that defy any 'believability' in regards to an infected situation, i'dd be all for it :)
  13. I'dd like this too, though the amount of time should be enough for a player to loot your corpse, even if shot from a considderable range. Problem may be that people that 'kill themselves' at the beach will spawn zombies at this beach, while this is intended to be a relative save zone for new arrivals...
  14. L0G!N (DayZ)

    A sex system in the game?

    I don't think this is a good idea, if non-lethal knockout weapons are introduced you open up a whole different can of wurms ... and in general people that are deprived of a partner 'help themselves'
  15. L0G!N (DayZ)

    I suggest closed testing

    I think you are wrong, the cheating is actually good! seeing this will need to be dealt with at some point, why not now! and the feedback can be a tad horrible here, but do your own thing and give the best feedback you can, it will only stimulate others to do so aswell, and if you see a realy offensive post, just report the guy so that the mods can do something about it. I think it's fair we help them out with this, as i can not keep up with treads by myself and even if there were 5 of me for every part of the forum one, i would still have a hard time keeping moderation up. There is a report button and it's there to be used, use it and force people to behave (or GTFO like they like to say themselves)... it may be a struggle equal to that against zombies ingame, but if we don't try we will automatically loose! And i think the Dev's are more than qualified to shift good from bad ideas ;)
  16. L0G!N (DayZ)

    Subtle signs of a bandit

    The more i think about this the more I think Rocket should implement a couple of features, that become active or 'disappear' depending on difficulty settings... Recruit: - anyone that kills any player is directly marked as a killer, and this white dot that appears for zombies in this recruitmode is changed to a red dot for this player with a considderable range and time, kill more than X times, and you get stuck with this red dot. Any other players have a green dot when close. The blood idea here can also be implemented... Regular: - Anyone that kills other players more than X times becomes a red dot, for a considderable range and time, unaccurate location and perhaps even flashing in and out. The blood could also be used here. Veteran: - Anyone that kills another player gets blood on their shirt. Expert: - you are an expert so are bandits, good luck & Have fun ! This way both bandit and player can choose themselves in which setting they like to play. The Recruit mode is largely for new players just finding stuff out, they should be guarded. Regulars should know what to expect, but if there is a true bandit that keep killing people i think it's fair to 'point that out'. This bandit shouldn't be pointed at directly, so the red light may well only flash every now and then in some random location on your screen, it's there to warn you a tad, but you are a regular, so deal with it at your own disgression. Think you are ready for veteran play, well you may see that a player killed another player and looted them, but it may well have been in selfdefense, you are likely not alone, so risk assesment is part of your play... Expert, well so are the others, you get no clue at all, gl & hf !
  17. L0G!N (DayZ)

    I suggest closed testing

    Nah where is the fun in that? ... what i did like is how they added alpha testing today, where they first release a 'beta-alpha'-patch to be tested by whom ever wants to, and doesn't mind about loosing their stuff or have their computer crash... which may pre-test a patch or part of it for any major bugs... to then release it to the masses to iron out any other mishaps. See the thing with alphas & beta's is, the more monkeys with typewriters you have, the more likely it is they will find something broken or unintended, and thus the more likely you end up with 'a shakespear' :)
  18. L0G!N (DayZ)

    Cut down inventory space !

    Whups i forgot the space for clips and bandages :blush: ... i will add this to the OP, so people may be less shocked of this proposal
  19. You beat me too it :( ... ;) :D ... crutches was/is part of the still floating around in my head thread 'full medical features & alternatives' ... and i had the exact idea for 'alternative' crutches in mind... like, I do not mind getting my legs broken (well sorta) i just realy dislike how it leaves me unable to get anywhere, where i can do something about it...
  20. L0G!N (DayZ)

    Night time

    Due to hanging around on the forum during the day *cough* i tend to play at night as well... i find it's way easier as zombies have a harder time to see you, which seems fair as i have a harder time seeing them (so i tend to 'play by ear' ), another 'fun' thing i experienced the other night, was somebody with a lazer pointer (likely a friendly as no shot was fired), provoking me ... i guess when (s)he noticed i wasn't responding and frantically looking for beans instead, that i posed no thread. But seeing that red light wiggle did make my heart beat twice... I also do not get why we spawn with a flashlight, esp. since there are so many light sources in the game. torches and chemlights that work just as well or even better, if a flashlight doesn't 'interest' zombies than shouldn't this be an item on a loot table with some rarity ? esp. since there are so many other alternatives laying around :) As far as NVG go, i do not think they should be removed, i do think 'glasses' should be implemented, one being a sunglass, the other one of those 'bright yellow' glasses. The rarity of the NVG can go up, and these Bright Yellow glasses would give 'some' improvement at night :)
  21. L0G!N (DayZ)

    Cut down inventory space !

    In general i think less space means more presure on decisions and inventory space, while added spawn items put more pressure on spawned items in general, and all will give more enjoyment/relief when finding things. While at the sametime, all of it gives more presure to work together, while under no circumstances limit a bandit from sitting a top a hill sniping noobs (yes i may not like your 'gaming style, but i do not forget you are a valuable part of my experience ;) ) @Hermitcrab, while there is no clothing system in the game yet :( ... i still think the amount of slots needs to be reduced, a tactical vest can only hold small things, usually some tools and bandages maybe a candybar. So having less space makes total sense, if you evaluate all the things you can carry in the inventory now (tanktraps, barbwire). And if a clothing system is introduced, then finding a tactical suit could have a benefit of added space for small items (similar to how my toolbelt idea is set up). ... and the Czech is a 6 slot bag ;) @Lou_Drew, I think as a community we should try and 'press' the Dev team to celebrate the 2.0.0 patch with an entirely new map, that will reset everyone :) @Enforcer, check my threads linked in the OP, it has those suggestions right there ;) @Arims, I didn't say 'cut down space on the backpacks' did I ?! perhaps i should specify this specifically in the OP, just the base inventory needs to be smaller, and people need to spawn without a backpack, so these items can be added to loot tables, so that there is more presure on chances on loot, giving a more challenging experience! Hence i am also for giving people nothing as they spawn, just to add the flashlight and backpack to the loot tables and slightly increase bandages & painkillers, putting further presure on other items! ... And for those bigger backpacks the weight system will cull down the amount of stuff you can carry :)
  22. In a flash of commen sense i noticed i totally forgot about a certain 'pack' that should be added to this system: - Holster: using 1 slot, giving ? to slot: any pistol, and 1 or 2 clips. So you can stach away your sidearm in favor of say a flashlight. Still hoping other people come up with other 'small pack' ideas that would make sense for this idea, reward finding them by giving a few more slots on one's toolbelt, usually in a specific sence so that the inventory system becomes the 'profession' system.
  23. Well then it's a great reason to remove that bit of text, wanna know if somebody is dead, go and kick his body...
  24. L0G!N (DayZ)

    Brilliant Idea!

    Rubber bullits were mentioned recently as well, while these do not knock a person out unless it's a headshot, they can induce a lot of pain without being vital ... one question though, if 'we' find a tranquilizer dart can we use it in melee as well without a gun?
  25. I do think we will get more interesting animals as the AI for zombies is optimized and as such can be transferred over to animals, working in two places at once at something that is only half working in either place is just time wasted. Get it good on one (zeds) and transfer it over to any other AI controlled entity... I would love to see 'sharpening tools' added to the game, so that your knife can go dull and you get less meat. How would the knife go dull, well it should be able to use it to open cans, if you do not have a 'can opener', or a screwdriver to open a can; and from just using it in other situations... I do think a kitchen knife could be added that does what you want for the axe. Then again chopping off a leg with an axe is fairly viable, so the axe may well have it's place there as well. Perhaps the size of the animal can play a part, as cleaning a chicken with an axe sounds like it would just leave a pile of spoiled meat ! Gutting without anything sharp is pretty much near to impossible ...
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